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* Remove unused you.youpos, fix comment on actor::move_to_pos.Darshan Shaligram2010-01-171-2/+0
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* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-1/+1
| | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
* Make unknown potions of rage override clarity. Drugs > being focused > anger.Adam Borowski2010-01-071-2/+2
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* Track all seen weapon/armour base types and their brands, for acq purposes.Adam Borowski2010-01-041-0/+3
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* Fix put_to_sleep, implement for monsters.Jude Brown2010-01-031-1/+1
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* Remove hand crossbows.Jude Brown2009-12-311-1/+2
| | | | | | | | | | | | | | | | | | 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 Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows.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!
* Ignore obscured items in the UIStefan O'Rear2009-12-301-0/+1
| | | | I probably missed a few spots.
* Merge branch 'shoals++'Darshan Shaligram2009-12-291-0/+5
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| * Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+5
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* | Make clarity allow intentional berserk.Adam Borowski2009-12-291-1/+1
|/ | | | | | Unknown potions of rage override it as well. This is a debatable thing, but since other sources of involuntary berserk are caused by "being angry", it makes sense a drug is not affected by merely being calm.
* Forms never lower weight capStefan O'Rear2009-12-271-1/+1
| | | | I'm just building the bikeshed - somebody else needs to paint this stupid thing.
* Add tides to the Shoals.Darshan Shaligram2009-12-271-0/+1
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* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Make clarity prevent berserk. Only Trog may override this, and even then,Adam Borowski2009-12-201-1/+1
| | | | there's a penalty to success rate.
* Revert "Remove hard skill pool cutoff."Jesse Luehrs2009-12-161-4/+1
| | | | | | | This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce. This really needs more discussion; the current implementation isn't reallly reasonable
* Implement dolls_data copy assingment operator.Robert Vollmert2009-12-141-0/+1
| | | | Hopefully, this fixes #189.
* Fix formatting.Robert Vollmert2009-12-141-2/+2
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* player.{cc,h}: fix copy constructor for dolls_data structSteven Noonan2009-12-121-0/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* tiles: only include tiledef-*.h in files where they're neededSteven Noonan2009-12-121-7/+3
| | | | | | | This eliminates the annoying full rebuild that happens when the tiledefs are modified. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Get rid of you.synch_time.Robert Vollmert2009-12-021-2/+0
| | | | | Also, the check for whether to do the corresponding effects has been moved into effects.cc:handle_time.
* Rename "wizard" to "wizard_tele" so it doesn't shadow player::wizard.Jude Brown2009-12-021-1/+1
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* Wizard-mode controlled teleport (Ctrl-B).Jude Brown2009-12-021-1/+3
| | | | | Instantaneous, non-contaminating controlled teleport. Bypasses FPROP_NO_CTELE_INTO as well as -TELE artefacts.
* you.never_die (player::never_die)Matthew Cline2009-11-241-0/+6
| | | | | | If the macros DEBUG or WIZARD are defined, then class player will have the member never_die, which if set to true makes any deadly calls to ouch() return without the game ending.
* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-1/+4
| | | | | | | | | | | | | | | 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.
* Replace uses of disease_player with player::sicken.Vsevolod Kozlov2009-11-221-1/+0
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* Hack player::los for arena.Robert Vollmert2009-11-211-1/+2
| | | | | | This should fix recent arena display problems. Also fix los_def::in_bounds to translate coordinates.
* Fix X-map last travel memory for new 3D X-mapStefan O'Rear2009-11-191-0/+1
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* Split itemprop enums out into itemprop-enum.h.Robert Vollmert2009-11-171-1/+1
| | | | Other headers now don't need to include all of itemprop.h.
* Delay adjustment for sicknessCharles Otto2009-11-151-2/+2
| | | | | | 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.
* Adjust slow and haste durationsCharles Otto2009-11-151-2/+2
| | | | | | | | 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 Otto2009-11-151-2/+2
| | | | | Also fix a couple compile issues and change over one last case for paralysis
* On second thought abstract increasing/setting durations a little.Charles Otto2009-11-151-0/+7
| | | | Add (and use) player methods for setting/increasing durations.
* Modify DUR_LIQUID_FLAMES to count delay instead of turnsCharles Otto2009-11-151-1/+1
| | | | | | | | | 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.
* Add actor::blink_to for handling blink movement and messaging.Robert Vollmert2009-11-141-0/+1
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* Remove unused player_damage_type.Vsevolod Kozlov2009-11-141-1/+0
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* Remove unused player_damage_brand.Vsevolod Kozlov2009-11-141-1/+0
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* Move player_can_smell to player::can_smell.Vsevolod Kozlov2009-11-141-1/+1
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* Let unrandart shields have a melee_effect func, called on successful block.Adam Borowski2009-11-131-1/+1
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* Move trans_wall_blocking into player.Robert Vollmert2009-11-131-0/+2
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* Hack player LOS routines for arena.Robert Vollmert2009-11-131-0/+2
| | | | Player now sees everything in the arena.
* Move duplicated can_hibernate code into actor.Jude Brown2009-11-131-1/+0
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* New monster spell: Sleep. Give sleep to Aizul.Jude Brown2009-11-131-0/+1
| | | | | | 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 Brown2009-11-121-2/+2
| | | | | | 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.
* Add actor::undead_or_demonic() to check for those holiness types.David Lawrence Ramsey2009-11-101-0/+1
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* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-1/+1
| | | | | | | | 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.
* Add an is_holy() function to the actor interface.David Lawrence Ramsey2009-11-091-0/+1
| | | | | | | | | | | | 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.
* Add hooks to evasion for observing the size of modifiersStefan O'Rear2009-11-081-2/+3
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* Replace uses of player_can_swim with player::can_swim.Vsevolod Kozlov2009-11-081-1/+0
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* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-3/+6
| | | | Also collect actor/player LOS code in actor-los.cc.
* Remove declaration of player_wielded_item.Vsevolod Kozlov2009-11-081-2/+0
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