| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|/ / |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
These show up on gcc -Wextra, and in clang by default. These come from two
sources:
* us checking currently true cases that may change in the future
* clang narrowing enum types and then looking at the narrowed size
The latter is quite bogus, as an enum with < 128 values will break the
moment 128th value is added, something this assertion guards against.
In any case, assertions by definition are meant to catch stuff that
shouldn't happen, and if flow analysis proves it indeed can't happen,
that doesn't make the assertion less valuable.
After this commit, remaining warnings in -Wextra --std=c++11 in Crawl
proper (TODO: rltiles) are either compiler bugs (clang's: private field
'foo' is not used [-Wunused-private-field]) or annoying crap that can't
be disabled (gcc's: enumeral and non-enumeral type in conditional
expression [enabled by default]).
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
This removes the _transform_add_weapon hack, and shows all unmelded
equipment on statues and shields on liches; armour doesn't fit right
on the current lich tile so it is disabled.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Spiked flails are being replaced on the power curve with morningstars.
Morningstars have replaced spiked flails wherever they appear in
monster item generation tables. If a monster had a chance for a spiked
flail and morningstar, the chance for a morningstar is now the same as
it was for a spiked flail.
Flails and eveningstars get a 1 point damage increase. Morningstars get
a big boost to 13/-2/150 from 10/-1/150, which makes the best common
one-handed mace actually worth using.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
The code for equipment-using form tiles is not fit for the task, so I used
a hack using regular player doll code instead. It draws the weapon behind
the tile instead of the front (and can't be easily fixed), and fails to draw
shields at all.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
The latter are not 100% unused -- they can be used with the doll editor (-)
in local tiles. That's something 0.01% of players know about, and those who
do probably played with it once.
In other words, all these shield tiles are currently wasted. They're not
used for glowing/racial variants, nor even for randarts.
|
|/ |
|
|
|
|
|
|
|
| |
tile: handles the inventory/ground one, wtile: handles the player/monster doll.
It'd be nice to unify them into one setting one day, and have all equipment
tiles have a pair of files by the same name.
|
|
|
|
|
|
|
|
|
| |
Nobody ever wanted to use one, and the distinction between
club/staff/quarterstaff didn't make much sense. Artificers now start with
a short sword instead, the same as hunters.
WPN_STAFF is still present in the code to provide the weapon stats for magical
staves.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
Their concept was "transmutation-based stabber" but they don't actually
achieve that at all, mainly just relying on Fulsome Distillation and
Evaporate. Earth Elementalists already have Petrify and Passwall and so
are just as good for Tmut stabbing.
|
| |
|
|
|
|
| |
Including variants for the player doll tile.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
They have about no overlap, more than both being usable as weapons. A vast
majority of uses immediately checked item_is_rod()/item_is_staff().
I kept them shared for acquirement, for now.
Also, eliminate rods of smiting -- hardly ever used, problematic theme-wise
as they use "divine providence" without worship. Keeping rods of striking
for now, could be used to fix artificer problems. Adding/removing rod enums
is a mess due to tile handling, renaming ROD_SMITING to ROD_LIGHTNING for now.
|
|
|
|
|
|
|
| |
Checks for inappropriate combinations (possible due to the doll editor) are
really ugly, and in the editor you get series of tile parts that won't show
up. That's nothing new (nagas, etc), but points out how the doll editor is
unmaintained.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
They were kept with a reduced weight as an oddity, but it looks like there
is nothing interesting there not already done by one of 67854684369 1-handed
maces.
|
|
|
|
|
| |
Lich is... unconventional, but it's not like we can use a skeleton like for
everyone else.
|
|
|
|
|
|
|
| |
tilep_equ_weapon checked if the player's weapon is melded even though
it was also used for monster weapons. I also removed redundant checks
for the player's respective equipment slots from the other tilep_equ_*
functions.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
"Kenku" itself seems to be a name and a concept specifically from D&D.
Our kenku (now tengu) were alike these in that they were quite weak
("glass canon" about sums it up), but ours can fly, and D&D kenku
cannot.
