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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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* Remove an ancient commentreaverb2014-07-281-4/+0
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* Add end.ccNicholas Feinberg2014-07-281-181/+2
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-1/+1
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Remove debug print statementsNicholas Feinberg2014-07-261-3/+0
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* Refactor acid resistanceNicholas Feinberg2014-07-261-7/+9
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* Revert "Put heavily drained players out of their misery"Chris Campbell2014-07-251-48/+8
| | | | | | | | | | | Heavy draining already recovers quickly, such that it should be possible to recover even when killing low-XP monsters. If very heavy draining is still problematic, it might be better to scale down draining when already heavily drained, rather than making it behave in a different way entirely past a certain point. This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit 1c0d6e64a9a9.
* Formatting Fixesreaverb2014-07-241-0/+2
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* Put heavily drained players out of their miseryNicholas Feinberg2014-07-231-8/+55
| | | | | | | | | Draining is now limited, based on your level. If you get drained further when you're already very heavily drained, you take very sizeable amounts of damage. Hopefully this will kill you. The death messaging seems to work, but it's not ideal. Possibly someone can adjust that.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-1/+1
| | | | As part of a wider scheme to make draining temporary.
* Don't give a message about melting icemail if it's currently meltedChris Campbell2014-07-091-1/+2
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* Make Ring of Flames melt ice armour while activeChris Campbell2014-07-091-3/+3
| | | | | Since it claims that it will do so and prevents casting Ozo's Armour and Condensation Shield.
* 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.
* Rename a couple props to not use 'napalm'reaverb2014-06-111-2/+2
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* Rename BEAM_NAPALM to BEAM_STICKY_FLAMEreaverb2014-06-111-1/+1
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* Make cold-bloodedness actually go away in transformations.Neil Moore2014-06-041-1/+1
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* Destroy item destructiongammafunk2014-05-281-207/+12
| | | | | | | | | | | | | | | | | | | Now that inventory weight and player burden states are gone, item destruction doesn't serve one purpose it clearly accomplished: help prevent the player from being at or next to burden capacity at all times. Outright destruction of strategic consumables encourages more needless inventory management, so we'd like to exclude these from any form of destruction and possibly prevent them from taking up inventory space at all. Denial of tactical consumables, either temporarily or permanently, is something we're going to look into later on, possibly in the release after next, since it can create interesting and generally not frustrating gameplay if done correctly. Needless to say, item destruction wasn't a player favorite and may have a sparsely attended funeral. RIP in peace. For now we aren't adjusting the rate of consumable generation to compensate for no item destruction, but that balancing will happen after play-testing shows how much adjustment is necessary.
* Replace Hammer card with Fortitude.Shayne Halvorson2014-05-281-6/+13
| | | | | It grants damage shaving along with a strength boost, as Battlelust is likely not to make it into Nemelex's decks.
* Reduce the base chance of applying corrosion, ignore item enchantment for ↵Chris Campbell2014-05-281-3/+18
| | | | | | | | | | | | | | | | resistance With temporary corrosion being more abstracted than permanent corrosion, having items resist individually was a little strange since an artefact or +9 weapon could still be "corroded" by swapping from something else to it, or by having your armour be the target of the acid. Corrosion now just looks at equipped/empty slots to determine the chance of applying the debuff and how much damage to do with the acid splash, and is less likely to apply the debuff (compared to low-enchantment items). Item enchantment (or artefact status, or crystal plate armour-ness) no longer has an effect. The debuff also now can't be applied multiple times from one acid splash.
* Don't prevent item destruction in wisp formChris Campbell2014-05-231-5/+0
| | | | Since it now can use potions and scrolls.
* Make cold-bloodedness go away in transformations (#8496).Shmuale Mark2014-05-181-1/+1
| | | | | | | This was accomplished by using a new mutation, MUT_COLD_BLOODED, rather than a simple check for race. There's a bit of a hack to get it to still be greyed out with rC but that's probably better than the special case based on genus.
* Mark a couple of functions as NORETURN (floatingatoll)Neil Moore2014-05-141-3/+3
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* Don't let BEAM_FRAG shatter potions in inventory.Steve Melenchuk2014-05-071-1/+0
| | | | Exposed by some Qazlal code.
* Provisions for rElec-.Steve Melenchuk2014-05-071-0/+5
| | | | This will be used for god wrath.
* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | Taking damage from an elemental attack sometimes causes you to gain a temporary point of resistance in that element (overriding the other temporary resistances). This includes "earth attacks", i.e. physical damage, which give you a 3 AC boost. Thanks again to mikee for initially suggesting this idea.
* A few extra bits of Gozag messaging.Steve Melenchuk2014-05-071-0/+8
| | | | | Mainly to avoid the problem of piety being an unthing for Gozag, but there's a bit of a bonus here too.
* Remove silver starsChris Campbell2014-04-281-37/+0
| | | | | | Both of their spells work by dealing ridiculous amounts of damage to a few, vulnerable species and little or no damage otherwise, which does not make for an interesting monster.
* Auto-id jewellery on equip.Shmuale Mark2014-04-271-7/+0
| | | | | | | | | | | | In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
* Assert rather than dereference a null in check_your_resists.Richard Soderberg2014-04-231-0/+8
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* Revert "Add argument check for check_your_resists (floatingatoll, #8416)"Neil Moore2014-04-231-2/+0
| | | | | | _print_resist_messages in fact passes the "bad" argument combination. This reverts commit 940360b8b1c021b547c330e6c9fe1d2f112f8734.
