| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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[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]
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The effects of racial weapons were very minimal and unlikely to be
noticed. Even if they were made significant, they would only apply to a
very small subset of races. The only somewhat notable effect was Beogh's
slight slaying bonus (and even that was very minor), this could be
compensated for in some other way if necessary.
Racial armour has slightly more noticeable effects and currently still
remains, but could probably be removed too (potentially replacing the
racial effects with armour egos instead).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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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.
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They have about no overlap, more than both being usable as weapons. A vast
majority of uses immediately checked item_is_rod()/item_is_staff().
I kept them shared for acquirement, for now.
Also, eliminate rods of smiting -- hardly ever used, problematic theme-wise
as they use "divine providence" without worship. Keeping rods of striking
for now, could be used to fix artificer problems. Adding/removing rod enums
is a mess due to tile handling, renaming ROD_SMITING to ROD_LIGHTNING for now.
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Looks like get_XXX_path and the like in files.cc could use some drastic
simplification, or perhaps even a nuking and rewrite.
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For example, items with 1/5 chance to be racial will match you around half
of the time. Most of high-end gear can never get races, though, and neither
currently can artefacts.
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They either trivialise the early game or are a source of unavoidable death if
a monster picks it up first.
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The passed value is never used as anything else than a boolean.
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"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.
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On second thought, don't include not_cursed, so we can produce
cursed non-glowing items, if necessary.
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Note: we don't build at all with clang 2.7, but do with clang's trunk.
Since the error it throws is totally bogus (even C++0x says enums are ints
unless explicitely declared otherwise), I don't think we should bother
-- but since *BSD are moving to that buggy crap, it's something worth noting.
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For now, I've kept the specialcasing in makeitem.cc, though it
doesn't make a lot of sense: You can get wands with 28 charges
that claim in their description they can have at most 24 charges.
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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.
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Again, this is a code readability change only, as it's a bitfield.
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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.
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deck
ornate deck of dungeons
rare deck
deck of war
legendary deck of punishment
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Usually, we want to be sure no rocks of returning, etc, get generated,
but special vaults may use them.
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Add item property CORPSE_NO_DECAY to disallow decay on
corpses/skeletons/chunks.
Wizmode &% now creates an item using the .des file item name parser; &o remains
the old wizmode item-gen command.
Corpse decay for corpses placed by maps can be controlled using
dgn.delayed_decay.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Weapons: both type and brand is handled, separately. This means,
once you've seen any lajatang, there is no more any bonus to
get them -- you'll get 5 times as many quarterstaves, brand
repeat protection comes only within the type.
Armour: currently only brand is handled, type will have to be merged
with the old code which suffered from no information about stash.
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Other headers now don't need to include all of itemprop.h.
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This will select an item type that can have brand XXX. This requires
a large list of allowable type/brand combinations in the code :(
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charges, as their wands do.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9312 c06c8d41-db1a-0410-9941-cceddc491573
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than taking their entire inventory with them.
If a monster drops/fires/throws a summoned item the item will vanish (assuming
it's not a fired/thrown item which returns to the monster).
Don't generate summoned monsters with throwing nets since the net will
disappear as soon as it hits the target.
If a monster drops an item onto a item destroying grid the item will be
destroyed, accompanied by the approriate sound. This should never happen,
since monsters only drop items in order to pick up another one, and they can't
pick up items off of item destroying grids since there won't be any items
there, but maybe in the future confused monsters will spontaneously drop items
or something.
Don't let orcs use orc-slaying weapons or draconians use dragon-slaying
weapons.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7836 c06c8d41-db1a-0410-9941-cceddc491573
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parameter. If not -1 then it will be used to set the acquirement agent of the
item. This is done in items() so that make_item_randart() can use it if it's
called from items(). Before this _god_fits_artefact() in randart.cc was only
being called for choosing an appropriate god for random artifact names, and not
to check the appropriateness of the randart proeprties chosen for randart god
gifts.
Changed _god_fits_artefact() so that if a bug leads a god to gifting an item
with an inapropriate base_type or sub_type that it will give an assertion or
error message instead of causing make_item_randart() to go into an infinite
loop.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7726 c06c8d41-db1a-0410-9941-cceddc491573
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tedious code used to mess with this pointless buffer.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7560 c06c8d41-db1a-0410-9941-cceddc491573
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appearance.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3920 c06c8d41-db1a-0410-9941-cceddc491573
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huge number of files. Also correct file name comments.
No coding changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3539 c06c8d41-db1a-0410-9941-cceddc491573
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mapdef/vault monsters can now be given an explicit list of items.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3055 c06c8d41-db1a-0410-9941-cceddc491573
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missing them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2301 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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Vault collision checking is also non-rectangular now.
Fixed Windows builds not reporting line numbers in .des file error messages.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1784 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1489 c06c8d41-db1a-0410-9941-cceddc491573
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Flushed out a few bugs as a result, specifically:
1. Some monsters (e.g., orcs) can now get blowguns as they were intended to
(look at the makeitem.cc change);
2. Acquirement will no longer attempt to give you the books of minor magic
if you've found them (look at the effects.cc change.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1374 c06c8d41-db1a-0410-9941-cceddc491573
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