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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* Don't give DS multiple breath weapons, they overlap and devalue each other ↵Stefan O'Rear2009-12-301-0/+8
| | | | (Xiberia)
* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-4/+1
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Colour completely inactive mutations (for Vampires) darkgrey.Johanna Ploog2009-12-141-3/+5
| | | | Also, partially inactive mutations are bracketed.
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Add formatting fixes.David Lawrence Ramsey2009-11-211-2/+2
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Expand Zin's protection from just mutation to other chaotic effects.David Lawrence Ramsey2009-11-181-1/+1
| | | | | | | Specifically, protect from rotting, disease, and miasma, since the first of them is tied to the other two, and all three are chaotic. Since negative energy resistance no longer provides rotting resistance, this fills in the gap left by TSO.
* Display rotting resistance in-game.David Lawrence Ramsey2009-11-181-1/+3
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* Move tutorial state out of Options.Robert Vollmert2009-11-161-1/+1
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* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Fix off-by-one error that prevented claws from being considered a body ↵Stefan O'Rear2009-11-101-1/+1
| | | | mutation (N78291)
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Fix off by 1 error in _select_ds_mutationsStefan O'Rear2009-11-101-1/+1
| | | | | | | This bug resulted in a crash, but only with -O2 and only on x86_64. Finding this bug turned out to require two hours of staring at gdb disassembly output and tracking the values of registers, since info locals didn't work. I think my hacker level just went up.
* Implement Eronarn's demonspawn generatorStefan O'Rear2009-11-081-121/+233
| | | | | | | | | | | | | At 6am last night it all made sense, and except for the skill influence which I'll need to confer with dpeg on, this is in. Rough outline: 1. Pick facets by tier, each facet consists of 1-3 mutations, tiers are associated with mutation/level pairs. 2. Order mutations; you will not be gaining mutations for more than two tiers at a time. 3. Schedule mutations, with some probability of overlap.
* Relax the one mutation per level rule for DSStefan O'Rear2009-11-081-2/+5
| | | | Breaks saves.
* Remove a few placeholders from enum.hStefan O'Rear2009-11-041-22/+16
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* Add minor cosmetic fixes.David Lawrence Ramsey2009-11-041-5/+8
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* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Fix Vp crashStefan O'Rear2009-11-031-0/+7
| | | | | Unused mutations still need a placeholder entry, or else the vampire mutation capping gets very confused.
* Enable the new Ice/Fire I/II demon facetsStefan O'Rear2009-11-031-18/+43
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* Comment fix.David Lawrence Ramsey2009-11-031-1/+1
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* Implement "Passive Freeze" mutation (DS)Stefan O'Rear2009-11-021-0/+7
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* Fix converse potions mutation text.Eino Keskitalo2009-11-021-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Remove mapping abilities from the gameStefan O'Rear2009-11-021-17/+1
| | | | | Mapping still exists on cards, scrolls, Xom, and as the passive mutation. The ball of seeing exists, but will have to be dealt with.
* Implement conservation mutations for new DSStefan O'Rear2009-11-021-0/+14
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* Implement 'Icemail' mutation for new DSStefan O'Rear2009-11-021-0/+17
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* Splitting up stuff.cc.Robert Vollmert2009-10-301-1/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Reword passive map descriptionStefan O'Rear2009-10-291-6/+6
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Implement passive mappingStefan O'Rear2009-10-261-1/+27
| | | | | | | | | | As you explore, a halo of mapping tracks you. The halo includes a percentage of tiles within a distance of every seen tile; optimal play dictates seeing every tile, which just happens to be what autoexplore does. Added as random generation and to the demonspawn tier-2 list. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Add stochastic torment resistance per dpegStefan O'Rear2009-10-261-2/+14
| | | | | | | | | The mutation comes in three levels and blocks 20%, 40%, or 60% (shown to the user) of torments. Right now, you can cast Symbol of Torment with it; I doubt this is too good. It is on the tier-1 list for demonspawn mutations, and I expect it to be balanced appropriately. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Nerf early mutation gainStefan O'Rear2009-10-261-5/+18
| | | | | | | | | | | | | After concerns from James Meickle and watching a few characters on CDO, I've instated two small nerfs: * It is not possible to have a long run of mutations in the early game; you are capped at 3 mutations per 4 levels. * Tier 1 mutations do not start to appear until level 12; tier 2 mutations do not start until level 6. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Add comment fixes.David Lawrence Ramsey2009-10-251-10/+8
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* New slot-based demonspawn generator.Stefan O'Rear2009-10-251-297/+107
| | | | | This generator divides facets into body, awesome, great, and good ranks and assigns a fixed number of each.
