summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/makeitem.cc
Commit message (Collapse)AuthorAgeFilesLines
* Apply trunk r6496 to trunk.dolorous2008-07-111-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6497 c06c8d41-db1a-0410-9941-cceddc491573
* Apply trunk r6488 to 0.4.dolorous2008-07-111-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6489 c06c8d41-db1a-0410-9941-cceddc491573
* Fix potions of decay created by mummy curse sometimes being inscribed.j-p-e-g2008-07-071-5/+4
| | | | | | | | | Change inscription prompt to work as intended by David, after all. :) Make manuals use a reading counter (plus2) that is initialized with 3 + random2(15). Once it reaches 0, the manual crumbles to dust. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6443 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 2012088: Monsters "following" you from the Abyss to the wrong level.j-p-e-g2008-07-071-2/+2
| | | | | | | A few fixes to starting equipment and skills. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6440 c06c8d41-db1a-0410-9941-cceddc491573
* Another clean up, and add some new weapon speech.j-p-e-g2008-07-071-39/+45
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6439 c06c8d41-db1a-0410-9941-cceddc491573
* Add spelling fixes where possible: "gray" -> "grey".dolorous2008-07-041-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6381 c06c8d41-db1a-0410-9941-cceddc491573
* Since thrown ammo of ice and flame finally work, enable javelins of dolorous2008-07-031-8/+5
| | | | | | | flame and ice, since they finally work as well. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6368 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 2005590: Branded darts unbranded when thrown.j-p-e-g2008-07-031-13/+6
| | | | | | | | | Thrown darts of ice or flame will correctly be displayed as puffs of frost/flame, will do the appropriate damage both to player and monsters and will be identified when thrown by a monster. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6367 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 2009014: dwarven accessories could be overenchanted on generation.haranp2008-07-021-0/+10
| | | | | | | (OK, so it could be considered a feature.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6353 c06c8d41-db1a-0410-9941-cceddc491573
* Enable Chaos Knights of Lugonu starting out in the Abyss.j-p-e-g2008-06-301-2/+2
| | | | | | | | | | | | | | | | | | | I've marked these characters with GDT_GAME_START, so that * the player starts out on an altar to Lugonu * there's an exit back to the Dungeon near-by * returning into the Dungeon always places them into the entry vault on level 1 * no abyssal runes are ever generated * item generation matches that of level 1 * monster spawn rates are that of the orb run to enforce a quick return into the Dungeon Once the player returns to the Dungeon (via an exit or with Lugonu's first power) char_direction is properly set to GDT_DESCENDING and from then on the game continues as if they had started in the Dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
* Add minor cosmetic fixes.dolorous2008-06-301-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6244 c06c8d41-db1a-0410-9941-cceddc491573
* Simplify.dolorous2008-06-301-3/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6243 c06c8d41-db1a-0410-9941-cceddc491573
* Since hill orcs can be paladins now, allow orcish weapons of holy wrath.dolorous2008-06-281-6/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6182 c06c8d41-db1a-0410-9941-cceddc491573
* Misc. minor cleanups. (Yes, a huge amount of them but still...)j-p-e-g2008-06-261-12/+13
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
* Modify quiver to only quiver ammunition explicitly chosen by the playerj-p-e-g2008-06-241-4/+4
| | | | | | | | | | | | (via (,) or i, or by the new quivering command). Ammo that just happens to come next in the fire order is not quivered anymore even if you continue firing. Add a new quiver command on Q, and while I was at it, restrict the items offered when firing (fi) or quivering to actual throwables. (This was a long outstanding FR.) I think that's it... git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6112 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1996837: Allow equipping spellcasters with ammunition on generation.j-p-e-g2008-06-191-6/+10
| | | | | | | Fix 1997179: Merge zombies correctly in the monster list. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5977 c06c8d41-db1a-0410-9941-cceddc491573
* Don't change beam names for tracers. (Fixes 1994978.)j-p-e-g2008-06-161-4/+4
