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* Delay changes for corona, berserk, lev, and cflyCharles Otto2009-11-151-6/+2
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* Adjust slow and haste durationsCharles Otto2009-11-151-8/+18
| | | | | | | | Attempt to keep the number of slowed/hasted turns a player gets constant by doubling/halving the total amount of delay needed for the effects to wear off. Also adjust durations for berserk.
* Update delay for mesmerisation, slowing, and hasteCharles Otto2009-11-151-26/+25
| | | | | Also fix a couple compile issues and change over one last case for paralysis
* Update delay for exhaustion, confusing touch, and sure bladeCharles Otto2009-11-151-4/+6
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* Convert several more durationsCharles Otto2009-11-151-3/+5
| | | | | Change over durations for magic shield (this is from the helm card), TSO's divine shield, paralysis, and petrification.
* On second thought abstract increasing/setting durations a little.Charles Otto2009-11-151-12/+26
| | | | Add (and use) player methods for setting/increasing durations.
* Delay adjustment for confusionCharles Otto2009-11-151-4/+5
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* Delay adjustment for DUR_SLAYINGCharles Otto2009-11-151-1/+1
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* Modify DUR_LIQUID_FLAMES to count delay instead of turnsCharles Otto2009-11-151-12/+13
| | | | | | | | | Decrease (and increase) sticky flames duration by the players delay instead of using perceived turns. This is a behavioral change, previously sticky flame did damage proportional to delay but the counter was only decreased once per perceived turn. Compared to the old behavior slow players take less damage and fast players take more damage over the course of the sticky flame.
* Change DUR_SLEEP and DUR_BUILDING_RAGE durationsCharles Otto2009-11-151-0/+2
| | | | | Make DUR_SLEEP and DUR_BULIDING_RAGE durations proportional to baseline delay (well it hardly matters for DUR_BUILDING_RAGE).
* Changes to _decrement_a_durationCharles Otto2009-11-151-5/+5
| | | | | | Make _decrement_a_duration accept a delay as a parameter, make all calls to decrement_a_duration give it a delay. Adjust the thresholds in get_expiration_threshold to be proportional to baseline delay.
* Typo fix.Adam Borowski2009-11-161-1/+1
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* Used cannonical ego counting.Brendan Hickey2009-11-161-13/+2
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* Chei Fluff: * Ruininous Time -> Slouch * Better player titles Mechanics: * ↵Brendan Hickey2009-11-161-5/+16
| | | | Ponderous items stack * The ponderous brand can be placed on all armour.
* Rename acr.cc to main.cc.Robert Vollmert2009-11-151-2/+2
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* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Remove unused player_damage_type.Vsevolod Kozlov2009-11-141-5/+0
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* Remove unused player_damage_brand.Vsevolod Kozlov2009-11-141-5/+0
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* Move player_can_smell to player::can_smell.Vsevolod Kozlov2009-11-141-5/+5
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* Put duplicated body weight calculations into actor::.Adam Borowski2009-11-131-32/+1
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* Increase effect of Str on carrying capacity.David Ploog2009-11-131-1/+1
| | | | Was 20 per point of Str, is 30. (Used to be 10 in the dark past.)
* Let unrandart shields have a melee_effect func, called on successful block.Adam Borowski2009-11-131-1/+3
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* Hack player LOS routines for arena.Robert Vollmert2009-11-131-0/+3
| | | | Player now sees everything in the arena.
* Move duplicated can_hibernate code into actor.Jude Brown2009-11-131-21/+0
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* Remove "weary" message from Sleep spell, made no sense in context.Jude Brown2009-11-131-3/+0
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* New monster spell: Sleep. Give sleep to Aizul.Jude Brown2009-11-131-0/+20
| | | | | | Unlike Ensorcelled Hibernation, Sleep checks MR only, rather than MR and cold resistance. It also does not check monsters having SLEEP_WEARY. It will not act on something that is already sleep.
* Rename can_sleep/put_to_sleep to can_hibernate/hibernate.Jude Brown2009-11-121-3/+3
| | | | | | This reflects the fact that these functions are currently only used to player and monster ensorcelled hibernation/metabolic englaciation, and thus both check monster's cold resistance.
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-8/+8
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* Properly split up unholy and evil items, reworking is_(unholy|evil)().David Lawrence Ramsey2009-11-101-4/+2
| | | | This is mainly for Fedhas, who hates the latter but not the former.
* Replace actor::is_unholy() with actor::undead_or_demonic().David Lawrence Ramsey2009-11-101-4/+6
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* Add actor::undead_or_demonic() to check for those holiness types.David Lawrence Ramsey2009-11-101-0/+7
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* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-1/+2
| | | | | | | | monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-3/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-5/+5
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Add an is_holy() function to the actor interface.David Lawrence Ramsey2009-11-091-1/+9
| | | | | | | | | | | | This is consistent with similar functions in that it checks not only for MH_HOLY holiness, but whether the monster is a priest of a good god (currently, there are none) and whether it uses holy spells (currently, there are none after the changes described below). Minor and Major Healing are now enchantments rather than holy spells. The beam code treats them as such; wands of healing aren't holy items the way e.g. wands of draining are evil items; and unholy monsters (among others, Lom Lobon!) can cast these spells.
* Reform SH to be more transparentStefan O'Rear2009-11-081-33/+34
| | | | | | | | | | | | | | | | Before: SH was a function of items and skills. Blocking was a function of SH, skills, and stats. Now: SH is a function of items, skills, and stats. Blocking is a function of SH and SH alone. Your ability to block attacks in given equipment should be more or less the same, although there will be small differences. Condensation Shield was doubled (since nobody uses it), Divine Shield was made to not use intelligence. SH values have been rescaled to be on approximately the same scale as AC and EV. This meant increasing the max enchant of shields to +3.
* Rename FeawnCharles Otto2009-11-081-1/+1
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Add hooks to evasion for observing the size of modifiersStefan O'Rear2009-11-081-6/+8
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* Replace uses of player_can_swim with player::can_swim.Vsevolod Kozlov2009-11-081-7/+2
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* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-3/+4
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Use this instead of &you in player::melee_evasion.Vsevolod Kozlov2009-11-081-1/+1
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* Replace uses of player_AC with player::armour_class.Vsevolod Kozlov2009-11-081-187/+182
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* Relax the one mutation per level rule for DSStefan O'Rear2009-11-081-4/+18
| | | | Breaks saves.
* Remove unused transform_can_equip_type.Vsevolod Kozlov2009-11-081-5/+0
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* Add a general halo interface to actor.Robert Vollmert2009-11-081-7/+2
| | | | | Also convert the TSO halo to use this. actor::haloed() is still specific to the player TSO halo.
* Remove mons_is_holy(), as it's redundant.David Lawrence Ramsey2009-11-071-1/+1
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* Increase the hunger hit of troll armour, to be consistent with rings of regen.Adam Borowski2009-11-071-1/+2
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* Replace uses of get_player_wielded_{item,weapon} with player::weapon.Vsevolod Kozlov2009-11-071-11/+0
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* Double Cheibriados' slow meta to half of a ring of sustenation.Adam Borowski2009-11-071-4/+2
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