* mutation.cc: fix compiler warning about 'mdef' being unused in non-DEBUG buildsSteven Noonan2009-10-241-3/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Roll demonspawn mutations at the start of the game.Stefan O'Rear2009-10-241-103/+71
| | | | | | | All demonspawn mutations are now stored in the player data, and are determined at the same time. This makes a lot of things a lot simpler. On the other hand, it means that the influence of skills and gods on demonspawn mutations is now broken.
* Revert "Add still more minor cosmetic fixes."Steven Noonan2009-10-241-51/+96
| | | | This reverts commit 6d62ab1b7cf0fbf6dda50f86f27822a9551da8ae.
* Add still more minor cosmetic fixes.David Lawrence Ramsey2009-10-241-96/+51
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* New demonspawn core mechanic (from dpeg on IRC)Stefan O'Rear2009-10-231-66/+91
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Demonspawn gain all mutations at level 1, and the levels increase over time, such that at level 27 5 mutations are level 3 and the 6th is level 2. At 17 (6 * 3 - 1) randomly chosen levellups, the PC gains one level in a current or new mutation; the chance of raising an existing mutation is (# of demon mutations) / 6, so the number of total mutations will reach 6 around level 15 and stay there, but the levels of the mutations will increase. This is the first part of the DS rework; it is applicable as is, and has been tested (raising 8 demonspawn to level 27 in debug mode and sanity checking the results). However, it is not fully balanced as is for two reasons: 1. Not all demonspawn mutations have 3 levels yet, so you sometimes run out of available mutations before level 27. When this happens, this patch gives a bonus mutation. 2. Some demonspawn mutations are very broken at level 3, such as fire resistance and teleport at will (level 3 is instantaneous). So demonspawn will get a lot stronger until the rest of the changes come in. Signed-off-by: Stefan O'Rear <stefanor@cox.net> Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Yank some god invocations from religion.cc into godabil.ccAdam Borowski2009-10-221-0/+1
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* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-201-6/+6
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* Fix bug [2880266] permanent stat loss when mutatingCharles Otto2009-10-201-5/+22
| | | | | | Fix a bug where getting a mutation that restricts equipment slots could cause permanent stat loss by subtracting the stat bonuses from a piece of equipment being removed twice.
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* kill some DEBUG/WIZARD compiler warnings about unused functionsSteven Noonan2009-10-101-0/+2
| | | | | | | | cloud.cc:45: warning: "bool _killer_whose_match(kill_category, killer_type)" defined but not used mutation.cc:1923: warning: "bool _is_random(mutation_type)" defined but not used ouch.cc:891: warning: "void _wizard_restore_life()" defined but not used Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* project-wide: implement use of platform.h detection macrosSteven Noonan2009-10-101-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Show racial AC on the mutations/innates screen.Adam Borowski2009-10-111-0/+17
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* Remove unnecessary includes of view.h.Robert Vollmert2009-10-091-1/+0
| | | | | Compilation of console crawl on Linux succeeds; please complain if other platforms break.
* Properly remove MUT_SLOW_HEALING from the given bad mutations.Robert Vollmert2009-10-071-2/+2
| | | | | | | | give_bad_mutation doesn't heed the probabilities in mutation_defs, so MUT_SLOW_HEALING could be obtained but not cured. This is a quick fix; give_bad_mutation should reallly be integrated with mutation_defs at some point.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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