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* redraw hp bar when curing poison (8719)Jesse Luehrs2014-08-031-0/+4
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* Remove stuffNicholas Feinberg2014-07-291-0/+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!
* 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.
* Allow drinking !curing while in Death's Door (#8770)Neil Moore2014-07-261-14/+10
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* Correct !curing no-device heal rot check.Neil Moore2014-07-261-1/+2
| | | | | | you.hp_max_temp only equals you.hp_max when the player is rotted down to zero. Also, ignore rot when we aren't at max, since the potion can't push us up to max in this situation.
* Rename antimagic() -> debuff_player().Shmuale Mark2014-07-061-1/+1
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* Replace potions of paralysis with potions of cancellation.Shmuale Mark2014-07-061-3/+3
| | | | | | | | | | | | !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.
* Remove potions of strong poison.Shmuale Mark2014-07-061-19/+8
| | | | | | | | | | | | 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.
* Let VS drink !curing to cure rotreaverb2014-06-191-1/+2
| | | | Possible, for example, with lichform.
* Move go_berserk() out of misc.ccNicholas Feinberg2014-06-041-1/+1
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* Correct some doxygen blocks.Neil Moore2014-05-291-1/+1
| | | | | Some of them were missing the /** (or /*!) that makes doxygen consider the comment in the first place.
* A comment explaining why POT_SLOWING is still in potion_effect()reaverb2014-05-251-0/+2
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* Remove some old inaccurate comments from potion.ccreaverb2014-05-251-2/+1
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* De-float some code.Steve Melenchuk2014-05-231-3/+3
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* Make no device heal a normal 3-level mutation.Shmuale Mark2014-05-231-3/+3
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* Allow Vampires to mutate normally at all thirst levelsChris Campbell2014-05-211-3/+3
| | | | | | 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.
* Don't reduce potion effects for Vampires at low blood levelsChris Campbell2014-05-211-22/+14
| | | | | | | It was an effect that only noticeably applied to a few types of potion, and was generally fairly overcomplicated (since things like might and resistance had their duration but not their effect reduced, other potions like magic and restore abilities were just unchanged, and so on).
* Make potions of blood cure rotting for ghoulsChris Campbell2014-05-091-0/+5
| | | | To make them somewhat playable under Gozag.
* Make MUT_NO_DEVICE_HEAL a normal bad mutation with 2 levelsreaverb2014-05-081-3/+9
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* Auto-id jewellery on equip.Shmuale Mark2014-04-271-1/+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.
* Fix some transformations aborting silently on failureChris Campbell2014-03-281-3/+0
| | | | | Willing transformations should display the failure messages to explain why they're failing. Removes an unnecessary message from lignification.
* Potion of speed => Potion of hastereaver2014-03-101-1/+1
| | | | | | Changes everything, including vaults, the enum (now POT_HASTE) and the .txt files in /dat/descript (things like hints.txt and foreign language description files).
* Update a commentChris Campbell2014-03-101-2/+2
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* Convert various other sources of player poison to the new systemDracoOmega2014-03-061-2/+2
| | | | | | | | | | This covers potions of (strong) poison, miscast effects, clouds, needle traps, missiles, and curare. Several of the less important ones have fairly arbitrary values that seemed roughly reasonable. A bit more care was used with some things whose poison damage could already be genuinely dangerous (such as early poison needles), but definitely needs testing in a real game.
* Make sparkling/blood fountains purely decorativeChris Campbell2014-02-261-11/+5
| | | | | | No quaffing. Probably Vampires refuse to drink blood from fountains because they're dirty and full of dungeon rubbish or something (or blood fountains could just be removed).
* 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.
* Revert "Potion of Restore Abilities cures Draining"elliptic2014-02-141-13/+0
| | | | | | | | | This reverts commit c1c92e6949294d220ff375ceeb32bf5059dcaa81. After some discussion, the consensus seems to be that this is unnecessary and just makes draining less interesting later on (which is mainly when draining happens). If early draining is actually a problem, we can add a cap on the amount you can be drained instead.
* Change 'magic' to 'power' for non-spellcaster manadrain message.Sage2014-01-261-4/+2
| | | | In case people are wondering what vine stalkers get when biting e.g. geckos.
