| Commit message (Collapse) | Author | Age | Files | Lines |
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50% max at the minimum.
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This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce.
This really needs more discussion; the current implementation isn't
reallly reasonable
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There's now a soft cutoff at player::exp_pool_cutoff() that scales
with you.total_skill_points. Above that, you.exp_available is
stepped down.
It currently starts at ~800 skill points for a new character. A human
melee fighter (weapon skill 27, fighting 15, traps 8, armour 15,
invo 12) gets around 18000 points (skill level 21).
The cutoff is not currently limited.
Side-effects are a nerf to the experience card -- it could easily
be changed to still give the usual 20000 points.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Change over durations for magic shield (this is from the helm card),
TSO's divine shield, paralysis, and petrification.
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Add (and use) player methods for setting/increasing durations.
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Specifically potions of resistance and the helm card.
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Make DUR_SLEEP and DUR_BULIDING_RAGE durations proportional to baseline
delay (well it hardly matters for DUR_BUILDING_RAGE).
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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A total of 53 have been converted; 39 left, of which some should
stay. Now at a net loss of lines of code for monster_iterator.
Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
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Also add a few previously indirect includes.
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The RAM overhead for an unused CrawlHash table has been reduced from 32
to 4 (on 32 bit systems), with an increased overhead of 4 bytes for ones
which are used. This leads to a 35% RAM reduction for item_def
instances with an unused props field.
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ghost_demon struct, as the Dance card does.
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order used in mgen_data(), and allow the former to specify the base
monster, as the latter does.
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Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc
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adjacent_iterator had a default center of you.pos(), which is now
gone (also the uses of).
I was running into circular header dependencies with actor.h
including los_def.h including coordit.h including player.h including
actor.h.
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Signed-off-by: Charles Otto <ottochar@gmail.com>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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convenience function.
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
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During precomputation, we store the minimal cellrays by target
and sort them according to niceness.
find_ray now simply picks the first non-blocked ray to a
target, which means looping through the 10 or so minimal
cellrays with that target -- this should be a lot more
efficient. (An extended findray test went from 150s to 40s
(debug) and 40s to 26s (profile)).
The interface to find_ray has changed: cycle_dir=-1,0,1 was
changed to cyle=false/true since we never cycle in the other
direction anyway. find_shortest was removed: all rays to a
target had the same length all along, but now we also return
the straightest one automatically.
The change also eliminates the duplicate corner-cutting code
between ray_def::advance and find_ray as imbalance calculation
now relies on ray_def::advance.
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There is now a separate fallback_ray() that needs to be called
explicitly. I've manually converted uses of find_ray with
allow_fallback == true.
find_ray with allow_fallback set always returned true, yet there
were a number of places that used the return value, in particular
in directn.cc. I'll check these later.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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los.cc: basic raycasting algorithm; losight(), see_grid() etc.
ray.cc: ray_def implementation.
mon-los.cc: monster_los
This includes adding a bunch of #includes; there's probably some
obsolete includes of view.h now.
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TARG_ENEMY with TARG_HOSTILE.
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Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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same effect, but different name, description, and messages.
Also, See Invisible is now pure Ench, and has been moved into the Book
of Enchantments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10548 c06c8d41-db1a-0410-9941-cceddc491573
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