* Add argument check for check_your_resists (floatingatoll, #8416)Neil Moore2014-04-231-0/+2
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* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Use a symbolic rather than string properties key.Neil Moore2014-03-281-1/+1
| | | | To catch typos at compile time.
* Formatting fixes.Neil Moore2014-03-191-2/+0
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* Clean up and document the xom life-saving functiongammafunk2014-03-181-2/+1
| | | | This function had three unused arguments, which I've removed.
* Take regeneration rate into account when displaying poison level.elliptic2014-03-131-1/+1
| | | | | | | | | | | | | | Previously "lethally poisoned" often didn't actually mean the poison would be lethal if you rested it off, since it didn't take into account natural regeneration. This made a lot of the poison display useless in many situations. This commit adds functions poison_is_lethal() and poison_survival(), the latter of which returns the expected lowest that your HP will go based on your current poison level and regeneration rate. This function is occasionally off by one, hopefully always in the direction of surviving with one more HP than expected... so occasionally "lethal" poison will just leave you at 1 HP.
* Remove SunrayDracoOmega2014-03-111-11/+0
| | | | | | | | | | | Sunray had a number of quirks that were rather non-transparent if uninformed about them, and not usually very interesting from a tactical perspective (namely: it ignored repel missiles, did bonus damage to vampires and shadows, and couldn't hurt things that were invisible). There seemed a general agreement that it probably ought to simply be removed. Stone arrow replaces it in the spriggan druid spellbook.
* Increase poison damage inflicted by most sources, reduce rate of damageDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | After several games' playtesting, I feel I was much too conservative with numbers in several places, given that only a small percentage of poisonous melee attacks will inflict poison at all. Also, the swift rate of action combined with small quantities meant that poison damage was often practically indistinguishable from the melee that applied it. A larger amount of moderately slower-acting poison (still quicker than old poison) should make the poison effect more visible where it does occur, as well as making preemptive !curing a more appealing tactical choice. I feel it may still be too mild on high HD creatures compared to other attack flavours, but that this is closer to the mark than before.
* Mute low hp warnings from poison damage if not lethally poisonedDracoOmega2014-03-061-1/+2
| | | | | | | | | | | | Otherwise it becomes impossible to easily rest off known-safe poison once you fall below your warning threshold (which is a very plausible scenario following a battle). Given that there are already messages being printed for it, the health bar is colored, and it is known that it cannot kill you (plus any damage that CAN will trigger a warning as normal), I think this is accetable behavior. Possibly some will disagree; I invite them to suggest a better alternative that still allows 5 to rest off known-safe poison without hitting it over and over again.
* Adjust Deep Dwarves' interaction with poison damageDracoOmega2014-03-061-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | Damaging shaving interferes with being able to display an accurate estimate of how much poison is in your system (since you will take a random amount less than that) which is one of the whole points of deterministic poison in the first place. Moreover, applying it in the conventional fashion would cause them to take more damage when acting slowly than acting quickly. This is an attempt to approximate the current behavior with regard to DD poison (effectively ignoring low severity poison completely, but eventually taking steady damage if enough poison accumulates in your system at once). It does this by pretending you have less poison in your system than you actually do, and downscaling per-turn damage proportionally, while allowing this damage to bypass damage shaving (as it has already been 'shaved' beforehand). The effect, gameplay-wise, should be similar to the old system, I believe, while still allowing accurate shading of your health bar. I am, however, not entirely happy with it since it feels a bit like some seperate property to the otherwise-global damage shaving that players would need to learn and be aware of. I'm not sure what else to do that allows the health display to be accurate when stochastic damage reduction would be applied to each tick, though.
* Adjust BEAM_POISON and BEAM_POISON_ARROW player poisoning for new systemDracoOmega2014-03-061-4/+8
| | | | | | | | | | | | | | Again, there is no clear way to map old poison values directly onto the new system, even if the intent were to preserve them as close as possible (which I do not think is even intrinsically desirable), so these are a first pass at new formulas. The amount of lingering poison inflicted by poison beams is now based on a randomized fraction of the pre-AC damage of the beam (meaning greater naga venom bolt will leave more poison in your system than deep elf mage venom bolt would). This is probably a buff to venom bolt, but it was never the scariest spell in the first place, and damage numbers on either side of the equation can be adjusted after testing.
* New artefact: FirestarterSage2014-02-271-0/+7
| | | | +7 great mace of flaming. rF++, scrollcons, inner flames monsters on hit.
* Remove djinn.wheals2014-02-241-0/+2
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Identify rCorr amulet when splashed with acid. (#8165)Pekka Lampila2014-02-171-0/+4
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* Shadow Form skill-drains on taking damage.Steve Melenchuk2014-02-151-0/+7
| | | | | | Basically, think of it splitting damage between HP and skills. It may still be too powerful.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-1/+1
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Fix DGL compilation.Steve Melenchuk2014-02-071-1/+1
| | | | Broken by b36e17b.
* Include a link to character dump/morgue in exit game dialog.Pekka Lampila2014-02-051-2/+6
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