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* "Maras are frozen" -> "The Maras are frozen" (5054)Jesse Luehrs2014-08-141-1/+2
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* Add a prompt if a player tries to move with the Barbs statusreaverb2014-08-091-0/+1
| | | | | | | | | | Multiple people have died due to mindlessly moving and getting damaged. Currently, you get the prompt once, and then a prop is set which suppresses it in the future, so if you want to move a few squares to a stairway you aren't spammed. This prop resets whenever the Barbs status expires, so answering it affirmatively once won't affect another fight later.
* Fix Spacing (player.h)reaverb2014-08-081-1/+1
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* 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 Moore2014-07-261-2/+2
| | | | Because mp_max_temp is in fact permanent.
* Rename player::[hm]p_max_{perm,temp} (reaverb)Neil Moore2014-07-261-4/+4
| | | | | To reflect that they are adjustments, not actual mhp values. Also change one reference to use player_rotted instead.
* Refactor acid resistanceNicholas Feinberg2014-07-261-1/+0
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* Make ranged weapon delay display properly on @Nicholas Feinberg2014-07-251-1/+2
| | | | | | | | 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 Ice/Statue Form use spellpower instead of Ice/EarthNicholas Feinberg2014-07-241-0/+1
| | | | | | | | | | 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.
* Make Ozocubu's Armour use spellpower instead of IceNicholas Feinberg2014-07-241-0/+1
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* Make Stoneskin use spellpower instead of EarthNicholas Feinberg2014-07-241-0/+1
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* Make Condensation Shield use spellpower instead of IceNicholas Feinberg2014-07-241-0/+2
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* Handle another engulf ender (#7437)Neil Moore2014-07-181-2/+2
| | | | | | | | | This time when your engulfer is trampled away. We don't handle the case where a monster's engulfer is trampled away, sorry: if we want to do that, we should generalise the constriction code and remove the engulf enchantment/duration. Make clear_far_engulf() public to support this change.
* Clear Engulf status when forcibly separated (#7437)Neil Moore2014-07-181-0/+2
| | | | | The status still doesn't end immediately when the engulfer dies etc.: see bug #7394.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-0/+1
| | | | As part of a wider scheme to make draining temporary.
* Refactor duplicate code from can_wield()Nicholas Feinberg2014-07-131-1/+2
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* Make boots block the effects of hooves.Neil Moore2014-07-121-0/+2
| | | | | But not centaur bardings, since those don't cover the feet. This applies to both the kick attack and the stealth penalty.
* Improve sleep codeNicholas Feinberg2014-07-111-2/+1
| | | | | | Refactor put_to_sleep() and hibernate() together. Also improve messenging for resisting repeated sleep (by replacing a generic canned message).
* Fix magical shields being unable to block most ranged attacks (#8772)Chris Campbell2014-07-091-0/+1
| | | | | | | | 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 Moore2014-07-051-2/+2
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* The great mon-stuff migration.Shmuale Mark2014-06-221-0/+2
| | | | | | | | | 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.
* Rename functions (|amethyst).Shmuale Mark2014-06-191-1/+1
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* Try to reduce duplication in Recite code.Shmuale Mark2014-06-191-1/+1
| | | | | | | | | | | | | | 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/+1
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* Move some door-opening code to player.ccPete Hurst2014-06-151-0/+1
| | | | In main.cc it was inaccessible anywhere else.
* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-1/+1
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Clean up holy attacks slightly (#6071).Shmuale Mark2014-06-111-1/+0
| | | | | | | Mostly this just merges res_holy_energy and res_holy_flames, keeping Djinn's special-case immunity to the latter but not the former. The only gameplay change should be that (a) demons will take slightly more damage from holy flames and (b) distracted monsters will be immune to them.
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-1/+0
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-1/+0
| | | | | | | | Including the default_friendly_pickup option.
* | Move go_berserk() out of misc.ccNicholas Feinberg2014-06-041-1/+1
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* | Halve displayed SH values (crate)Nicholas Feinberg2014-06-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | So that shield enchantments are back to giving 1 (displayed) SH, and SH generally is somewhat more in line with AC/EV; 1 SH should be very roughly as good as 1 EV, against things they affect. This also tweaks the 'bone plates' mutation slightly, for rounding reasons; the first level is buffed very slightly, and the third is very slightly nerfed.