| | | | | | | | | | | Clean up the vampire ability screen a bit. Special case naga bardings of running (according to makeitem.cc they can exist) to be called "naga barding of speedy slithering" instead. Yes, it's a hack, and yes, the name is rather unwieldy, but it makes more sense this way. I hope. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1994840: good items were never racial boots.haranp2008-06-161-15/+7
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5877 c06c8d41-db1a-0410-9941-cceddc491573
* Bumped frequency of !oResistance by 36%. Lowered frequency of !oRA toharanp2008-06-111-2/+2
| | | | | | | compensate. [1828604] git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5731 c06c8d41-db1a-0410-9941-cceddc491573
* Yet another session of comment/whitespace cleanups.j-p-e-g2008-05-271-39/+38
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5291 c06c8d41-db1a-0410-9941-cceddc491573
* Really disable it this time.dolorous2008-05-161-5/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5088 c06c8d41-db1a-0410-9941-cceddc491573
* Fix BR 1959133 (Shiori): change Ancus to Ankus.dploog2008-05-161-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5085 c06c8d41-db1a-0410-9941-cceddc491573
* Properly save friendly pickup setting as a player variable (rather thanj-p-e-g2008-05-071-1/+1
| | | | | | | | options). This increases the minor version by 1. Also, tidy up the checks of this settings. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4916 c06c8d41-db1a-0410-9941-cceddc491573
* Rename the "blessed blade" the "blessed eudemon blade", so that the name dolorous2008-05-071-2/+2
| | | | | | | | of the Blessed Blade artefact is unique. Also, attempt to add shopping values for the new blessed blades (these probably need adjustment). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4909 c06c8d41-db1a-0410-9941-cceddc491573
* Disallow monsters from picking up missiles for which they don't havej-p-e-g2008-05-071-44/+37
| | | | | | | | the necessary launcher, but allow upgrading of missiles for ones with higher pluses or branded ones. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4906 c06c8d41-db1a-0410-9941-cceddc491573
* First attempt at making vampire feeding interruptible. It doesn't workj-p-e-g2008-05-051-1/+1
| | | | | | | | | | | yet (I had "You stop feeding" followed by "You continue feeding" including full effects), but it's probably better to commit now anyway. Known potions of blood or porridge cannot be quaffed when engorged (alive). Also clean up blood potions check. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4871 c06c8d41-db1a-0410-9941-cceddc491573
* Update tiles help -- no formatting worth speaking of, but at least the j-p-e-g2008-04-231-297/+363
| | | | | | | | | information should be correct. Remove (hopefully) unnecessary ASSERT that was causing problems with Tiles. Clean up makeitem.cc. (Spacing changes, and renaming static methods.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4546 c06c8d41-db1a-0410-9941-cceddc491573
* Make lajatangs more common to compensate for the weaker quarterstaff.dshaligram2008-04-211-5/+27
| | | | | | | | | Also strengthened Agnes slightly, speeded her up a bit further, and gave her a lajatang. Lajatangs can now be generated with a brand. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4426 c06c8d41-db1a-0410-9941-cceddc491573
* git-svn-id: ↵j-p-e-g2008-04-171-0/+2
| | | | https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4285 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1943303: Prevention of barding generation in monsters equipment.j-p-e-g2008-04-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | And while I was at it... improved monster pickup handling. * Ranged spellcasters won't pick up missiles anymore (except throwing nets). * Allow monsters with behaviour != BEH_WANDER to pick up items again. (Restricted to scrolls, potions, wands and weapons, since these could be useful in a fight.) * Restrict monster pickup to items they may actually use (3 types of scrolls, six types of potions), though they may still pick up all types of wands, if only to annoy the player. As before, pickup only takes place if a monster happens to be on a square with items and only the top items of stashes are checked - monsters won't make a beeline for items or search stashes for goodies. Also, neutrals and friendlies still won't pick up anything at all; this might have to be changed. Unrelated: fixed an ASSERT for divine retribution during penance. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4255 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1895579: Uniques dropping their specific artefacts.j-p-e-g2008-04-161-4/+3
