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* remove some duplicationJesse Luehrs2014-08-151-18/+24
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* display these values in non-debug wizmode tooJesse Luehrs2014-08-151-5/+13
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* suppress all stat increases for &^LJesse Luehrs2014-08-071-31/+29
| | | | | | in wizmode you can set stats by hand anyway, so what's the point. also consolidated skip_attribute_increase and wiz_cmd because skip_attribute_increase is only set to true by wizmode commands.
* Make potions of resistance grant rCorrgammafunk2014-08-051-1/+4
| | | | | | | | | | | rCorr is less common with the removal of the preservation ego and recently less effective at blocking the corrosion effect. Adding rCorr to the potion increases the resistance's availability and falls reasonably under the umbrella of "temporary natural resistances" of the consumable. After the 0.15 release, we can consider if we want to add rCorr as to artefacts or as an ego for e.g. cloaks, possibly contingent on adding further monster acid attacks, in which case we can reconsider the potion if need be.
* allow iterating over branches in a non-enum order (8742)Jesse Luehrs2014-08-021-7/+7
| | | | | | | | | | | | This allows us to have a consistent and logical ordering of branches without requiring the branch enum itself to be reordered (which could have save compatibility implications). The new ordering of branches just moves Depths to the place in the ordering that it already is planned to go on the next major save compat bump, but other changes are possible, if desired. All places in the code that iterate over branches have been updated to use the new iterator except for code dealing with save files, which still uses enum order, so that we can change the display ordering without affecting saves.
* Double crosstraining bonusesNicholas Feinberg2014-08-011-1/+1
| | | | 20% was not a meaningful bonus, in practice.
* Improve stair-sliding messagesNicholas Feinberg2014-07-311-4/+4
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* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .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!
* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Make rPois a bit more consistent (for players)Nicholas Feinberg2014-07-261-2/+2
| | | | | | | | | | | | Direct damage resistance from 50% to 66%. Chance of preventing poison from 90% to 66%. Chance of preventing curare from 80% to 66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for players. Wasps (AF_PARALYSE) now have their effects downgraded one level by rPois (para -> slow, slow -> nothing) instead of outright negated. rPois should be a helpful resist to have, not a binary pass-fail check for certain areas & enemies.
* Remove base max MP adjustment.Neil Moore2014-07-261-2/+1
| | | | | Only the 2 MP tutorial bonus used it; combine that with the max MP decrease from self-restoration and device recharging.
* Further rename you.mp_max_*.Neil Moore2014-07-261-5/+5
| | | | Because mp_max_temp is in fact permanent.
* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-16/+16
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Refactor acid resistanceNicholas Feinberg2014-07-261-12/+0
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* Make ranged weapon delay display properly on @Nicholas Feinberg2014-07-251-8/+14
| | | | | | | | It only works if you have the appropriate projectile type quivered (otherwise it shows you as if using the weapon in melee, i.e. breadswing speed), but that's still an improvement. Also, constify.
* Make torpor snail slow end immediately after LOS is brokenNicholas Feinberg2014-07-251-1/+11
| | | | | | | Or after they die, etc. Also no longer require the torpor snail to be visible, thus preventing powerful /invis secret tech. rip :(
* Revert "Put heavily drained players out of their misery"Chris Campbell2014-07-251-3/+1
| | | | | | | | | | | Heavy draining already recovers quickly, such that it should be possible to recover even when killing low-XP monsters. If very heavy draining is still problematic, it might be better to scale down draining when already heavily drained, rather than making it behave in a different way entirely past a certain point. This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit 1c0d6e64a9a9.
* Make Ice/Statue Form use spellpower instead of Ice/EarthNicholas Feinberg2014-07-241-5/+5
| | | | | | | | | | Also adjusts max power (Ice Form 200->100, Statue Form 200->150) to get roughly the same scaling as before; statue form now scales slightly more slowly, but caps out at 1.5 ac higher, if you can eke out enough spellpower. AC from non-spell-caused polymorphs will be based on the power of the polymorph.
* Tweak Stoneskin/Ozocubu's ArmourNicholas Feinberg2014-07-241-1/+1
| | | | | | Reduce the spellpower cap to 100 (closely approximating the old effective power cap), and slightly buff ozo's at old power to bring it up to the old numbers.
* Make Ozocubu's Armour use spellpower instead of IceNicholas Feinberg2014-07-241-1/+1
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* Make Stoneskin use spellpower instead of EarthNicholas Feinberg2014-07-241-4/+2
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* Make Condensation Shield use spellpower instead of IceNicholas Feinberg2014-07-241-1/+1
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* Remove the EV penalty from Statue Formreaverb2014-07-241-4/+0
| | | | | | This seemed to get a generally positive reaction when it was proposed a month or two ago. If Statue Form becomes too good, the Dex penalty could be increased or a lesser EV penalty could be used instead.
