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* Don't pretend bread is useful to felid liches (#8875)Neil Moore2014-08-141-1/+11
| | | | | Rather than assuming all food is long-term useful for the temporarily undead, instead check what would happen if we weren't a lich.
* 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.
* List all food types on \.Shmuale Mark2014-08-031-4/+18
| | | | | | | | | | | | | | Now that there are only 7 (including chunks), there's no reason to not have as many as possible of a single type (because of weight being gone), you often might want to just have one slot of non-chunk food. The categories before weren't quite obvious (preserved meat didn't include beef jerkies apparently). Now you can just set whichever food type you found the most of to be picked up and everything else off. The downside is that this clutters the menu. If it's too much, possibly the categories could become chunks, meat, bread, fruit, and other, splitting bread and fruit for a Ko of Fedhas, for example. That only saves two lines on this, though.
* Don't hard-code gourmand in gather_items.Neil Moore2014-07-301-3/+5
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* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .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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* Move letter <-> index from stuff.cc to prompt.cc (wheals)Nicholas Feinberg2014-07-281-0/+1
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* Don't return dangling strings for jewellery names (#8822)Neil Moore2014-07-241-2/+2
| | | | | | We were returning a pointer to the character data of a stack-allocated string, leading to corruption of the name in the item cache. Have jewellery_type_name return a string instead.
* Make a function static.Neil Moore2014-07-241-1/+1
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* Remove 'the' (from) gourmand (for lua interop)Nicholas Feinberg2014-07-231-3/+12
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* Don't consider permafood permanently useless while in LichformChris Campbell2014-07-231-4/+1
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* Make Sublimation of Blood only effective when cast on the playerChris Campbell2014-07-231-9/+1
| | | | | | | | | | | 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.
* Refactor out a redundant list of jewellery namesNicholas Feinberg2014-07-221-38/+77
| | | | And de-indent l_item_do_subtype() slightly.
* Remove an unused parameter.Neil Moore2014-07-201-3/+3
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* Revert "Mark gourmand useless for Gozag worshippers (#8801)."Neil Moore2014-07-191-2/+1
| | | | | | It is still useful for blood potions and for vault-generated corpses. This reverts commit 4fb28e2dc24408ca7f051719cf5fba8d97e4b4ea.
* Mark gourmand useless for Gozag worshippers (#8801).Neil Moore2014-07-191-1/+2
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* Refactor weapon_skill()Nicholas Feinberg2014-07-131-3/+3
| | | | | | | | | | | | | | This function was misleadingly named (it only provided the skill used for melee weapons, not ranged weapons), and incomplete; code along the lines of "is_ranged_weapon(*it) ? range_skill(*it) : weapon_skill(*it)" was scattered in about half a dozen different functions. I've corrected both of those problems (renaming weapon_ skill() to melee_skill() and adding item_weapon_skill()), and also possibly fixed two bugs in the process - an l_you.cc function that claimed to provide the skill used for the starting weapon (but actually only gave the melee skill), and unrand creation code that checked if a potential unrand swap used the same (melee) skill as the weapon type being generated.
* Show correct rune autopickup status in \ menu (#8639)Neil Moore2014-07-091-1/+2
| | | | | We were checking "18 decaying runes of Zot", which wasn't matched by our default autopickup_exceptions rule.
* Replace potions of paralysis with potions of cancellation.Shmuale Mark2014-07-061-3/+1
| | | | | | | | | | | | !para was sort of problematic in that in combat, it would basically be a game-over effect, especially at the low HP people generally panic-quaff at, and almost entirely harmless outside of combat. Neither effect is very interesting. Dispelling has the potential to be bad, if you hadn't identified it and had used some other buffing potions, and lends itself to many more interesting tactical situations. "Cancellation" is just the first thing that popped into my head; feel free to send buckets of paint to recolour the bikeshed with.
