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* Don't give Thieves crossbow skills (by).Jude Brown2010-01-101-1/+1
| | | | | Now that they don't start with hand crossbows, there's no point in giving them any skill in crossbows. Instead, give them Throwing skill.
* Issue 318: artificers with rods of striking should start out wielding themHaran Pilpel2010-01-031-3/+11
| | | | (this is done regardless of M&F skill because they have no other weapon.)
* Give Hunters using slings Bucklers, shield apt. (Vandal).Jude Brown2010-01-031-0/+5
| | | | | | | | | | | | The reasoning being is that slings no longer receive penalties for using with bucklers, and allowing hunters that use slings to start with bucklers makes them more attractive. Slings are currently a weak build, so hopefully this should do something to help improve them. This commit also improves Halfling's shields apt from 130 to 90, as suggested by Vandal. I've left Kobold shield apts the same, as they already have other bonuses, and giving Halfling's something special and unique might help them on their way to the gallows.
* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-011-34/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As outlined in dpeg's ranged combat overhaul, branding spells should no longer be permanant, nor apply directly to the ammunition. This commit removes all previous "<X> Ammunition" spells, including the original "Poison Ammunition" spell. Instead, branding ammunition is now done via the launcher and the currently existent weapon branding spells. Currently, those that can be applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon. There is the capacity of Excruciating Wounds to also be applied, but this would require the addition of the Pain ego for missiles, of which the mechanics would need to be decided upon first. Like temporary brands on weapons currently, these brands on launchers are permanantly affixable by using a scroll of vorpalise weapon. This commit also overhauls the Arcane Marksman class. It began by removing the non-existent ammunition spells; this left Devastating Missiles with two spells: haste and deflect missiles. On reflection, I decided to delete the book instead. The Book of Elemental Missiles was easily adjusted by replacing the three branding spells by the existent (and aforementioned) branding spells. As there are no (according to the 0.6 ranged combat overhaul spec) spells intended for use with translocation effects on missiles, this left The Book of Warped Missiles rather empty. Attempts were made (with discussion with Eronarn on IRC) to work out something else to fill up the Book of Warped Missiles with, but I made the decision to get rid it instead, as the only good suggestions basically made it the Book of Spatial Translocations, and in that case, the player may as well select the warper class. We also discussed whether or not to remove Poison Weapon from the Elemental starting book; I decided it was best to leave it now, but increase its level from 2 to 3, to give the book more of a range of levels (starting a Spriggan Arcane Marksman had all the spells listed as "excellent" or "very good"; more on this shortly). I also decided that Repel Missiles is over-used in this context, and upon Eronarn's suggestion and sorear's agreement, have replaced it with Cause Fear. I think this will provide for interesting game play, and that the level of the spell is suitably high enough for it to not be abused. I also made the executive decision that "Elemental Missiles" was no longer an appropriate title, as it didn't contain any ammunition-specific spells any longer, and have renamed the book to the "Book of Brands". It is now: Book of Brands Level 1, Corona Level 2, Swiftness Level 2, Fire Brand Level 2, Freezing Aura Level 3, Poison Weapon Level 5, Cause Fear As the Arcane Marksmen class is now launcher-specific, rather than ammunition-specific, I have adjusted it to no longer give Hill Orcs, Sludge Elves and Merfolk javelins and throwing nets (they get bows like everyone else), and made the decision to ban Trolls and Ogres from the class altogether. The reasoning here is that they have bad launcher aptitudes, and as they are described as "marksmen", it makes no sense to give them a book full of launcher-specific spells and some large rocks and throwing nets. This change could, of course, be reverted, and they could simply be given bows, crossbows or slings as relevant, in line with all other races being given launchers and ammunition. I have adjusted the starting skill levels for enchantments, spell- casting and dodging to that of Crusaders. I have also removed Poison Ammunition from the Book of Envenomations, and replaced it with Poison Weapon instead. Finally, I have increased TAG_MAJOR_VERSION to 14.
* Subsume Darts skill into Throwing.Jude Brown2009-12-311-8/+8
| | | | | | | | | | | | | | | | Instances where Darts skill was previously check (such as blow guns, throwing of darts, etc), now check the throwing skill instead. This causes a few problems: * missile acquirement is possibly skewed now * aptitudes are now wrong, and should be adjusted This doesn't include code to compensate for large monsters that used to have a good throwing skills and bad dart skills now using the lower throwing skill, and vice versa, but it's a major start. TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't broken anything too major, but if so, the commit can be reverted.