| | | | | | | | | | | Asmodeus now won't drop the Sceptre, Dispater not the Staff, and Cerebov will also keep his Sword. Also, monsters will only pick up potions if they can use them, i.e. only vampires drink blood, and undead and non-living can't use !healing. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4254 c06c8d41-db1a-0410-9941-cceddc491573
* Comment fix.dolorous2008-04-151-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4252 c06c8d41-db1a-0410-9941-cceddc491573
* Make daevas get long swords of holy wrath again, to avoid confusion.dolorous2008-04-151-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4251 c06c8d41-db1a-0410-9941-cceddc491573
* Let TSO's weapon blessing for the player create blessed variants of all dolorous2008-04-151-2/+9
| | | | | | | long blades, not just demon blades. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4250 c06c8d41-db1a-0410-9941-cceddc491573
* Fix a wizmode bug where placing an altar to your current god wouldj-p-e-g2008-04-151-1/+1
| | | | | | | | | | attempt you to "re-join" your own religion and subsequently crash. Also, reintroduce debugging check for blood potion descriptions that I'd accidentally removed, and rename static methods in religion.cc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4238 c06c8d41-db1a-0410-9941-cceddc491573
* Disallow monster vampires to drain monsters (and the player) if theyj-p-e-g2008-04-151-0/+10
| | | | | | | | | | | | | | | have no blood - and yes, this means that using the right Transformation can help you avoid this. Also, never drain player vampires. Occasionally equip monster vampires with potions of blood, which they drink in times of emergency with a healing effect between !healing and !heal wounds. Don't allow the player to use the Bat Form transformation (or end said transformation) if doing so would result in death by stat loss. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4236 c06c8d41-db1a-0410-9941-cceddc491573
* Apply Horst von Brand's (first) patch 1887488: gcc-4.3 compile failures.j-p-e-g2008-04-141-0/+2
| | | | | | | I'm not sure what to do about the rest of that tracker item. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4233 c06c8d41-db1a-0410-9941-cceddc491573
* Fix compile (oops) and numerous whitespace changes.j-p-e-g2008-04-141-55/+56
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4229 c06c8d41-db1a-0410-9941-cceddc491573
* Overhaul blood potions to work completely differently.j-p-e-g2008-04-141-5/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of storing age in item.special they now use a dynamic vector (item.props, like decks do), so that a stack of potions doesn't have to coagulate all at once. Rather than counting down the timers every 20 turns or so, the time-out turn is calculated at creation, and comparison is done against the current turncount. Any action changing a stack (quaffing, firing, Evaporate, picking up, dropping) will always extract the oldest values from the vector, which is likely to be what the player wants. Blood potions now last about 2000 turns (a bit more if drawn from fresh corpses), and coagulate 500 turns before rotting away. I ran a lot of tests in wiz mode and out, but of course there may still be problems. I've added methods to calculate the new timers from old style age counters (item.special), but I'm not sure that they actually work... Oh well... if worst comes to worst, this commit breaks saves. Also: * vampires are not susceptible to fire anymore when Bloodless * make tile_plant_colour also apply for remembered plants out of LOS * fix 1941759: buggy orc dialogue git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4228 c06c8d41-db1a-0410-9941-cceddc491573
* Add more whitespace fixes.dolorous2008-04-081-8/+8
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4131 c06c8d41-db1a-0410-9941-cceddc491573
* Give Tiamat better base AC and golden dragon armour.dshaligram2008-04-011-1/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4033 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed monsters not regenerating at the right rate when catching up time ↵dshaligram2008-04-011-2/+2
| | | | | | spent off-level. Slightly dropped the generation of bucklers in the Elven Halls. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4031 c06c8d41-db1a-0410-9941-cceddc491573
* Let the weapon and armor enchantment blessings change the item's dolorous2008-03-281-8/+8
| | | | | | | appearance. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3920 c06c8d41-db1a-0410-9941-cceddc491573
* Split potions of blood and potions of coagulated blood into twoj-p-e-g2008-03-261-5/+7