* Vine stalkers added.Sage2014-01-261-1/+27
| | | | | | | | | | | | | Weirdness and Mutations: - Fangs II (Becomes III at xl8) - Antimagic bite (Much stronger than standard bite, bites every turn, applies antimagic brand, and restores your mana) - Potions and wands cannot restore your HP - Regen III - Unbreathing - Spirit shield - HP -3 - MP +1
* Redraw AC/EV/SH when being drained or recovering from draining (#7957)Chris Campbell2014-01-051-0/+3
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* Message for restore abil partially curing drainingPekka Lampila2014-01-021-0/+3
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* Identify last unknown targetted scroll and healing potionImmotian2013-12-301-0/+1
| | | | | | | | | | | | ... when you know what they are. Specifically, you know what they are when it has been tried (so you know it is in one of those categories) and when all the others in that category are identified. This should probably be extended to nontargetted scrolls, mainly for ?CW for Mo, and for the last unidentified scroll and last unidentified potion. [With spelling changes to reflect 0.14-a0-1407-g9ff65a6 -nfm]
* Brace removal.Adam Borowski2013-12-301-2/+0
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* Tone down ReStabBrendan Hickey2013-12-281-2/+5
| | | | | | | | Decrease the frequency of ReStab, redistributing the weight among might, brilliance and agility. ReStab now reduces draining by half. I want to avoid dead-man-walking situations without significantly nerfing draining.
* Give everyone the same nutrition for drinking blood.Adam Borowski2013-12-281-2/+2
| | | | | | | Ie, 1000 for fresh blood, 800 for coagulated. Also, add back the missing 40 nutrition that used to be granted for drinking a potion.
* Potion of Restore Abilities cures DrainingBrendan Hickey2013-12-261-0/+6
| | | | | | | | | Apart from killing stuff, there's no way to get rid of Draining. This is at odds with other status effects in the game (which isn't necessarily a bad thing). This also gives an additional use to restab, apart from "aw drat, an orange crystal statue."
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Fix reversed ternary statementChris Oelmueller2013-12-021-2/+2
| | | | | | Of course nobody noticed ever since these were introduced, so maybe this is actually a feature and not a bug... More symmetry with other potions is not bad though.
* Restrict mpr() to literals only.Adam Borowski2013-11-291-1/+1
| | | | | The translation project is stalled, but this makes all of such static strings trivially gatherable without any extra work.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-5/+5
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Don't waste potions of speed, flight or invis.Adam Borowski2013-11-281-0/+16
| | | | | Invis can be drank while contaminated which isn't going to do anything good, but it has a non-zero effect.
* Don't allow wasting potions of curing/heal wounds while under DDoorChris Campbell2013-11-281-1/+11
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* Don't give any nutrition for potions other than porridge.Adam Borowski2013-11-271-1/+1
| | | | | That's a weird gimmick that doesn't seem obvious to players other than those who came from Nethack.
* Abort drinking known potions of a few types when they'd have no effect.Adam Borowski2013-11-271-2/+33
| | | | | | | Only a few types of potions for the moment ({cure ,,beneficial }mutation, berserk, lignify) as I suspect this commit might be reverted. Mostly, I'd want to hear if this is a good idea.
* Simplify potion quaff-id.Adam Borowski2013-11-271-8/+14
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* Fix quaffing potion of lignification not being chaoticChris Campbell2013-11-241-0/+3
| | | | | | | Zin just blocks it a lot of the time anyway, though - probably he shouldn't block intentional transformations (but simply checking involuntary doesn't work currently as monster zaps of polymorph aren't marked as involuntary).
* De-woodify the enum.Adam Borowski2013-11-201-1/+1
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* Add 'potion of wood'.Adam Borowski2013-11-201-1/+7
| | | | | | It allows voluntarily assuming the tree form. Like berserk, this usually enhances one's combat ability, while limiting options. In this case, it makes you pretty bad at running away.
* Fix jewelry resists not getting identified if you are vulnerable.Adam Borowski2013-11-171-1/+1
| | | | | | It's ok to attempt identification even if you're not resistant: this will succeed only if you have something to identify, and that implies you were vulnerable. The lack of "foos you terribly" is telling.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
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