* Put heavily drained players out of their miseryNicholas Feinberg2014-07-231-1/+3
| | | | | | | | | Draining is now limited, based on your level. If you get drained further when you're already very heavily drained, you take very sizeable amounts of damage. Hopefully this will kill you. The death messaging seems to work, but it's not ideal. Possibly someone can adjust that.
* Make Sublimation of Blood only effective when cast on the playerChris Campbell2014-07-231-11/+3
| | | | | | | | | | | Having a spell work in two completely different ways depending on context is unintuitive, and self-casting it is the much more interesting use. Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul, Mummy). Species that can't bleed get both level 1 spells from the first Kiku gift. Has some ugly duplication of lists of species that can't bleed, because using player::can_bleed won't correctly handle statue- or lich- formed players even with allow_tran = false, due to them changing the player's holiness.
* Don't trigger zot traps when losing flight (5090, wheals)Nicholas Feinberg2014-07-221-2/+4
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* Clear Engulf status when forcibly separated (#7437)Neil Moore2014-07-181-0/+19
| | | | | The status still doesn't end immediately when the engulfer dies etc.: see bug #7394.
* Revert "make tree-form immune to Leda's"Nicholas Feinberg2014-07-161-2/+1
| | | | | | 783a5bfccb75 and a737d34e685053e3. Very special-case-y, not not really necessary. (Plus, we never prevented turning into a tree *after* casting Leda's...)
* Document a functionNicholas Feinberg2014-07-161-0/+12
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* Make tree form extra-balanced and immune to Leda's.Neil Moore2014-07-141-1/+2
| | | | The latter to match stationary monsters.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-1/+1
| | | | As part of a wider scheme to make draining temporary.
* Refactor weapon_skill()Nicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | 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.
* Remove Qazlal's permanent resistance giftChris Campbell2014-07-131-24/+0
| | | | | | | | A simple resistance is a very boring capstone gift, especially compared to Qazlal's existing temporary resistances which have much more interesting interactions, and the powerful active abilities. Allowing a choice of resistance also resulted in AC almost always being the best option.
* Make boots block the effects of hooves.Neil Moore2014-07-121-1/+17
| | | | | But not centaur bardings, since those don't cover the feet. This applies to both the kick attack and the stealth penalty.
* Add exactly one (1) comma to a vampire level-up messageNicholas Feinberg2014-07-111-6/+8
| | | | And improve some code formatting slightly.
* Improve sleep codeNicholas Feinberg2014-07-111-20/+16
| | | | | | Refactor put_to_sleep() and hibernate() together. Also improve messenging for resisting repeated sleep (by replacing a generic canned message).
* Simplify. (Grunt)Nicholas Feinberg2014-07-101-8/+1
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* Remove an unnecessary special case for Condensation ShieldChris Campbell2014-07-091-4/+1
| | | | Since it should now always melt when combined with Ring of Flames.
* Fix magical shields being unable to block most ranged attacks (#8772)Chris Campbell2014-07-091-0/+13
| | | | | | | | They checked that the player either had a shield equipped or had the bone plates mutation, so TSO's divine shield, Qazlal shielding and Condensation shield could all never block ranged attacks (except for those from ranged weapons, since those now follow the same codepath as melee attacks!).
* Remove unused parameters from umbra() and backlit().Neil Moore2014-07-051-17/+5
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* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Improve some checks.Shmuale Mark2014-06-291-1/+1
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* Clean up some string format codeNicholas Feinberg2014-06-251-3/+2
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* Prompt when swapping allies onto zot trapsNicholas Feinberg2014-06-251-0/+10
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* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+80
| | | | | | | | | 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.
* Remove a seven-year-old commentNicholas Feinberg2014-06-191-20/+0
| | | | Not likely code to return to use, given how misleading it is.
* Rename functions (|amethyst).Shmuale Mark2014-06-191-1/+1
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* Remove some out-of-date Zotdef messagesChris Campbell2014-06-191-6/+0
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* Try to reduce duplication in Recite code.Shmuale Mark2014-06-191-2/+2
| | | | | | | | | | | | | | is_chaotic() and is_unclean() have been changed to return an int roughly equal to what would have been returned before by the Zin recite function. Some bool flags were added to the function to make it still work right for the other uses (e.g. silver). Prince Ribbit is no longer specially vulnerable to Recite, and insane/ sluggish uniques are unclean rather than chaotic, which seems more consistent with the other uses of the terms. The special case for nonliving and plant monsters to be unrecitable is removed.
* Make profane servitors ignore holy wrath, like holy energy (#7089).Shmuale Mark2014-06-171-0/+5
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