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path: root/crawl-ref/source/itemname.h
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* Refactor out a redundant list of jewellery namesNicholas Feinberg2014-07-221-0/+1
| | | | And de-indent l_item_do_subtype() slightly.
* Remove an unused parameter.Neil Moore2014-07-201-2/+2
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* objstat: Item and monster generation statisticsgammafunk2014-06-251-0/+8
| | | | | | | | The -objstat command-line option will generate iterations of the given levels, compiling stats on every item and monster generated, and average the results over the iterations. It's only available in debug builds and uses the same map specification format as -mapstat. The default number of iterations is 100.
* Simplify, and correct some messages.Shmuale Mark2014-06-131-2/+2
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* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-2/+2
| | | | | | | 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.
* Gozag: Call Merchant.Steve Melenchuk2014-05-071-0/+1
| | | | | | | | | Pay half the value of items in one of three randomly generated shops to generate that shop on a level that can generate shops that you haven't visited yet. This shop appears on the Overview screen with a darkened level name so you know exactly where it appeared, and is announced (and its location marked) when you arrive on the level so long as you are still following Gozag at the time.
* Use potion_type_name() to note Xom potion effects.reaver2014-03-121-0/+2
| | | | | | This formerly special cased it, which meant I had to change it when I renamed potions of speed. This means future changes or additions to the potions xom used do not have to modify this function.
* Don't generate racial armourChris Oelmueller2014-03-061-2/+0
| | | | | | | | [It had much the same problems as racial weapons, with only very slightly more significant effects. Some of the old effects of racial armour could potentially be rethought and made into a new armour ego. Beogh still gives a (slightly smaller than before) bonus for armour use, without the orcish requirement. -MarvinPA]
* Give a message when inventory item is identified in certain waysPekka Lampila2014-01-271-1/+2
| | | | | | | Those ways being figuring out the last targeted scroll or what a potion tried by a monster must be. Also a minor clean up for set_ident_type code.
* 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]
* 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.
* Start using -Wredundant-decls; fix all the instances I getSamuel Bronson2013-12-121-3/+0
| | | | | That is, unless you count the ones in ncurses' headers, which I can't do anything except suppress.
* Annotate items with terse description of their egoPekka Lampila2013-12-021-1/+1
| | | | | Purpose of this is allow finding for example helmet of see invisible by searching for "SInv".
* Make a couple of functions static.Adam Borowski2013-11-191-1/+0
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* Don't bundle all evokables as "miscelanneous" in action counts.Adam Borowski2013-11-161-0/+1
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* Unify menu_colour_item_prefix and filtering_item_prefix.Adam Borowski2012-12-271-2/+1
| | | | | The only reason for this madness was so searching for "ident" doesn't find identified items.
* Additional jewellery descriptionsontoclasm2012-09-211-1/+1
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* Use std namespace.Raphael Langella2012-08-261-17/+15
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Remove potions of water.Adam Borowski2012-08-201-0/+2
| | | | Without Evaporate, they lost their last use.
* Make a few more functions static/gone.Adam Borowski2012-04-231-5/+4
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* Make another bunch of functions static or deleted.Adam Borowski2012-03-211-1/+0
| | | | | Looks like get_XXX_path and the like in files.cc could use some drastic simplification, or perhaps even a nuking and rewrite.
* Massively speed up reading .des files.Adam Borowski2011-12-101-2/+3
| | | | | A majority of time was spent parsing item names by repeatedly generating all possible items and comparing their names. We already have an item name cache.
* Make a bunch of functions static, delete some unused junk.Adam Borowski2011-11-111-3/+0
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* Add a new "show runes" command: "}"Raphael Langella2011-08-121-0/+1
| | | | | See Mantis #4381. The "List weapons" command is moved to ^V. It's not great, but it's the only available keybinding I could find along with ^M.
* Goldify runes.Adam Borowski2011-06-171-0/+1
| | | | | | | | | | | | | | | | | Having them weight you down and take inventory slots results just in people running to and from to stash them, often at D:1. The only case with multiple runes is up to 50aum and 5 slots if you do Pan in one go. It also falsifies log data and score for those who don't bother with lugging the runes. After all, it's the win not score that matters. I did not bother preserving multiple demonic runes, there is no challenge in collecting multiplies. Any tough Pan lord (speed 19+firestorm+haste+summon eyes...) can be simply skipped. If you can beat 35 lords at once in a Zig, one at a time is really not going to be an obstacle. Also, remove points for the value of inventory when winning. Only the Orb (250k) and runes (*10k) count.
