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* Create prompt.ccNicholas Feinberg2014-07-271-1/+1
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* 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.
* Don't check to see if weapons use SK_SLINGS in meleeNicholas Feinberg2014-07-131-1/+1
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* Rebalance slingsNicholas Feinberg2014-07-091-1/+1
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Symbolise.Shmuale Mark2014-07-041-3/+3
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* Staticalisation.Neil Moore2014-06-181-2/+2
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* Refactor some branding codeNicholas Feinberg2014-06-171-69/+84
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* Don't crash when unwielding a temp-branded weapon.Neil Moore2014-06-121-4/+3
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* Allow temporary branding to go over a permanent brand.Shmuale Mark2014-06-121-13/+77
| | | | | | | Toting around an unbranded weapon just to be able to swap to it is no fun, and not even that much more of a difficulty; maybe it just means getting pain out takes 0.7 more turns or so. You still can't overwrite artefacts, of course.
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-26/+1
| | | | | | | Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
* Rework Confusing TouchNicholas Feinberg2014-05-291-2/+4
| | | | | | | | | | | | | | In its previous state, it was fiddly, misleading, and kind of overpowered. So: Raise it to level 2 (& remove it from Cantrips, replacing it with Corona). Remove the stacking-duration effect & increase the initial duration. Set damage of all hits to 0, and make the first successful (confusing) hit end the effect. This should still be useful, but in a level 2 kind of way. We'll see how that pans out.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Remove the returning brand for weapons.Adam Borowski2013-09-221-7/+0
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* Make scrolls of vorpalise weapon target a weapon without having to wield itMarvinPA2013-08-211-9/+5
| | | | | | | | | Makes it more easily and obviously cancellable, and allows cancelling the scroll without spending a turn and losing it (if it was already identified). Doesn't use the same selection menus as enchant armour, identify and recharging - since it tends to show up much later it'd almost always be known anyway (and the point here is to make it harder to accidentally remove a brand you want).
* Use std namespace.Raphael Langella2012-08-261-2/+2
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-3/+3
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* Make spell power useful for Warp WeaponChris Campbell2012-03-201-2/+2
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* Merge branch 'master' into unified_combat_control with help of -X patienceSamuel Bronson2011-11-041-1/+1
|\ | | | | | | | | | | | | | | | | As usual, lots of the changes to master's fight.cc were to things that are in our melee_attack.cc, so were applied there instead. Conflicts: crawl-ref/source/fight.cc crawl-ref/source/melee_attack.h
| * Use templates for random_choose() to eliminate the need for multiple ↵Adam Borowski2011-10-311-2/+2
| | | | | | | | definitions.
* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-10-251-38/+58
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/Makefile.obj crawl-ref/source/dbg-scan.cc crawl-ref/source/decks.cc crawl-ref/source/describe.cc crawl-ref/source/directn.cc crawl-ref/source/evoke.cc crawl-ref/source/fight.cc crawl-ref/source/fight.h crawl-ref/source/ghost.cc crawl-ref/source/ghost.h crawl-ref/source/item_use.cc crawl-ref/source/items.cc crawl-ref/source/map_knowledge.cc crawl-ref/source/melee_attack.h crawl-ref/source/mon-abil.cc crawl-ref/source/mon-act.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/monster.cc crawl-ref/source/monster.h crawl-ref/source/player.cc crawl-ref/source/player.h crawl-ref/source/shopping.cc crawl-ref/source/spl-damage.cc crawl-ref/source/spl-summoning.cc crawl-ref/source/spl-transloc.cc crawl-ref/source/stairs.cc crawl-ref/source/stuff.cc crawl-ref/source/tags.cc crawl-ref/source/traps.cc crawl-ref/source/xom.cc
| * Consolidate your_hand() into player::hand_name().David Lawrence Ramsey2011-08-071-3/+2
| | | | | | | | | | | | | | | | This avoids two interfaces for the same function, and is consistent with player::arm_name() and the like. Also, fix some inconsistencies with player transformations and player::foot_name().
| * Use your_hand() properly in a few more places.David Lawrence Ramsey2011-08-011-1/+1
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| * Remove Maxwell's Silver HammerChris Campbell2011-08-011-14/+0
| | | | | | | | | | Like Tukima's Vorpal Blade which has long been gone, it has little to no practical use.
| * Don't miscast when the spell can still be aborted (#4281).Raphael Langella2011-07-211-21/+38
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a significant refactoring. All the spells now return a spret_type and take a boolean which tells if the spell has actually failed. Also some code clean up in _do_cast(). All spells have their own function now. Also fix the following bugs: * Properly abort fire storm if forced casting on a wall with '!'. Also put a message for forced out of range casting (like cloud spells). * Casting summon elemental on an invisible monster aborted with no cost. * if a summoning spell aborts because create_monster fails, you don't lose a turn. You still get a chance of miscast in this rare case. * s2s, tukima and branding spells abort properly instead of consuming turn and MP when player is not wielding appropriate object. * s2s abort message when wielding a non-snakable.
| * Fix Mantis 4166: Maxwell's Silver Hammer now checks for bludgeoning damage type.David Lawrence Ramsey2011-06-251-2/+2
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| * Allow Poison Weapon to work on blunt weaponsChris Campbell2011-06-251-2/+1
| | | | | | | | | | It works on stones and sling bullets, so there's no reason it shouldn't work on maces either.
| * Purge some comments about "new" stuff.Adam Borowski2011-06-041-2/+2
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| * Fix missing messages on chaos and antimagic temp branding from the card.Adam Borowski2011-06-021-1/+20
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| * Make the Blade card less likely to do nothing.Adam Borowski2011-05-311-3/+3
| | | | | | | | | | | | | | | | | | It rolled either "vorpal for slicing/stabbing" or "vorpal for crushing", doing nothing if the weapon was of the opposite type. And never working for chopping, piercing ones and launchers. Now it will do nothing only for crushing weapons of venom, and for launchers of draining, distortion and pain.
* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-04-261-4/+4
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/actor.cc crawl-ref/source/delay.cc crawl-ref/source/directn.cc crawl-ref/source/directn.h crawl-ref/source/fight.cc crawl-ref/source/files.cc crawl-ref/source/mon-act.cc crawl-ref/source/monster.cc crawl-ref/source/mpr.h crawl-ref/source/player.cc crawl-ref/source/shopping.cc
| * Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | | | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* | Replace DESC_NOCAP_YOUR and DESC_CAP_YOUR with DESC_YOURRobert Burnham2011-03-251-2/+2
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* Fix a shriek when Xom casts Excrutiation Wounds while you're silenced.Adam Borowski2010-09-161-2/+9
| | | | (Yeah, this is such a common occurence...)
* Redistribute ench. spell code into self/wpn enchantment.Johanna Ploog2010-08-221-0/+258
Remove spells1.* and spells2.*.