summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/itemprop.cc
Commit message (Collapse)AuthorAgeFilesLines
* Adjust ranged weapons slightlyNicholas Feinberg2014-08-061-3/+3
| | | | | | | | | | | Buff the hand crossbow & shortbow slightly to account for the lack of ammo in the early-game (when they'll be used) - +1 base dam apiece, and +1 base acc for the shortbow to make it 'feel' a little more satisfying. Adjust the triple crossbow very slightly downward - turns out the 'armour piercing' effect was more strong than expected, especially when combining weapon & ammo brands. -1 base dam.
* Hide a hack better.Shmuale Mark2014-08-031-1/+1
| | | | | | | Ideally, we wouldn't be using special for unrands totally different from how items of the same type do, but that's less trivial than this commit. A centralised place to check for being an unrand should at least make such a change easier.
* 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!
* Fix compilation, de-inline a function.Neil Moore2014-07-151-0/+7
| | | | | | There's no reason for this function, called only a few times at init, to be inline. More importantly, it used std::remove_if without including <algorithm>.
* Make str_to_weapon use existing item dataTanner Swett2014-07-141-0/+21
|
* More ranged tweaksNicholas Feinberg2014-07-131-4/+4
| | | | | Crossbow & sling bullet damage slightly down; longbow base delay, also slightly down.
* Tweak triple crossbowsNicholas Feinberg2014-07-131-1/+1
| | | | | | | | | Set the base delay to 23 (26 skill required for mindelay), to make them a little less superior to bardiches. Also tweak the base damage up by 1. Sniper stays at 27 base delay & goes back to +15; it was looking a little sad at mindelay 13 (really 13.5) as a "mere" +10.
* Compress blank lines.Neil Moore2014-07-131-3/+0
| | | | | All the sequences of three or more blank lines. If they looked like they separated sections, use two lines; otherwise use one.
* Don't crash when wielding non-weapons with a shield.Neil Moore2014-07-131-3/+2
|
* Factor out ammo_type_destroy_chance() into Missile_prop[]Nicholas Feinberg2014-07-131-37/+12
| | | | Code, data
* Factor weapon_rarity() out into Weapon_prop[]Nicholas Feinberg2014-07-131-142/+59
| | | | In a desperate, doomed attempt to separate code and data.
* Rebalance crossbowsNicholas Feinberg2014-07-131-6/+13
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Refactor weapon_skill()Nicholas Feinberg2014-07-131-9/+54
| | | | | | | | | | | | | | This function was misleadingly named (it only provided the skill used for melee weapons, not ranged weapons), and incomplete; code along the lines of "is_ranged_weapon(*it) ? range_skill(*it) : weapon_skill(*it)" was scattered in about half a dozen different functions. I've corrected both of those problems (renaming weapon_ skill() to melee_skill() and adding item_weapon_skill()), and also possibly fixed two bugs in the process - an l_you.cc function that claimed to provide the skill used for the starting weapon (but actually only gave the melee skill), and unrand creation code that checked if a potential unrand swap used the same (melee) skill as the weapon type being generated.
* Make greatslings 2-handed for spriggansNicholas Feinberg2014-07-131-1/+1
| | | | | Since they can't use longbows, there's not much else that compares for launcher damage.
* Refactor item handedness codeNicholas Feinberg2014-07-131-107/+74
| | | | | | | | | | | | | | Instead of specifying HANDS_ONE or HANDS_TWO in Weapon_prop[] (which were... misleading at best), there's now a min_2h_size and min_1h_size field. The former controls the minimum size a player or monster must be to wield the weapon at all; the latter is the minimum size required to wield it with one hand. This means that giants can now wield daggers (unlike before); if necessary, a max_size field can be added, but this seems a low priority to preserve. This breaks formatting of Weapon_prop[] a bit; apologies.
* Remove code for wielding corpsesNicholas Feinberg2014-07-131-4/+0
|
* Display less misleading sling base damageNicholas Feinberg2014-07-101-0/+11
|
* Partially refactor mulchingNicholas Feinberg2014-07-101-0/+64
|
* RefactorNicholas Feinberg2014-07-101-6/+9
| | | | Make is_range_weapon and is_ranged_weapon_type use the same code.
