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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-1/+1
| | | | As part of a wider scheme to make draining temporary.
* Refactor weapon_skill()Nicholas Feinberg2014-07-131-5/+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 crash fsim when the player constricts (PleasingFungus)Neil Moore2014-07-081-0/+2
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* Refactor item pickup codeNicholas Feinberg2014-07-041-1/+1
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* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-2/+2
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* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+0
| | | | | | | | | 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.
* Remove player burden and carrying capacitygammafunk2014-05-261-1/+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.
* Fix ranged fsim damage values.Steve Melenchuk2014-05-011-2/+3
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* Use ranged_attack directly in fsim.Steve Melenchuk2014-05-011-10/+6
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* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Don't generate racial weapons or launchersChris Campbell2014-02-241-1/+1
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Display the monster and any weapon change in fsim.Raphael Langella2014-02-021-0/+6
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* Change the fsim csv separator to tab.Raphael Langella2014-01-231-12/+12
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* New option: fsim_csvRaphael Langella2014-01-151-19/+30
| | | | | Unsurprisingly, it outputs the fsim data in csv format, for easier processing. Also rename the output file to fsim.txt (or fsim.csv).
* Fix a typo.Raphael Langella2014-01-151-1/+1
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* Don't use terse descriptions for weapons in fsim output file.Raphael Langella2014-01-151-1/+1
| | | | | There's plenty of room and terse descriptions are especially ugly with racial weapons.
* Drop some useless parentheses around comparisons.Adam Borowski2014-01-101-1/+1
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* Generate the items in fsim_kit if they are not in the player's inventory.Raphael Langella2014-01-101-15/+44
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* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-1/+1
| | | | See Mantis for discussion.
* Restrict mpr() to literals only.Adam Borowski2013-11-291-1/+1
| | | | | The translation project is stalled, but this makes all of such static strings trivially gatherable without any extra work.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-2/+2
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Replace `mprf(s)` with `mpr(s)`Chris Oelmueller2013-11-281-5/+5
| | | | Scripted, then manually reviewed.
* Don't freeze fsim on spurious ranged combat prompts.Steve Melenchuk2013-10-251-0/+1
| | | | Such as the ones caused by some of the proposed unrand changes.
* Cancel an american speling.Adam Borowski2013-08-241-1/+1
| | | | | | Looks like, unlike "target[t]ing" where a single t is used by many brits and even some aussies, "cancel[l]ing" has double l even for a good deal of americans.
* Revert accidental unconstification.Adam Borowski2013-07-171-1/+1
| | | | | | An interface to allow choosing between charged/empty/recharging would be nice but I don't volunteer here: one-off code was enough for my purposes. I just failed to restore this single line.
* Give the rod of striking SPELL_MELEE. It's clobberin' time!Adam Borowski2013-07-171-1/+1
| | | | | | | | | | | | | | | | | | | | | Note: a +9 rod with 27 Evoc recharges 0.52 mana per 10 aut, ie, 0.312 per 6 aut (a club and thus rod's mindelay). Should be roughly balanced all the way from D:1 (but not as a starting weapon) to endgame, although its usefulness depends on the character. The sweet spot is 14 M&F 27 Evoc 0 Earth, where it beats all regular competition. For other builds, other top-end choices (dwhip, 2-handers, enhancer staves) are a no-brainer, but having one niche where it shines looks right. Obviously, it's possible I'm on crack, so here are some numbers: +9 dwhip {nothing} 21 +9 great mace {nothing} 23 +9 rod [charged] 32 (short fight) +9 rod [empty] 8 -- sustained 15 staff of earth 34 staff of non-resisted 42
* Reverse the argument of get_monster_by_name().Adam Borowski2013-06-091-2/+2
| | | | | | The default, substring match, was totally unintuitive and broken. Only one place is actually changed, something about shapeshifters.
* fsim: Ammo is always mulchedPolicarpo Caballero2013-05-211-0/+3
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* Use FixedBitArray instead of large arrays of bools.Adam Borowski2013-04-091-1/+1
| | | | | The only cost is having assignments be a function, as you can't overload operator[] to have separate bits be lvalues.
* Add a missing initializer.Adam Borowski2013-04-051-1/+1
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* Simplify handling of version info.Adam Borowski2013-03-141-1/+1
| | | | | They're static strings, there's no point in having functions just to malloc and pass them around.
* Add average attack speed to fsim reports.Raphael Langella2013-02-041-3/+5
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* Fix fsim average damage.Raphael Langella2013-02-021-1/+1
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* Increase the delay precision in fsim reports.Raphael Langella2013-02-021-5/+5
| | | | Also, change the unit to make it consistent with character status message (@).
* Brace and std:: removal.Adam Borowski2012-12-081-1/+2
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* Fix prompts asking for 'I' in Turkish locales.Adam Borowski2012-11-221-1/+1
| | | | | | | They have I<->ı and İ<->i. Fortunately, people are quite unlikely to type capital letters in response to prompts, perhaps save for the stat gain one.
* Remove unnecessary includes from header files.Jay3.14152012-10-231-0/+4
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* fsim: Fix simulation of ranged attacks.Policarpo Caballero2012-09-021-3/+3
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* Dismiss the monster if fsim is cancelled.Neil Moore2012-08-311-0/+2
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* Make fsim monsters MF_HARD_RESET.Neil Moore2012-08-311-4/+9
| | | | So they don't drop items when dismissed.
* Don't crash if a monster moves during fsim (#6140).Neil Moore2012-08-311-1/+8
| | | | Put it back in its original position after each attack.
* Fix shield blocking in the fsimPolicarpo Caballero2012-08-291-0/+2
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* Use std namespace.Raphael Langella2012-08-261-26/+26
| | | | | | | | | | | | | 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.
* Fix fsim-defending against a speed 0 monster (#6089)Neil Moore2012-08-201-1/+1
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* Allow fsim on already-encountered unique (#5981).Neil Moore2012-08-041-0/+5
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* Massive style fix (braces, indentation, etc.)Neil Moore2012-08-011-0/+2
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* Rename FixedBitArray to FixedBitVector.Adam Borowski2012-07-261-2/+2
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* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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