* | Be more consistent with doxygen comment style.Neil Moore2014-05-291-11/+11
| | | | | | | | | | | | | | | | Use /** for block comments, /// for short comments, and /**< and ///< for post-member comments. The //<! that appeared in a few places wasn't even correct: it should have been //!< (but is now ///<).
* | Destroy item destructiongammafunk2014-05-281-1/+0
|/ | | | | | | | | | | | | | | | | | | Now that inventory weight and player burden states are gone, item destruction doesn't serve one purpose it clearly accomplished: help prevent the player from being at or next to burden capacity at all times. Outright destruction of strategic consumables encourages more needless inventory management, so we'd like to exclude these from any form of destruction and possibly prevent them from taking up inventory space at all. Denial of tactical consumables, either temporarily or permanently, is something we're going to look into later on, possibly in the release after next, since it can create interesting and generally not frustrating gameplay if done correctly. Needless to say, item destruction wasn't a player favorite and may have a sparsely attended funeral. RIP in peace. For now we aren't adjusting the rate of consumable generation to compensate for no item destruction, but that balancing will happen after play-testing shows how much adjustment is necessary.
* Remove player burden and carrying capacitygammafunk2014-05-261-7/+1
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Don't use inventory weight for the chance of activating a shaft trapgammafunk2014-05-261-1/+0
| | | | | | | Shaft traps previously considered the actor's total inventory weight in addition to body weight, but the player burden calculation code isn't worth keeping for this consideration alone. The chance of a shaft trap activating now depends only on the actor's body weight.
* Add the Majin-Bo, a new fixedart that offers power atNicholas Feinberg2014-05-251-0/+3
| | | | a terrible price. (It's not that terrible!)
* Chance function(void) to function()reaverb2014-05-241-25/+25
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* Don't reduce potion effects for Vampires at low blood levelsChris Campbell2014-05-211-1/+1
| | | | | | | It was an effect that only noticeably applied to a few types of potion, and was generally fairly overcomplicated (since things like might and resistance had their duration but not their effect reduced, other potions like magic and restore abilities were just unchanged, and so on).
* Cap sustain abilities at 1 levelChris Campbell2014-05-151-1/+1
| | | | | Two levels of sustain abilities is very rarely relevant, and isn't something that makes for an interesting multi-level resist.
* Use you.innate_mutation rather than you.innate_mutationsreaverb2014-05-141-2/+2
| | | | Ditto for you.temp_mutation.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+9
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Fix rounding errors with drained skills.elliptic2014-05-141-1/+2
| | | | | | | | | Previously you could have a drained skill display as 10.5 on the m screen but have you.skill(SK_blah) return 9 for it because of inconsistent rounding. This fixes that issue, though I wonder if it might be simpler to just use a fixed large scale during all the skill calculations and then convert to the requested scale at the end.
* Remove a prototype for a removed method.Neil Moore2014-05-111-1/+0
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* Recalculate cache of equipped unrands with world_reacts on save loadEduardo Gonzalez2014-05-091-1/+1
| | | | | | This allows us to more easily add or remove those hooks on existing unrands. The data type has also been changed to FixedBitVector from unsigned short, allowing the expanded ring slots to be referenced.
* Remove the Sage effectChris Campbell2014-05-091-4/+0
| | | | Since the card was removed and it only remained as a Zotdef effect.
* Don't trigger berserkitis on ranged attacks (#8516).Steve Melenchuk2014-05-081-1/+1
| | | | Oops.
* Make MUT_NO_DEVICE_HEAL a normal bad mutation with 2 levelsreaverb2014-05-081-0/+2
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* Merge branch 'ranged_combat'Steve Melenchuk2014-05-031-1/+6
|\ | | | | | | | | | | | | The implementation is done; from here on out it's all balance work, and that's better done in trunk. Release the ogre hordes!
| * Let stabbing with blowgun attacks extend effect duration (elliptic).Steve Melenchuk2014-04-271-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | Poisoned needles deal more poison damage; curare has its effect amplified; duration-based needles have their durations extended (except frenzy, possibly for now). The needle of paralysis hits the stone giant in a vulnerable spot!!!! This code might have some side effects based on the dur paramater of enchant_monster_with_flavour being meaningful for the duration-base needle enchantment types; if so, that'll need fixing.
| * Ranged weapon delay.Steve Melenchuk2014-04-271-0/+4
| | | | | | | | | | | | Moves the delay calculations into player and monster respectively so that it can properly be done at the start of the ranged attack; it doesn't make sense to have them in attack or ranged_attack.