* Comment fixes.Shmuale Mark2014-07-101-10/+10
|
* Rebalance bowsNicholas Feinberg2014-07-091-3/+3
| | | | | | | | | | | | | | Like slings, bows needed tweaking after the ranged combat rebalance. They're now analogous to M&F; very common (ammo & weapons), and with high availability of the best type, but a limited peak power & subpar returns on XP investment. Specifically, shortbows have gone from 3+7 to 8 base damage and 11->13 base delay; longbows have gone from 6+7 to 15 damage & 12->18 base delay. They're comparable to tridents & glaives respectively. Thanks again to Lasty for stat suggestions!
* Rebalance slingsNicholas Feinberg2014-07-091-3/+11
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Refactor weapon property codeNicholas Feinberg2014-07-091-34/+67
| | | | | | Mainly relevant to chaos champions (should mean that melee_only champions no longer spawn with slings, as a bonus), but also in preparation for adding more weapon types.
* Reformat.Neil Moore2014-07-051-4/+1
| | | | | Mostly by joining short lines in places where that would let us remove braces.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+30
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-6/+6
|
* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-2/+0
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Allow gods to rebrand blessed weapons againChris Campbell2014-06-121-2/+4
|
* More fixes for temporary brands.Shmuale Mark2014-06-121-0/+3
| | | | | Don't keep the old brand on Tukima's, make ?bw make sense, and don't allow rebranding a blessed weapon (this includes with the scroll).
* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-6/+0
| | | | | | | 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.
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-0/+1
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * The start: don't let monsters pick up items you've seen.Shmuale Mark2014-05-281-0/+1
| |
* | Fix some infelicities in armour enchantability check.Neil Moore2014-06-071-5/+8
| | | | | | | | | | | | There was an info leak similar to the one fixed in the previous commit, but it was masked by the fact that unidentified randarts claimed to be enchantable even ignoring cursedness.
* | Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-4/+4
| |
* | Increase shield enchantment limitsNicholas Feinberg2014-06-031-2/+8
| | | | | | | | | | | | Now that shield enchantments are potentially meaningful. This may make shields & large shields slightly more attractive.
* | Remove darts.Shmuale Mark2014-05-301-3/+7
| | | | | | | | | | | | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* | 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.
* | Refactor a bit.Neil Moore2014-05-291-5/+22
| |
* | Reduce fruit amounts, increase nutrition.Shmuale Mark2014-05-291-1/+1
|/ | | | | | | | | | | | | | | | | It seemed that the amount of fruit generated after the change was a bit too much, so the average stack size is being reduced while increasing the nutrition to keep spriggans around the same while trying to bring Fedhas back to around where things were before. For reference, this is the old version, with, in order, nutrition, herbivore III nutrition, occurence out of 100 (times stack size), and average spriggan nutrition from it per 100 food items generated: 250 | 400 | 10*(d13) | 28000 and now: 850 | 1000 | 10*(d5) | 30000
* Make corpses and skeletons stationary items (minmay)gammafunk2014-05-261-5/+26
| | | | | | | | | Moving corpses and skeletons to other levels or to other locations within a level is tedious but may be optimal for corpse rot and god abilities like Kiku's corpse prayer. This commit prevents the player from picking up or apporting carrion. It generalizes the code used for nets being stationary, and cleans up and documents various bits of related item pickup code.
* Remove player burden and carrying capacitygammafunk2014-05-261-0/+6
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Remove a now-unnecessary field of food_def.Neil Moore2014-05-261-34/+24
|
* Remove some foods.Shmuale Mark2014-05-261-15/+15
| | | | | | Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples, apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas, and cheese.
* Make some COMPILE_CHECK() s actually workreaverb2014-05-221-5/+5
| | | | | | | Before some arrays were being initialized to size NUM_FOO, which meant the checks the arrays were the right size did not actually work. Now if somebody unknowingly deletes an entry it will fail to compile rather than crash at runtime.
* Fix a crashreaverb2014-05-221-0/+5
| | | | | I'll fix the documentation errors which caused this in the next day or so.
* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-1/+1
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove Ambrosiareaverb2014-05-211-1/+0
| | | | | | | | Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as giving the effect to !magic have been proposed. Once again, somebody might want to review my vault edits. I mostly replaced ambrosia with honeycombs.
* Remove royal jelliesreaverb2014-05-211-1/+0
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Make a type more correct (geekosaur)Neil Moore2014-05-141-2/+2
|
* Allow enchanting/recharging/(un)cursing melded equipment (#6841)Neil Moore2014-05-131-11/+0
|