* Pre-id strong poison, hide it.Shmuale Mark2014-07-061-1/+2
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* Remove potions of strong poison.Shmuale Mark2014-07-061-5/+1
| | | | | | | | | | | | Their peculiar depth restriction meant that when you found them, they were quite harmless. Even if the restriction were removed, they would be basically the same as potions of poison, since when they might be harmful the player would have little enough HP that the weaker potion could kill them. Their weight is distributed evenly among all other potions -- a very slight buff seems like a fine thing to do, especially since potion generation at D:2-10 isn't considered too good.
* Mark large rocks as useless for non-large sandblasters (#8764)Neil Moore2014-07-051-1/+2
| | | | If you can't wield the rock, you can't use it to enhance Sandblast.
* Remove unused parameters from umbra() and backlit().Neil Moore2014-07-051-1/+1
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* objstat: Item and monster generation statisticsgammafunk2014-06-251-13/+7
| | | | | | | | The -objstat command-line option will generate iterations of the given levels, compiling stats on every item and monster generated, and average the results over the iterations. It's only available in debug builds and uses the same map specification format as -mapstat. The default number of iterations is 100.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+0
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Remove the dragon slaying brandreaverb2014-06-181-1/+1
| | | | | | | | Generally it doesn't create interesting decisions because dragons are such a small group and are mostly a subset of monsters slowed by the freezing brand. In addition, it has rather arbitrary effects against players, hitting some for an degenerate amount of damage while ignoring others.
* 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.
* Hide old enchant weapon scrolls in \ autopickup menuChris Oelmueller2014-06-151-2/+6
| | | | And allow auto-identifying the last scroll to work again.
* Plus2: (JEWEL/WPN) SimplifyChris Oelmueller2014-06-141-4/+2
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* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-6/+2
| | | | | | | | | | | | | | | 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.]
* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-6/+1
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* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-3/+1
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Simplify, and correct some messages.Shmuale Mark2014-06-131-3/+3
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* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-6/+8
| | | | | | | 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.
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-5/+5
| | | | | | | 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.
* Remove vestiges of Simulacrum-chunk interactions.Neil Moore2014-06-091-12/+3
| | | | | Wieldability, usefulness of butchery and chunks, tile wield tip, and monster food pickup.
* Mark obsolete brands as obsolete.Neil Moore2014-06-011-4/+4
| | | | | In the terse name only (inscriptions, % screen, and wielded/quiver). This way it will, I hope, be clearer that the item doesn't do anything special.
* Don't mark obsolete-branded weapons as buggy (rchandra)Neil Moore2014-06-011-1/+4
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* Remove pseudo-inscription and description for Preservation (rchandra)Neil Moore2014-06-011-1/+1
| | | | Since it no longer does anything.
* Remove darts from autopickup menu (#8615)Neil Moore2014-05-301-0/+4
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* Colour stationary items darkgrey in pickup menus.Neil Moore2014-05-291-0/+3
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* Remove jewelry and armour sources of conservationgammafunk2014-05-281-2/+9
| | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* Debuggify old food (#8599).Shmuale Mark2014-05-261-1/+3
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* Remove some foods.Shmuale Mark2014-05-261-17/+4
| | | | | | Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples, apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas, and cheese.
* Don't consider wands of healing useless with no device healChris Campbell2014-05-231-8/+0
| | | | In the same way that wands of hasting/teleport aren't useless with stasis.
* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-2/+2
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove Ambrosiareaverb2014-05-211-1/+0
| | | | | | | | Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as giving the effect to !magic have been proposed. Once again, somebody might want to review my vault edits. I mostly replaced ambrosia with honeycombs.
* Remove royal jelliesreaverb2014-05-211-1/+0
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Allow Vampires to mutate normally at all thirst levelsChris Campbell2014-05-211-12/+5
| | | | | | They're already distinct from other undead in that they can mutate sometimes, and thematically they're all about changing state and form. They could already mutate while starving via benefical mutation, even.
* Include "melee" tag on staves and rods.Neil Moore2014-05-201-3/+4
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