| Commit message (Collapse) | Author | Age | Files | Lines |
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.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!
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As part of a wider scheme to make draining temporary.
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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.
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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.
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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.
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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.)
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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).
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Unsurprisingly, it outputs the fsim data in csv format, for easier processing.
Also rename the output file to fsim.txt (or fsim.csv).
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There's plenty of room and terse descriptions are especially ugly with
racial weapons.
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See Mantis for discussion.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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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.
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Scripted, then manually reviewed.
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Such as the ones caused by some of the proposed unrand changes.
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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.
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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.
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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
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The default, substring match, was totally unintuitive and broken.
Only one place is actually changed, something about shapeshifters.
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The only cost is having assignments be a function, as you can't overload
operator[] to have separate bits be lvalues.
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They're static strings, there's no point in having functions just to malloc
and pass them around.
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Also, change the unit to make it consistent with character status message (@).
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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.
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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.
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So they don't drop items when dismissed.
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Put it back in its original position after each attack.
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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.
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