summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/decks.cc
Commit message (Collapse)AuthorAgeFilesLines
* Various cleanups, use you.weapon() more often, fix a note in README.txt.Haran Pilpel2010-01-131-1/+1
|
* Make the Swine card always last at least 1 turn. In fact, let's make that ↵Adam Borowski2010-01-071-1/+1
| | | | 50% max at the minimum.
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
|
* Revert "Remove hard skill pool cutoff."Jesse Luehrs2009-12-161-5/+3
| | | | | | | This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce. This really needs more discussion; the current implementation isn't reallly reasonable
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+2
|
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
|
* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-3/+5
| | | | | | | | | | | | | | | 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.
* Convert skill pool magic numbers to named constants.Robert Vollmert2009-11-221-2/+2
|
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-1/+2
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Convert several more durationsCharles Otto2009-11-151-1/+1
| | | | | Change over durations for magic shield (this is from the helm card), TSO's divine shield, paralysis, and petrification.
* On second thought abstract increasing/setting durations a little.Charles Otto2009-11-151-18/+15
| | | | Add (and use) player methods for setting/increasing durations.
* Delay adjustment for DUR_SLAYINGCharles Otto2009-11-151-1/+1
|
* Delay adjustments for invisibility and the shadow cardCharles Otto2009-11-151-1/+3
|
* Delay adjustments for the sage, dowsing, and bargain cardsCharles Otto2009-11-151-2/+4
|
* Delay adjustment for cteleport from the portal cardCharles Otto2009-11-151-2/+3
|
* Convert some sources of temporary insulation to delaysCharles Otto2009-11-151-1/+2
| | | | Specifically potions of resistance and the helm card.
* Change DUR_SLEEP and DUR_BUILDING_RAGE durationsCharles Otto2009-11-151-1/+1
| | | | | Make DUR_SLEEP and DUR_BULIDING_RAGE durations proportional to baseline delay (well it hardly matters for DUR_BUILDING_RAGE).
* Add summoner and non_actor_summoner to mgen_dataStefan O'Rear2009-11-121-7/+8
| | | | | Monsters now know who summoned them. This will be important later. Probably breaks something; saves are not one of them.
* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-2/+2
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Convert another 45 monster loops to monster_iterator.Robert Vollmert2009-11-111-18/+16
| | | | | | | 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.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-2/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
|
* CrawlHashTable: reduce RAM overheadMatthew Cline2009-11-101-4/+4
| | | | | | | 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.
* Make Beogh's creation of dancing weapons account for their newDavid Lawrence Ramsey2009-11-081-7/+10
| | | | ghost_demon struct, as the Dance card does.
* Reorder the parameters in mgen_data::hostile_at() to be closer to theDavid Lawrence Ramsey2009-11-081-1/+1
| | | | | order used in mgen_data(), and allow the former to specify the base monster, as the latter does.
* Merge from chaotic_experiment branch:Eino Keskitalo2009-11-071-1/+1
| | | | Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc
* Remove player.h dependency from coordit.h.Robert Vollmert2009-11-081-1/+1
| | | | | | | | | 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.
* Replace mons_is_summoned with monsters::is_summoned.Vsevolod Kozlov2009-11-071-1/+1
| | | | Signed-off-by: Charles Otto <ottochar@gmail.com>
* Split away divine retribution into godwrath.ccAdam Borowski2009-11-071-0/+1
|
* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-2/+2
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* And propagate power from Tukima / the Dance.Stefan O'Rear2009-11-041-0/+9
|
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
|
* Rename "Fling Icicle" to "Throw Icicle".David Ploog2009-11-031-1/+1
|
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-1/+1
| | | | convenience function.
* Bolt of Iron->Iron Shot, Ice Bolt->Fling Icicleabrahamwl2009-10-291-1/+1
| | | | | | | | | | | | | | | | | | | | 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>
* Move player_see_invis into player class.Robert Vollmert2009-10-221-1/+1
|
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Naming consistency.Robert Vollmert2009-10-171-2/+2
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Remove duplicated version of _move_stairs.Robert Vollmert2009-10-161-115/+1
|
* Rewrite find_ray to use precomputed cellrays.Robert Vollmert2009-10-161-1/+1
| | | | | | | | | | | | | | | | | | | | | 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.
* Remove fallback calculation from find_ray.Robert Vollmert2009-10-151-1/+1
| | | | | | | | | | 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.
* fix compile errors on Intel C++ Compiler v10.1Steven Noonan2009-10-121-6/+6
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-1/+0
| | | | | | | 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.
* Split LOS code from view.cc.Robert Vollmert2009-10-081-0/+1
| | | | | | | | | 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.
* Implement FR 2872334 'don't auto-target neutrals' by replacing most uses of ↵Charles Otto2009-10-061-1/+1
| | | | TARG_ENEMY with TARG_HOSTILE.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
|
* Add whitespace fixes.David Lawrence Ramsey2009-09-291-1/+1
|
* a new card: "the Swine"Adam Borowski2009-09-291-0/+11
| | | | Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* As per FR 2837779, change Forescry to Phase Shift (Trl). Same level,j-p-e-g2009-08-141-13/+13
| | | | | | | | | | 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