| | | | | | | | | | | | | | | | distinct potion types to make stacking easier. Coagulated blood is not created randomly, and aging potions of blood turn into potions of coagulated blood, so none of that changed. Well, except the name: congealed -> coagulated. This also means that they now have distinct descriptions, though seeing potions in your inventory coagulate will identify both of them. And I checked: potions in shops will coagulate as well and disappear. Coagulated blood is cheaper, but if you need it you won't want to wait around, right? git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1923913: blood spattering into fountainsj-p-e-g2008-03-241-12/+25
| | | | | | | | | | | Fix 1923487: jewelled helmets getting the "jewelled" randart description Fix 1923471: Suppress the beholding message if only attacking. Also remove ARM_HELM since it's identical in every way with ARM_HELMET and only serves to confuse coders. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3858 c06c8d41-db1a-0410-9941-cceddc491573
* Another one of those mixed commits.j-p-e-g2008-03-201-16/+11
| | | | | | | | | | | | | | | * Fix 1915277: Blade Hands time-out removing bardings. * Ely's Lesser Healing costs range(0,1) piety (avg. 0.5) * Allow synonym for "yes" in yesnoquit(), and use it for eating (e=y). Also, in preparation for 0.4 (yes, I can't wait) finally disallow random generation of weapons of orc slaying. Demon lords use a check of their own and as a randart property it's also allowed, which I think is fine. Allow random generation of nets and increase shop prices for nets and javelins. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3766 c06c8d41-db1a-0410-9941-cceddc491573
* Removed mutation depth restriction as suggested by the mutant overlords of ↵dshaligram2008-03-151-2/+1
| | | | | | ##crawl. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3658 c06c8d41-db1a-0410-9941-cceddc491573
* [1914615] Fixed potions of mutation accidentally becoming eligible for early ↵dshaligram2008-03-151-1/+1
| | | | | | generation. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3657 c06c8d41-db1a-0410-9941-cceddc491573
* Overhauled potions of blood and vampires.j-p-e-g2008-03-131-4/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1.) Vampires can only suck blood from creatures with M_COLD_BLOOD or M_WARM_BLOOD set (no insects anymore!) These restrictions are the same for blood spatter. Also, the monster's corpse must be of type contaminated (e.g. gnoll) or clean. Everything will be rejected. 2.) At xl 6 vampires gain the ability to create potions of blood from butchered corpses. The delay is the same as for butchering, and they also need a butchering tool (since I now think fangs don't really cut it); only the messaging is different, and the result, of course. If the monster doesn't meet the restrictions in (1), the corpse gets butchered instead (important when there are necromancers roaming about) and the resulting chunks don't get the THROWN flag set because vampires are unlikely to want to pick them up. 3.) Potions of blood can turn bad. They last about 1200 turns which is a rather long time, though of course not infinite. Potions created from corpses take the corpse age into account. From age 199 downwards potions of blood are described as "congealed blood". The effect when quaffing is entirely the same, it's just a warning that the potion will soon disappear. I've moved the potion descriptions over into item.plus, so that I could use item.special for the timer to allow for easy comparison in update_corpses() etc. Ideally each stack of potions of blood would have a props vector attached (similarly to decks) with the timeout turns stored in order oldest to newest, so that you'd always drink the oldest potion first, and if a potion was too old it (and it's time value) would just drop out of the stack. Since I haven't got this to work yet, instead the weighted average age of two substacks is calculated and used for the combined stack. Congealed (age < 200) and comparatively fresh (age >= 200) potions of blood will never stack. As suggested in FR 191314, !blood are a now an additional power source for Sublimation of Blood, and the used potion turns into decay. And speaking of decay, I've modified the mummy curse to only affect a substack if the to-be-decayed potions are blood because I think losing your food source that way would be the equivalent of spores destroying all your food at the same time. I think that's it; might still be buggy though I *did* test with some vampires, both wiz-mode and not, and because of the special -> plus change for potions, existing potions will now all look alike (clear potions). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3626 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up holiness handling, as well as a few other miscellaneous things.dolorous2008-03-131-3/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3621 c06c8d41-db1a-0410-9941-cceddc491573