* Remove hand crossbows.Jude Brown2009-12-311-30/+11
| | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* Check for ogre genus when possible, for consistency.David Lawrence Ramsey2009-11-221-7/+9
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* Give hunters +1 ammo, to boost them vs AM.Adam Borowski2009-11-161-5/+5
| | | | This does include large rocks, which may be questionable.
* Fix a few whitespace errors.Adam Borowski2009-11-151-4/+4
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* Restore Warper class, Arcane Marksman tweaks.johnny shelley2009-11-151-2/+28
| | | | | | | | Adds warper back and moves arcane marksman close to hunter in selection screen. Changes spell level of exploding ammo to 5. Fixes abbreviation of Am. Removes scroll of blink from AM starting equipment. Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Merge Johnny Shelley's arcane marksman patchStefan O'Rear2009-11-151-6/+1
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| * Remove the Divinations school.Adam Borowski2009-11-151-1/+1
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| * Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-5/+0
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* | Warper Overhaul - Renamed to Arcane Marksmanjohnny shelley2009-11-141-19/+66
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Missile Changes -- electricity missiles are now an option - they are always destroyed reaping / dispersal ammo is now always destroyed as it can be created by players poison ammo can again affect rocks / bullets etc - still no nets. Apparently this is a contact poison, but mainly it's to close the gap between sling users and archers. SKILLS -- Ranged weapon 3 Dodging 2 Spellcasting 2 Enchantments OR Translocations 3 EQUIPMENT -- Robe Ration Scroll of blink Some ranged weapon options as Hunter No melee weapon! Either book of elemental missiles or warped missiles The book of Elemental Missiles Spells Type Level a - Corona Enchantment 1 b - Swiftness Enchantment/Air 2 c - Repel Missiles Enchantment/Air 2 d - Flame Ammunition Enchantment/Fire 3 e - Frost Ammunition Enchantment/Ice 3 f - Poison Ammunition Enchantment/Poison 4 The book of Warped Missiles Spells Type Level a - Apportation Translocation 1 b - Portal Projectile Translocation 2 c - Repel Missiles Enchantment/Air 2 d - Blink Translocation 2 e - Returning Ammunition Enchantment/Translocation 3 f - Warp Ammunition Enchantment/Translocation 5 The book of Devastating Missiles Spells Type Level a - Poison Ammunition Enchantment/Poison 4 b - Warp Ammunition Enchantment/Translocation 5 c - Shocking Ammunition Enchantment/Air 5 d - Haste Enchantment 6 e - Deflect Missiles Enchantment/Air 6 f - Exploding Ammunition Enchantment/Fire/Air 7 g - Reaping Ammunition Enchantment/Necromancy 7 Signed-off-by: Stefan O'Rear <stefanor@cox.net>
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-2/+2
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* Place some of the altars outside of the TempleMatthew Cline2009-11-111-0/+1
| | | | | | | | | | | | Framework for placing altars outside the Temple, into what I call "overflow temples". It currently places twelve altars in the Ecumenical Temple and two outside at D:2 through D:9, with each of the two overflow altars being placed in a "temple" which consists of a bare altar. The overflow temples can actually contain any number of altars, but I'm not a vault designer, so I went the minimalistic route. The levels the overflow temples are placed on can be listed with the wizard command "&:".
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-4/+4
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Give OgEn, OgTh, OgAs, OgSt clubs instead of short swords.Adam Borowski2009-11-051-5/+14
| | | | | Same with trolls of these professions. Both races have abysmal aptitudes with short blades but are good with M&F.
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Less consumables for wanderersCharles Otto2009-11-021-47/+9
| | | | | Just identify teleportation scrolls/healing potions instead of giving them out.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Give deep dwarves passive, not active mappingStefan O'Rear2009-10-291-2/+2
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Pre- and post-savefile callbacks.Matthew Cline2009-10-291-0/+5
| | | | | | | | | | | | | The constructor of class SavefileCallback can be used to add a callback which is called before a game is saved and after it's restored. This is useful to move data in and out of you.props, or after a restore if there's data not stored in the savefile which can be easily regenerated. NOTE: I experienced some weirdness with C++ global constructors, and since global constructors probably differ with compiler and system, until this has been tested on all compiler/system combinations, any code which uses the callbacks should fail gracefully if the callbacks aren't called.
* Move a little more code out of newgame.cc.Robert Vollmert2009-10-281-190/+3
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* Roll demonspawn mutations at the start of the game.Stefan O'Rear2009-10-241-0/+4
| | | | | | | All demonspawn mutations are now stored in the player data, and are determined at the same time. This makes a lot of things a lot simpler. On the other hand, it means that the influence of skills and gods on demonspawn mutations is now broken.