* Fix icons not displayed for known items (#4030).Raphael Langella2011-05-231-10/+0
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* Put item type id status into struct player rather than an unitialized global.Adam Borowski2011-05-221-6/+1
| | | | | | This fixes restart_after_game problems. Also, don't use a redundant enum that is a subset of item base types.
* Merge branch 'unicode'.Adam Borowski2011-04-011-1/+1
|\ | | | | | | | | There are some issues left, like incorrect wrapping in some cases, but we can fix them later.
| * Fix a miscast in is_vowel(). It doesn't yet actually support å or ë yet.Adam Borowski2011-03-311-1/+1
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* | Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
|/ | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Turn check_item_knowledge into a void function, remove quiet param.Johanna Ploog2011-01-221-1/+1
| | | | | You're bound to either know or don't know some items, so we don't need the special "no items" message anymore.
* Inscribe 'tried on foo'Arxale2010-11-091-0/+2
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-13/+13
| | | | | | I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.
* Add a toggle to the discoveries screen to display _un_known items.Johanna Ploog2010-08-161-1/+1
| | | | | | | You can already get a list of all these items by searching the db. This is simply more convenient. Also, wands on this screen now display their maximum number of charges rather than 0.
* Rename chars used as numbers to int8_t/uint8_t. Fix some other type usage.Adam Borowski2010-07-301-1/+1
| | | | | | | | | | This should help against the signed char problems, and is good for code readability. Now, if you have a char, it's either an untyped in-memory byte, or a symbol inside a string. Small numbers are instead [u]int8_t, ints, an enum type, or, in so many cases, bools. I didn't touch any of the tiles code, as it's currently broken and I don't want to risk making it unbroken harder.
* Define make_name()'s seed as 32 bit -- the rest was unused anyway.Adam Borowski2010-06-201-2/+2
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* Replace item.special magic numbers with enums.Enne Walker2010-06-091-0/+16
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* Fix extra {unknown} in morgue inventory listings.Robert Vollmert2010-05-271-0/+1
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* Remove magic number 50, subtype identification array size.Robert Vollmert2010-05-251-1/+2
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* Merge ammo brand naming from name_aux and missile_brand_name.Robert Vollmert2010-03-041-1/+0
| | | | | | | | | | | | This also changes terse descriptions to put all brands at the end and join it with runed: 29 darts (flame, runed) 15 needles (curare) And the "runed" is put before the prefix brand: 28 runed exploding darts instead of 28 exploding runed darts
* Fix "book of bugginess", hopefully (syllogism).Jude Brown2010-02-161-1/+1
| | | | | | | | Single-title books (Necronomicon, Young Poisoner's Handbook, etc) were causing issues with a) the way the item names are generated for the TroveMarker, and b) the fact that Lua item.sub_type was reporting "bugginess" for the book type, as these books aren't included in book_type_name. Bah!
* Base type, sub type and ego wrappers for dLua items.Jude Brown2010-02-111-0/+7
| | | | | | Missile egos currently duplicate code; this is bad, but I don't really feel like rewriting how the missile ego naming is handled (which isn't paricularly well, at the minute).
* Autoinscribe armour brands.Adam Borowski2009-12-151-0/+1
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* Corpse names for unusally named monstersMatthew Cline2009-11-101-2/+4
| | | | | Fix corpse names (and zombie names) for monsters which are named with name_adjective, name_suffix or name_replace.
* Remove "called from:" comments.Vsevolod Kozlov2009-11-031-3/+0
| | | | | | These were of questionable use and freshness. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Tiles: Save per-character equipment setting and use it in the characterj-p-e-g2009-07-071-1/+2
| | | | | | | | | | | | | | | | selection menu. TODO: Use this instead of dolls.txt for initialising dolls, falling back on dolls.txt if name.tdl cannot be found and for new characters. I've tried displaying floor type but found it resulted in an information overload, and also distracts from the main information (species, equipment), esp. since it's mostly floor and most of the tile is covered anyway. I left it in (though commented out), so it's in the repository, but will remove it afterwards. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10122 c06c8d41-db1a-0410-9941-cceddc491573
* * Allow viewing known items from "Use on what item?" scroll prompt.j-p-e-g2009-04-111-1/+1
| | | | | | | | * Default use_fake_cursor to true on Unix, else false. * Tweak some descriptions. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9594 c06c8d41-db1a-0410-9941-cceddc491573
* Fix [2644366]: place a space between prefixes and the item name.haranp2009-02-281-15/+7
| | | | | | | | Also, fix the documentation which used to say that the prefixes are comma-separated (they're not.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9294 c06c8d41-db1a-0410-9941-cceddc491573
* [2577409]: minor improvements to the shopping interface.haranp2009-02-081-12/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8979 c06c8d41-db1a-0410-9941-cceddc491573