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* Add a prompt if a player tries to move with the Barbs statusreaverb2014-08-091-0/+2
| | | | | | | | | | Multiple people have died due to mindlessly moving and getting damaged. Currently, you get the prompt once, and then a prop is set which suppresses it in the future, so if you want to move a few squares to a stairway you aren't spammed. This prop resets whenever the Barbs status expires, so answering it affirmatively once won't affect another fight later.
* 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!
* Tidy up spellpower props on effect expirationNicholas Feinberg2014-07-251-0/+8
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* Remove an unnecessary includegammafunk2014-07-121-1/+0
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* Sort '#include's better (player-reacts.cc)reaverb2014-06-281-11/+10
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* Remove some unnecessary '#include's (player-reacts.cc)reaverb2014-06-281-23/+0
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* 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.
* Fix -Potion messaging for potionless characters (#8676)Chris Campbell2014-06-121-1/+2
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* Don't crash when unwielding a temp-branded weapon.Neil Moore2014-06-121-1/+2
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* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-56/+4
| | | | | | | 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.
* Make BATTLELUST card use _do_weapon_swap(), remove DUR_BUILDING_RAGE.Shmuale Mark2014-06-121-4/+0
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* Remove an unused parameter.Neil Moore2014-06-111-1/+1
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* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-4/+0
| | | | | | | 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.
* Always print a message when teleporting in the Abyss.Shmuale Mark2014-06-081-1/+0
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* Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-1/+1
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* Move go_berserk() out of misc.ccNicholas Feinberg2014-06-041-1/+1
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* Rewrap a comment to 80 charreaverb2014-06-031-5/+7
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* Remove an unused durationChris Campbell2014-05-311-9/+0
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* Replace Hammer card with Fortitude.Shayne Halvorson2014-05-281-0/+7
| | | | | It grants damage shaving along with a strength boost, as Battlelust is likely not to make it into Nemelex's decks.
* Time-out unintentional Vp bat form normally (#8392)Neil Moore2014-05-201-2/+4
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* Replace corrosion with a temporary effect.Shayne Halvorson2014-05-141-0/+8
| | | | | | | | | | | | | | | | | | | | If your equipment would have been corroded under the old system, you now get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion against armour-wearing monsters instead halves their AC. Committer's notes: Fixed whitespace and fit to Trunk Added Corrosion entry to hiscores.cc The original patch showed the slaying malus on the weapon, which may be preferable to a status light. gammafunk noted that ouch.cc iterates over equipment when deciding when to corrode, this might make less sense under the new system. -reaverb
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+4
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Remove plague shamblers.Shmuale Mark2014-05-141-2/+0
| | | | | | | | | The idea behind the miasma death explosion is interesting, but in general miasma can be extremely annoying and the cloud rather easy to avoid. This is especially true in the layout of Crypt, which is the only place they show up outside of vaults. The retching attack gave a rare special case that very rarely mattered and didn't help to distinguish them all that much.
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+4
| | | | This fixes all the instances caught by unbrace.
* Reword Infusion's messaging.Steve Melenchuk2014-05-121-2/+2
| | | | | The wording has always struck me as a bit awkward; this makes it sound more active and threatening (which it is).
* Recalculate cache of equipped unrands with world_reacts on save loadEduardo Gonzalez2014-05-091-1/+1
| | | | | | This allows us to more easily add or remove those hooks on existing unrands. The data type has also been changed to FixedBitVector from unsigned short, allowing the expanded ring slots to be referenced.
* Remove choosing a book for Recite.Keanan Smith2014-05-081-1/+1
| | | | | Each monster is affected by exactly one book currently. This commit changes it so each monster is individually affect by that one book.
* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-0/+18
| | | | | | | | | 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.
* Qazlal: Storm Shield.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | | Starting at * piety, you gain bonuses to SH that increase with piety; fire/freezing/storm clouds will place near you with radius and frequency increasing with piety. At *** and ***** you gain RMsl and DMsl respectively. Clouds try to place only in relatively open areas so as not to block autoexplore; this behaviour might need some fine-tuning.
* Don't allow controlling teleportitis teleportsChris Campbell2014-05-061-2/+2
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* Change Ozocubu's Refrigeration.Sage2014-04-231-0/+4
| | | | | | Instead of shattering potions, player-cast refrigeration prevents potion use for 7-15 turns, with duration of repeated casts capped to 15 turns. Monster refrigeration is unaffected.
* Adjust Jiyva's jelly prayer abilityChris Campbell2014-04-161-2/+0
| | | | | Remove the "Pray" status light, slightly randomise the duration per-jelly, and improve the messages and description.
* Move some main.cc functions to a new filereaver2014-04-141-0/+1349
Specifically player_reacts, decrement_durations, and various helper functions. [Committer's note: updated the xcode and MSVC project files too; I don't guarantee that they work.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>