* Move opening_screen and name reading routines to ng-input.cc.Robert Vollmert2009-10-241-298/+18
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* Convert player::your_name to std::string.Robert Vollmert2009-10-241-61/+49
| | | | Doesn't seem to break anything...
* Extract newgame character restrictions from newgame.cc.Robert Vollmert2009-10-241-948/+51
| | | | | | | | | | | | | | | | | The functions in the new ng-restr.cc are "pure": They don't access global state; data is passed in via the new and incomplete newgame_def. Eventually, new_game should be split into something like newgame_def choose_game(); that doesn't access "you", and void setup_game(newgame_def); that sets up the player. Also get rid of player_size in favour of player::body_size. Rename player_size_type to size_part_type since it's not really player-specific (used in actor::body_size). Move parts of player_genus, player::has_claws, body_size out into species.cc.
* Fix Humans not being selectable on character selection.Robert Vollmert2009-10-241-7/+5
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* Renumber species_type starting from 0.Robert Vollmert2009-10-231-1/+1
| | | | | It now behaves like the other enums (e.g. job_type). I hope I got all places where SP_HUMAN == 1 was assumed.
* Use species_type/job_type instead of int.Robert Vollmert2009-10-231-2/+2
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* Moving data out of newgame.cc.Robert Vollmert2009-10-231-358/+18
| | | | Also move species<->string translation from player.cc to species.cc.
* win32: eliminate need for WIN32TILES/WIN32CONSOLE macrosSteven Noonan2009-10-191-1/+1
| | | | | | | | | | | | | | Instead of defined(WIN32CONSOLE) we should use: defined(TARGET_OS_WINDOWS) && !defined(USE_TILE) As well as replace defined(WIN32TILES) with: defined(TARGET_OS_WINDOWS) && defined(USE_TILE) Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-2/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* remove unnecessary "version.h" includes, AppHdr.h does it alreadySteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Make default LOS configurable.Robert Vollmert2009-10-171-2/+2
| | | | | | Setting LOS_RADIUS in defines.h now works. Fixed a couple of things to allow this, including an apparent off-by-one error in crawl_view -- not quite sure this doesn't break anything.
* Add formatting fix.David Lawrence Ramsey2009-10-141-0/+1
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* fix 'DEBUG' macro usage consistencySteven Noonan2009-10-131-1/+1
| | | | | | | | | | | | | Sometimes we were doing #if DEBUG and others we were doing #ifdef DEBUG. If we mix both, we have problems: If the DEBUG macro isn't defined, the statement '#if DEBUG' doesn't really make sense logically, because 'DEBUG' has no value. And if we '#define DEBUG 0', then the '#ifdef DEBUG's become true statements. The easiest fix is to swap out the #ifs with #ifdefs. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Since corpse sacrifices for Trog no longer require butchery, letDavid Lawrence Ramsey2009-10-111-9/+19
| | | | | berserkers start with maces/flails instead of axes if they have higher skills in the former.
* project-wide: implement use of platform.h detection macrosSteven Noonan2009-10-101-2/+2
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-101-12/+12
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* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-5/+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.
* Remove unnecessary includes of view.h.Robert Vollmert2009-10-091-1/+0
| | | | | Compilation of console crawl on Linux succeeds; please complain if other platforms break.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* As discussed awhile ago, make healers go unarmed instead of usingDavid Lawrence Ramsey2009-10-031-57/+58
| | | | staves.
* files.cc, newgame.cc: support savegame paths with spaces in themSteven Noonan2009-09-301-1/+3
| | | | | | | | | | | | | | | | | | | For instance, on Mac OS X, we save to this path: ~/Library/Application Support/Dungeon Crawl Stone Soup But if we just pass this path to an external program via system() without doing anything to it, the app assumes that spaces are intended to indicate separate parameters. We have to escape the paths in one of two ways. UNIX (backslashes): ~/This\ Crappy\ Path\ Has\ Spaces\ In\ It or Windows (doublequotes): "C:\This Crappy Path Has Spaces In It" Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Add spelling fixes.David Lawrence Ramsey2009-09-231-2/+2
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* Comment fixes.dolorous2009-09-191-2/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10730 c06c8d41-db1a-0410-9941-cceddc491573
* And guarantee vampires only one level of unarmed combat instead of two.dolorous2009-09-191-3/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10729 c06c8d41-db1a-0410-9941-cceddc491573