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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-27 19:26:20 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-12-27 19:26:20 +0000
commit61bc1cd16bda091d23a1d4d4744f01403377392c (patch)
tree3ecaac7cf2eaf026e85df4b2d9b3a4a2d40d7fae /crawl-ref
parent62b50aa8705d2228a82657f8aca0a297194aa0e9 (diff)
downloadcrawl-ref-61bc1cd16bda091d23a1d4d4744f01403377392c.tar.gz
crawl-ref-61bc1cd16bda091d23a1d4d4744f01403377392c.zip
Also handle EQ_RINGS_PLUS etc. in you_tran_can_wear().
Tweak FAQ. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7995 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/source/dat/database/FAQ.txt100
-rw-r--r--crawl-ref/source/player.cc29
2 files changed, 75 insertions, 54 deletions
diff --git a/crawl-ref/source/dat/database/FAQ.txt b/crawl-ref/source/dat/database/FAQ.txt
index fdf61898d9..6b2e5ba828 100644
--- a/crawl-ref/source/dat/database/FAQ.txt
+++ b/crawl-ref/source/dat/database/FAQ.txt
@@ -41,7 +41,7 @@ A:drop
Press 'd' (or ','), followed by a number (the amount), and finally the
item's letter. For pickup, this is only possible when choosing items from
-a menu. Stacks that are picked up only in part are selected with '#' rather
+a menu. Stacks that are selected only in part are marked with '#' rather
than '+'.
%%%%
Q:downstairs
@@ -108,19 +108,19 @@ wizard mode for reproducing and exploring bugs
%%%%
Q:weapons
-I've got a +6, +2 broad axe of Foo and a +3, +5 randart long sword of Bar.
-How can I tell which one is better?
+I've got a broad axe of Foo and a randart long sword of Bar. How can I tell
+which one is better?
%%%%
A:weapons
-"Better" depends on a number of factors, such as your weapon skills, whether
-it's one or two-handed, the randart properties, the weapon brand, and the
-monsters you're about to face. In general, switching from a weapon type you
-are already highly skilled with to another one that you have no skill in is
-a waste of time. The brands may greatly differ in damage output but you can
-get a good idea by bashing a few comparatively harmless monsters with each
-and comparing the results. Of the enchantments, damage is usually more
-important unless you hardly ever manage to hit with a weapon.
+"Better" depends on a number of factors, such as your weapon skills,
+whether it's one or two-handed, the randart properties, the weapon brand,
+and the monsters you're about to face. In general, switching from a weapon
+type you are already highly skilled with to another one that you have no
+skill in is a waste of time. The brands may greatly differ in damage output
+but you can get a good idea by bashing a few comparatively harmless monsters
+with each and comparing the results. Of the enchantments, damage is usually
+more important unless you hardly ever manage to hit with a weapon.
%%%%
Q:religion
@@ -155,10 +155,11 @@ them?
%%%%
A:ghosts
-No, there isn't. On the plus side, once a ghost has been loaded onto a level,
-it won't be loaded again - unless you happen to die on that level. Keep in
-mind that you don't absolutely have to fight every monster you meet, and with
-ghosts it's even easier: they cannot leave the level they were created on.
+No, there isn't. On the plus side, once a ghost has been loaded onto a
+level, it won't be loaded again - unless you happen to die on that level.
+Keep in mind that you don't absolutely have to fight every monster you meet,
+and with ghosts it's even easier: they cannot leave the level they were
+created on.
Alternatively, you could play a couple of strong species/class combinations
for the sole purpose of busting those ghosts, for example Berserkers or a
spellcaster who's learned Dispel Undead.
@@ -170,8 +171,8 @@ I've somehow ended up in a place called "Abyss". How do I get out of here?
%%%%
A:abyss
-If you are in the Abyss for the first time, chances of getting out are slim.
-Still, here are a few general hints:
+If you are in the Abyss for the first time, chances of getting out are
+slim. Still, here are a few general hints:
* You need to find a gateway leading out of the Abyss. These are rare!
* Don't stick around to fight, move as much as possible!
* The Abyss wraps around, so try to avoid going straight into one direction.
@@ -189,33 +190,39 @@ A:randart
Apart from the standard items you'll find lying around in the dungeon, you
might also stumble upon artefacts which come in three varieties:
-* randart: a random artefact, usually a weapon or type of armour with random properties such as conferring resistances or abilities
-* unrandart: an artefact that looks like a randart but is really predefined. There's no further difference except that players "in the know" can recognize such an item by its special description and/or colour.
-* fixed art: an artefact that does not use the random artefact properties but instead has unique hardcoded effects and descriptions.
+* randart: a random artefact, usually a weapon or type of armour with
+ random properties such as conferring resistances or abilities
+* unrandart: an artefact that looks like a randart but is really
+ predefined. There's no further difference except that players "in the know"
+ can recognize such an item by its special description and/or colour.
+* fixedart: an artefact that does not use the random artefact properties but
+ instead has unique hardcoded effects and descriptions.
-None of the three types can be enchanted or branded, neither temporarily nor permanently.
+None of the three types can be enchanted or branded, neither temporarily nor
+permanently.
%%%%
Q:oklobs
-Oklob plants suck! Do you plan to remove them at last?
+Oklob plants suck! Are you planning to remove them at last?
%%%%
A:oklobs
-No. Oklob plants provide an interesting challenge. Resist to urge to kill
-them at once. Also use your resources. A hint: they cannot see invisible.
+No. We think that Oklob plants provide an interesting challenge.
+Resist the urge to kill them at once. If you absolutely need to bypass them
+use your resources wisely. A hint: They cannot see invisible.
