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* Make magic mapping reliably reveal the entire mapNicholas Feinberg2014-08-131-1/+1
| | | | | | | | | | | | | The 'patchy holes' in the map generally didn't hide anything important, especially since in the most common cases when they were relevant (portal vault entrances), you could generally look at the surrounding tiles to guess where the entrance was. The primary effect, in practice, was occasionally fucking with autotravel. Making *non*-patchy holes in the map would be an interesting variant, but harder to implement; this is a simple improvement to make in the meanwhile.
* Remove a useless harmful-chunk-eating promptNicholas Feinberg2014-08-111-56/+3
| | | | | | Even if you said 'yes', the game would only tell you that you couldn't do it anyway. (Since it would do nothing but poison/rot you!)
* Don't let forms unmark aux armour as useless (#8854)Neil Moore2014-08-051-6/+6
| | | | | | If the form suppresses a mutation that prevents use of an armour slot, continue listing items for that slot as useless even while in that form. This also prevents, e.g., transformed formicids acquiring hats.
* Hide a hack better.Shmuale Mark2014-08-031-1/+1
| | | | | | | Ideally, we wouldn't be using special for unrands totally different from how items of the same type do, but that's less trivial than this commit. A centralised place to check for being an unrand should at least make such a change easier.
* Make an array static and check its size.Neil Moore2014-07-301-1/+2
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Make Sublimation of Blood only effective when cast on the playerChris Campbell2014-07-231-8/+0
| | | | | | | | | | | Having a spell work in two completely different ways depending on context is unintuitive, and self-casting it is the much more interesting use. Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul, Mummy). Species that can't bleed get both level 1 spells from the first Kiku gift. Has some ugly duplication of lists of species that can't bleed, because using player::can_bleed won't correctly handle statue- or lich- formed players even with allow_tran = false, due to them changing the player's holiness.
* New Gozag wrath effect: potion failurereaverb2014-07-191-0/+10
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* Don't add an extra turn's delay to donning/doffing armourNicholas Feinberg2014-07-181-0/+2
| | | | Also fixes swapping armour with W being faster than T -> W.
* Fix an incorrect commentNicholas Feinberg2014-07-181-1/+1
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* Make armour swapping take a fixed turn countNicholas Feinberg2014-07-181-10/+7
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* Refactor duplicate code from can_wield()Nicholas Feinberg2014-07-131-36/+1
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* Refactor item handedness codeNicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | Instead of specifying HANDS_ONE or HANDS_TWO in Weapon_prop[] (which were... misleading at best), there's now a min_2h_size and min_1h_size field. The former controls the minimum size a player or monster must be to wield the weapon at all; the latter is the minimum size required to wield it with one hand. This means that giants can now wield daggers (unlike before); if necessary, a max_size field can be added, but this seems a low priority to preserve. This breaks formatting of Weapon_prop[] a bit; apologies.
* Clean up ?blinkNicholas Feinberg2014-07-061-11/+3
| | | | | | | Make it only prompt for cancellation when that would actually waste the scroll, and remove some archaic checks to avoid iding -tele equipment for free (since that's all auto-id'd now anyway!)
* Make scroll of vulnerability only apply -MR.Shmuale Mark2014-07-061-7/+1
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* Re-fix ?ew not marking items uncursed (8653)Nicholas Feinberg2014-07-051-1/+2
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* Don't try to swap to unwieldable large rocks, either.Neil Moore2014-07-051-1/+3
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* Make vorpal a more common result from ?brand weaponChris Campbell2014-07-021-1/+1
| | | | Since the scroll no longer always makes unbranded weapons vorpal.
* Split butchering/bottling into a new fileNicholas Feinberg2014-07-011-0/+1
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* Move blood rotting into a new fileNicholas Feinberg2014-07-011-0/+1
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* Remove an unused function (gammafunk).Shmuale Mark2014-06-301-1/+1
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* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-6/+6
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* Revert "Re-add a failure chance for enchanting weapons (Nomi)"reaverb2014-06-161-2/+1
| | | | | | This reverts commit 914a5a54c88097f516b8b673c6976124132b5bf0. This was intentional (See: 62a6f3cdfa5ad)
* Re-add a failure chance for enchanting weapons (Nomi)Nicholas Feinberg2014-06-161-1/+2
| | | | An unintended byproduct of the ?ew merge.
* Fix messaging when enchanting weapons via god blessingChris Campbell2014-06-151-4/+5
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* Make enchant weapon scrolls always succeed, reduce generationChris Campbell2014-06-151-7/+6
| | | | For consistency with enchant armour, and to remove the breakpoint at +4.
* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-4/+4
| | | | | | | Chris Oelmueller made an excellent patch for this, but unfortunately it was rather rotted by the time somebody decided to look at it. It was easier to recreate than update. I've also added some tiles stuff which was missed in the original patch.
* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-58/+24
| | | | | | | | | | | | | | | New item is just called "scroll of enchant weapon". It increases both accuracy and damage by 1. Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon scrolls where placed in vaults, and if already generated will act like a common "scroll of enchant weapon" as well for sake of simplicity. Scroll weights have been adjusted a bit; this almost certainly needs to be revisited. [Committer's note: merged a few commits into this, where it seemed sensible. Also reworked the scroll weights, but yeah, that needs another pass.]
* Remove two more references to missile enchantmentChris Oelmueller2014-06-141-4/+3
| | | | | No longer handle reading enchant weapon on ammo stacks. This has not been possible for a while: 0.11-a0-1800-gec45d1d
* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-1/+0
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* More fixes for temporary brands.Shmuale Mark2014-06-121-2/+3
| | | | | Don't keep the old brand on Tukima's, make ?bw make sense, and don't allow rebranding a blessed weapon (this includes with the scroll).
* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-1/+3
| | | | | | | Toting around an unbranded weapon just to be able to swap to it is no fun, and not even that much more of a difficulty; maybe it just means getting pain out takes 0.7 more turns or so. You still can't overwrite artefacts, of course.
* Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-2/+2
| | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* Make random_choose_weighted() end on -1 weightreaverb2014-06-101-2/+2
| | | | For consistency with random_choose().
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-5/+2
| | | | | | | Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
* Add an option for more consistent prompt behaviour when changing jewelleryChris Campbell2014-06-101-18/+119
| | | | | | | When enabled, you will always be prompted to choose a hand/tentacle when equipping a ring, even if you currently have some empty slots, or if one ring is cursed, etc. As a result, "Px>" should always result in "put ring x on right hand", and never "put on ring x, then go downstairs", for example.
* Remove vestiges of Simulacrum-chunk interactions.Neil Moore2014-06-091-13/+5
| | | | | Wieldability, usefulness of butchery and chunks, tile wield tip, and monster food pickup.
* Adjust a vampire help messageChris Campbell2014-06-071-1/+1
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* Mark artefact armour known-uncursed after enchanting (#8653)Neil Moore2014-06-071-11/+9
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* Mark weapons as known-uncursed after enchanting (#8653)Neil Moore2014-06-071-1/+1
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* Always formally identify the brand of a weapon on rebrandingreaverb2014-05-311-0/+2
| | | | Since the message gave almost all the information up anyway.
* Make corpses and skeletons stationary items (minmay)gammafunk2014-05-261-0/+6
| | | | | | | | | Moving corpses and skeletons to other levels or to other locations within a level is tedious but may be optimal for corpse rot and god abilities like Kiku's corpse prayer. This commit prevents the player from picking up or apporting carrion. It generalizes the code used for nets being stationary, and cleans up and documents various bits of related item pickup code.
* Remove two checks based on item mass.Shmuale Mark2014-05-261-5/+7
| | | | | | Should be no functional change. (commiter's note: tweaked the comments.)
* Remove the Vorpal special case for branding unbranded weapons.reaverb2014-05-221-5/+1
| | | | | It didn’t do anything interesting. Otherwise, rebranding branded weapons would not be randomized either.
* Revert "Make blurry vision mut cause scroll reading to take more time."reaverb2014-05-221-4/+8
| | | | | | | | | | | | | Certain issues with player delays make changing you.time_taken an undesirable system. The random chance version of blurry vision is still not good, but the consensus is that it's tolerable until these issues are worked out. The removal of the effect of blurry vision on trap detection remains. This reverts commit 94537065d378a10efb3c0ace0ae552999f5b43c4. This reverts commit 6408390c0a71c47526449d54ecf58905d96b9575. This reverts commit becff2d3de3a8f051d38f2be104411722b6b89f4.
* Make blurry vision mut cause scroll reading to take more time.reaverb2014-05-221-8/+4
| | | | | | | Instead of the awful random chance of failure, which made you press r over and over. Currently adds a half turn per level, affected by Haste and Slow.
* Distinguish artefact from non- when swapping rings (#8062)Neil Moore2014-05-201-1/+1
| | | | | If the left ring was a artefact and the right ring a non-artefact of the same base time, we failed to ask which to swap out.
* Don't allow wielding an item that's too large while transformed.Shmuale Mark2014-05-191-1/+1
| | | | | | Not currently relevant, but might be if a SZ_LARGE or greater item-using form is added. (cherry picked from commit 0f69f1eb2bc0a8c8596bfd6a9c3515eb4d2a87df)