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* Trim unnecessary #includes.Adam Borowski2010-01-131-2/+0
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* Don't allow spellcasters to throw items at you.Johanna Ploog2010-01-131-1/+1
| | | | | | | | | I had two orc priests throw their spears at me instead of smiting me. Monsters with a ranged attack were prevented from picking up missiles but not from throwing their melee weapons. If we want e.g. mermaids to be able to throw stuff at the player, we will have to tweak the check to ignore some los abilities.
* Remove resist slowing, increment tag major version.Darshan Shaligram2010-01-101-5/+2
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Redo hud weapon display formatting.Robert Vollmert2009-12-201-21/+19
| | | | Should now not clear next line by accident, fixing issue #223.
* Revert "Remove hard skill pool cutoff."Jesse Luehrs2009-12-161-3/+2
| | | | | | | This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce. This really needs more discussion; the current implementation isn't reallly reasonable
* De-duplicate magic res and stealth adjective choice.Robert Vollmert2009-12-041-30/+34
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* Added monster MR display (petato, mantis-id 113).Robert Vollmert2009-12-041-2/+5
| | | | | | | | | | | | Adds a line to the monster description screen that tells you how resistant it is to magic. Uses the same scale as player MR (eg on the % screen) except it skips "not resistant" levels of (non-)resistance. Uploaded a new version of the patch; now includes experimental MR display rescaling for both players and npcs. Try it out on the % screen, or examine a creature. Adverbs stolen from the stealth display, crazy resistant creatures are described as "almost entirely resistant".
* Remove multi-purpose Options.mlist_targetting.Robert Vollmert2009-11-231-2/+1
| | | | | | | | The option is now just a boolean option, and whether we're actively targetting with the mlist is stored in crawl_state.mlist_targetting. Also remove some duplication of mlist logic from direction().
* Make monster-info pane work in arenaMatthew Cline2009-11-231-1/+1
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* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-2/+3
| | | | | | | | | | | | | | | 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.
* Colour experience pool.Robert Vollmert2009-11-221-2/+12
| | | | | | Now yellow between 10000 and 15000 and red above 15000. If required, this could be configurable, but I'd prefer not to introduce more options.
* Expand Zin's protection from just mutation to other chaotic effects.David Lawrence Ramsey2009-11-181-1/+2
| | | | | | | Specifically, protect from rotting, disease, and miasma, since the first of them is tied to the other two, and all three are chaotic. Since negative energy resistance no longer provides rotting resistance, this fills in the gap left by TSO.
* Display rotting resistance in-game.David Lawrence Ramsey2009-11-181-0/+3
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* Delay adjustment for sicknessCharles Otto2009-11-151-3/+6
| | | | | | Store total time to recovery instead of turns in you.disease, change you.disease to an integer, update tags and bump TAG_MINOR_VERSION accordingly.
* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-1/+1
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-3/+0
| | | | Also add a few previously indirect includes.
* Remove some obsolete view.h-includes.Robert Vollmert2009-11-101-1/+0
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* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Replace uses of player_AC with player::armour_class.Vsevolod Kozlov2009-11-081-2/+2
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* Replace mons_neutral with monsters::neutral.Vsevolod Kozlov2009-11-071-3/+3
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-3/+3
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* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-4/+4
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Convert calls you.duration to relevant player:: check.Vsevolod Kozlov2009-11-061-1/+1
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Add actor::petrified, which replaces mons_is_petrified.Vsevolod Kozlov2009-11-061-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Unify mesmerisation code.Robert Vollmert2009-11-051-2/+2
| | | | | | | | There were several places that had copies of the same code, checking whether mesmerisation blocked movement to a given target. The various mesmerisation functions have become methods of player and were moved into behold.cc.
* Replace uses of player_is_airborne with you.airborne.Vsevolod Kozlov2009-11-051-3/+3
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Move *_res(ist)_magic to relevant classes, provide actor interface.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Split up view.cc.Robert Vollmert2009-11-041-0/+2
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* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Remove mapping abilities from the gameStefan O'Rear2009-11-021-1/+1
| | | | | Mapping still exists on cards, scrolls, Xom, and as the passive mutation. The ball of seeing exists, but will have to be dealt with.
* Implement 'Icemail' mutation for new DSStefan O'Rear2009-11-021-0/+2
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* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+2
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Make the monster pane use the new fields in monster_info.Robert Vollmert2009-10-271-17/+7
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* Move monster_pane_info out into mon-info.cc and rename.Robert Vollmert2009-10-271-300/+14
| | | | | I plan to use monster_info to get monster data out to the player safely via Lua.
* Add stochastic torment resistance per dpegStefan O'Rear2009-10-261-0/+4
| | | | | | | | | The mutation comes in three levels and blocks 20%, 40%, or 60% (shown to the user) of torments. Right now, you can cast Symbol of Torment with it; I doubt this is too good. It is on the tier-1 list for demonspawn mutations, and I expect it to be balanced appropriately. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Convert player::your_name to std::string.Robert Vollmert2009-10-241-2/+2
| | | | Doesn't seem to break anything...
* Moving data out of newgame.cc.Robert Vollmert2009-10-231-0/+2
| | | | Also move species<->string translation from player.cc to species.cc.
* Move player_see_invis into player class.Robert Vollmert2009-10-221-1/+1
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* Yank some god invocations from religion.cc into godabil.ccAdam Borowski2009-10-221-0/+1
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* Show god rank as [****..] (abrahamwl).Adam Borowski2009-10-221-2/+2
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* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Apply n78291's patch in [2877049], with a few tweaks, to expand Jiyva'sDavid Lawrence Ramsey2009-10-121-0/+9
| | | | | wrath, allow uncancelable transformations as part of it, and adjust his Slimify power.
* project-wide: implement use of platform.h detection macrosSteven Noonan2009-10-101-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-2/+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.
* Display (very) ugly things' colors in their descriptions.David Lawrence Ramsey2009-10-061-8/+11
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* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Amulet of guardian spirit, it comes as an amulet or a cap.Adam Borowski2009-10-051-1/+3
| | | | | | | | When worn, all non-poison damage will drain mana instead, hurting hp only after mana is depleted. The cap brand is intended only for a fixedart, but per dpeg's request, it will be generated on ordinary caps for now, as a test.