This is really only the first step in properly differentiating then. D&D
kenku are based on the Japanese folk creature of the tengu, so it seems
sane to return to the roots; this is where NetHack tengu come from.
Should retain save compatability. There might be a possible issue with
the renamed tiles, but the order of the tiles file hasn't changed at
all, so presumably these will be safe.
|
|
|
|
|
|
|
|
|
| |
Not sure about the name, "full plate" might sound better.
I wonder how no one else was annoyed by having three pieces of armour being
synonyms of each other.
Also, our tiles show solid plate rather than mail.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It makes no sense to make MAIL from crystal -- thin plates made of a
material that is on the brittle side would break in no time, and piercing
them to insert combining rings would chip it out quickly as the rings move
somewhat during use.
Making plate ARMOUR on the other hand is reasonable assuming you have proper
crystal. (Yeah, yeah, "crystal" in the popular meaning, I know how most
solids look on the molecular level :p)
The tiles show plate armour rather than plate mail, too.
|
|
|
|
|
|
|
|
|
|
| |
Ring, scale, chain get +1 base AC.
So do steam and mottled dragons -- no one ever uses them as +2 AC is not
worth having no brand.
"Banded mail" is a D&D invention, and is mostly synonymous with splint.
Even our code merged them in some cases -- like, tiles display.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
There's a lot of confusion among players who mistake other dragon armours
for it. On the other hand, no variant like "common dragon", "fire dragon",
etc sounds good, "red dragon" would be D&Dism[1] and would require redoing
tiles and being contrary to pre-D&D stories, etc. Like every single
medieval legend has dragons breathing fire and nothing else[2], thus
"dragon" without an adjective is damn clear what it means -- kind like
"chair" vs "electric chair". Also, "The fire dragon breathes fire at you."
sounds awfully redundant.
Thus, after several long IRC discussions, let's try this way.
[1]. Draconians are a pure Dragonlance/Krynn D&Dism, but so far we have all
draconians color-coded and no dragon use colour names, let's keep that.
[2]. Some related creatures breathe poison. Nothing before D&D does cold,
electricity, acid, etc.
|
|
|
|
|
|
|
| |
They essentially just provide unlimited free mapping in the same way
as divination spells, since they have no permanent cost or limited
number of uses. Scrolls of mapping are much better, they're a limited
resource, and a valuable one.
|
|
|
|
|
|
|
|
|
| |
Appendage.
It gives you a temporary aux mutation on an uncovered body slot.
Not balanced at all, please help determine what appropriate mutation levels
would be.
|
|
|
|
|
|
| |
Too angry to check if webtiles work, sorry.
The properties are the initial draft too -- need to decide who shouted
loudest during the debate and change it accordingly.
|
|
|
|
|
| |
Staff is meant to be weaker in melee and is used as the base type for magical
staves. Quarterstaff and lajatang will be buffed in a separate commit.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This is mostly clean-up of dormant code, as the only way to get a katana is
Bloodbane. Funny thing is, it wasn't even converted to a katana properly in
cfbf888d -- its tiles show an european style sword. To preserve the
intended upgrade I made it a demon blade, but this means the tiles should
probably get that violet aura other demon stuff has. Not doing that yet
since there might be issues with good god worshippers -- theme of Bloodbane
doesn't exactly scream "a good or neutral item" to me but you might
disagree.
There is a remnant left -- tile of level 21..25 Long Blade ghosts, no other
sword seems to fit well.
|
| |
|
| |
|
|
|
|
|
|
| |
This doesn't of course affect TSO ("crusader god"). Rupert is left, but he
doesn't follow Skald rules or theme anyway: berserk while using magic,
haste, etc.
|
|
|
|
|
|
| |
The tile is worse than abysmal, but we need _something_ that won't cause
bug reports that it's a human. Eronarn has a tile somewhere, a mere notch
better than this one, but it's not in the repository or anywhere.
|
|
|
|
|
| |
I did not change this when the species' name was in flux, but it's kind of
set in stone now, so let's be consistent.
|
| |
|