%%%%
Q:instadeath
I went down these stairs and got killed instantly! Is this a bug?
%%%%
-A: instadeath
+A:instadeath
-Probably not. While your death might be an ill-placed vault (this would be
-a bug), it is generally just really bad luck. We believe that a game is more
-fun if the risk of death is real. This means that such instant deaths cannot
-be fully avoided, as Crawl relies on randomness for posing challenges. It is
-important to realise that for really good players, the margin of such deaths
-is really slim...
+Probably not. While your death might be due to an ill-placed vault (this
+would be a bug), it is generally just really bad luck. We believe that a
+game is more fun if the risk of death is real. This means that such instant
+deaths cannot be fully avoided as Crawl relies on randomness for posing
+challenges. It is important to realize that for highly skilled players, the
+margin of such deaths is really slim...
%%%%
##############################################
# Questions about the development process.
@@ -229,14 +236,14 @@ A:bug
Please submit a bug report on Sourceforge, and give as much information as
you can. (What were you doing at the time? What did you expect to happen,
what happened instead? etc.) Sometimes a screenshot can be helpful. For
-crashes, or monsters/items/levels behaving oddly, we probably need a save
+crashes or monsters/items/levels behaving oddly, we probably need a save
file. To be on the safe side, attach the entire zipped save of the character
in question. If there are error messages, please write them down. Short of a
save file, a guide on how to reproduce the crash (or bug) can be useful; you
can use wizard mode for this.
If you don't log in to Sourceforge or leave an email address at least check
-the thread from time to time in case we have some more questions. Thanks in
-advance!
+the thread from time to time in case we have some more questions.
+Thanks in advance!
%%%%
Q:ideas
@@ -244,14 +251,15 @@ I've got millions of ideas! Can I join the team?
%%%%
A:ideas
-No, you can't. All of the devteam members submitted a number of code-intensive
-patches and/or took over responsibility over an important side project before
-joining. Once you've become indispensible to the team and we start wondering
-how we ever got along without you, we _may_ ask you to join you, but don't
-hold your breath.
+No, you can't. All of the devteam members submitted a number of code
+intensive patches and/or took over responsibility over an important side
+project before joining. Once you've become indispensible to the team and we
+start wondering how we ever got along without you, we _may_ ask you to join
+you, but don't hold your breath.
Please submit your ideas to the Feature Requests tracker of Sourceforge. If
-they catch the interest of at least one coder, chances are they'll make it into the game.
+they catch the interest of at least one coder, chances are they'll make it
+into the game.
%%%%
Q:feature
@@ -259,11 +267,11 @@ Hey! Why did you close my feature request?
%%%%
A:feature
-If you are logged in to Sourceforge when submitting your feature request, or
-choose to "Monitor" the resulting thread while logged in, you will get an
-email any time someone replies to (or fiddles with) this thread. Once a thread
-has been closed, you can still access it by setting the Status to closed and
-then clicking Browse, thus searching for all closed requests.
+If you are logged in to Sourceforge when submitting your feature request,
+or choose to "Monitor" the resulting thread while logged in, you will get
+an email any time someone replies to (or fiddles with) this thread. Once a
+thread has been closed, you can still access it by setting the Status to
+closed and then clicking Browse, thus searching for all closed requests.
We always try to give a reason for closing a request, but it usually boils
down to three reasons:
@@ -300,7 +308,7 @@ appreciated. These are:
* the maps/vaults (see dat/ folder, docs/level_design.txt)
* monster speech (see dat/database/, docs/monster_speech.txt)
* monster/item/spell descriptions (see dat/descript/)
-* tiles (For this you'll need the sourcecode, check the rltiles/ folder.)
+* tiles (For this you'll need the source code, check the rltiles/ folder.)
If you've got some cool addition, you can send it over the mailing list, or
post it as a Sourceforge item. You can also help us by giving feedback on
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index c4b12e45f1..ae98021ff6 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -655,6 +655,24 @@ bool you_tran_can_wear(const item_def &item)
bool you_tran_can_wear(int eq, bool check_mutation)
{
+ if (eq == EQ_NONE)
+ return (true);
+
+ if (eq == EQ_STAFF)
+ eq = EQ_WEAPON;
+ else if (eq >= EQ_RINGS && eq <= EQ_RINGS_PLUS2)
+ eq = EQ_LEFT_RING;
+
+ const int transform = you.attribute[ATTR_TRANSFORMATION];
+
+ // Clouds cannot wear anything.
+ if (transform == TRAN_AIR)
+ return (false);
+
+ // Everybody else can wear at least some type of armour.
+ if (eq == EQ_ALL_ARMOUR)
+ return (true);
+
// Not a transformation, but also temporary -> check first.
if (check_mutation)
{
@@ -670,22 +688,17 @@ bool you_tran_can_wear(int eq, bool check_mutation)
}
}
- const int transform = you.attribute[ATTR_TRANSFORMATION];
-
// No further restrictions.
if (transform == TRAN_NONE || transform == TRAN_LICH)
return (true);
- // Bats cannot wear anything except amulets, clouds obviously nothing.
- if (transform == TRAN_BAT && eq != EQ_AMULET || transform == TRAN_AIR)
+ // Bats cannot wear anything except amulets.
+ if (transform == TRAN_BAT && eq != EQ_AMULET)
return (false);
// Everyone else can wear jewellery, at least.
- if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING || eq == EQ_RINGS
- || eq == EQ_AMULET)
- {
+ if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING || eq == EQ_AMULET)
return (true);
- }
// These cannot use anything but jewellery.
if (transform == TRAN_SPIDER || transform == TRAN_DRAGON