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* make sure we clear out the whole ac and sh stat area on changeJesse Luehrs2014-08-051-2/+3
| | | | | | | previously we were only clearing out a single character after the ac, which is normally okay since it's not usually the case that the value jumps by multiple orders of magnitude, but things like curing extreme corrosion in wizmode could leave garbage behind
* fix item description widths on % screen (2076)Jesse Luehrs2014-08-031-1/+1
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* Make corrosion override all weapon colours (#8836)Neil Moore2014-07-301-2/+3
| | | | Including your hands. This fixes the non-webtiles-specific parts of #8836.
* 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 Feinberg2014-07-281-1/+59
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* Move letter <-> index from stuff.cc to prompt.cc (wheals)Nicholas Feinberg2014-07-281-0/+1
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* Refactor _print_stats_wp()Nicholas Feinberg2014-07-261-39/+48
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* Unduplicate some handling of HUD coloursChris Campbell2014-07-091-36/+44
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* Fix colouring of SH on the HUD while incapacitatedChris Campbell2014-07-091-1/+1
| | | | | Colour SH red when incapacitated if the player has a magical shield or bone plates mutation.
* Remove the show_gold_turns option.Shmuale Mark2014-07-021-14/+8
| | | | | | There's really no reason not to show the line; in other options, having the default always be the case can be annoying, but if you don't want to look at the gold/turns display, you can just not.
* Recolour weapons on the HUD while corroded (Patashu)Chris Campbell2014-06-161-0/+2
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* Redraw player EV after a Str change (#8658)reaverb2014-06-081-2/+5
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* Halve displayed SH values (crate)Nicholas Feinberg2014-06-031-3/+3
| | | | | | | | | | | So that shield enchantments are back to giving 1 (displayed) SH, and SH generally is somewhat more in line with AC/EV; 1 SH should be very roughly as good as 1 EV, against things they affect. This also tweaks the 'bone plates' mutation slightly, for rounding reasons; the first level is buffed very slightly, and the third is very slightly nerfed.
* Revert "Replace some you.mutaiton[] calls with player_mutation_level()"reaverb2014-06-031-2/+1
| | | | | | | | | This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64. It turns out player_mutation_level() is not just a wrapper for you.mutation, so this could cause some odd bugs like being transformed influencing acquirement or not properly updating saves, it's probably best to just reapply places where we know the usage is correct.
* Replace some you.mutaiton[] calls with player_mutation_level()reaverb2014-06-031-1/+2
| | | | | It's still inconsistant, but at least some more non setting uses are now using player_mutation_level().
* Show Fortitude strength increase in blue.Shayne Halvorson2014-05-301-0/+1
| | | | Looks like this was lost in the merge.
* Remove jewelry and armour sources of conservationgammafunk2014-05-281-2/+0
| | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* Remove player burden and carrying capacitygammafunk2014-05-261-2/+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.
* Don't hardcode durations to create the @ section of a dumpreaverb2014-05-261-91/+4
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* Remove a trace of Ko disease resistancereaverb2014-05-261-4/+0
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* Always place some statuses first on the status linereaverb2014-05-261-9/+46
| | | | | | It was brought up ##crawl-dev it's important to have some statuses right where the player can see them. The new list of important statuses is the result of that discussion, but is by no means final.
* Make status lights iterate over statusesreaverb2014-05-261-108/+6
| | | | | | This removes another place where durations were hardcoded. A light_text of "" now indicates no status light should be shown, a standard which was already informally used in the codebase.
* Chance function(void) to function()reaverb2014-05-241-2/+2
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* Make Corrosion show up in logs, @, and %, (PleasingFungus)reaverb2014-05-211-0/+1
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* Add "stats" category, "ranged"/"melee" tags, to menu_colour (#8425)bones2014-05-201-2/+2
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* Cap sustain abilities at 1 levelChris Campbell2014-05-151-1/+1
| | | | | Two levels of sustain abilities is very rarely relevant, and isn't something that makes for an interesting multi-level resist.
* Replace corrosion with a temporary effect.Shayne Halvorson2014-05-141-0/+4
| | | | | | | | | | | | | | | | | | | | If your equipment would have been corroded under the old system, you now get a temporary (but stacking) -5 AC and -3 weapon damage. Corrosion against armour-wearing monsters instead halves their AC. Committer's notes: Fixed whitespace and fit to Trunk Added Corrosion entry to hiscores.cc The original patch showed the slaying malus on the weapon, which may be preferable to a status light. gammafunk noted that ouch.cc iterates over equipment when deciding when to corrode, this might make less sense under the new system. -reaverb
* Melt away lava orcs.Steve Melenchuk2014-05-141-4/+67
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Remove plague shamblers.Shmuale Mark2014-05-141-2/+0
| | | | | | | | | The idea behind the miasma death explosion is interesting, but in general miasma can be extremely annoying and the cloud rather easy to avoid. This is especially true in the layout of Crypt, which is the only place they show up outside of vaults. The retching attack gave a rare special case that very rarely mattered and didn't help to distinguish them all that much.
* Display gourmand instead of saprovore on the % screenChris Campbell2014-05-091-7/+6
| | | | | | Since gourmand is likely to actually change over the course of a game. Saprovore is still displayed for species that have it, when they have no gourmand (but probably doesn't need to be).
* Remove the Sage effectChris Campbell2014-05-091-2/+0
| | | | Since the card was removed and it only remained as a Zotdef effect.
* Revert "Revert "Remove player clinging"."reaver2014-05-071-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd. Conflicts: crawl-ref/source/main.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/shout.cc crawl-ref/source/status.cc crawl-ref/source/status.h crawl-ref/source/terrain.cc crawl-ref/source/transform.cc Minor, prerequesite reverts: b0d520741c8e9a26e7a786a34285f7a9412d8d10 Trival removal of clinging from the Boots of the Spider 3e0928f93c3f8a78ac6327c26986b406f7d7f603 (conflict in crawl-ref/source/item_use.cc) Thanks to gammafunk for removing the last bits of clinging code! To do: Decide what to do about the boots of the spider.
* Replace Gozag's gold lust with gold distraction (dpeg).Steve Melenchuk2014-05-071-0/+4
| | | | | For every fresh pile of gold in LOS of a monster when they're acting, they have a 5% chance of doing nothing that turn.
* Show Gozag on % and dumps overviews properly (78291).Steve Melenchuk2014-05-071-1/+6
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* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-2/+16
| | | | | | | | | Taking damage from an elemental attack sometimes causes you to gain a temporary point of resistance in that element (overriding the other temporary resistances). This includes "earth attacks", i.e. physical damage, which give you a 3 AC boost. Thanks again to mikee for initially suggesting this idea.
* Qazlal: Storm Shield.Steve Melenchuk2014-05-071-2/+15
| | | | | | | | | | Starting at * piety, you gain bonuses to SH that increase with piety; fire/freezing/storm clouds will place near you with radius and frequency increasing with piety. At *** and ***** you gain RMsl and DMsl respectively. Clouds try to place only in relatively open areas so as not to block autoexplore; this behaviour might need some fine-tuning.
* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | | Spend 3000 gold for a chance of temporarily turning some of the inhabitants of a branch good neutral, or possibly even friendly. Bribes are only effective against newly generated monsters (i.e. on level creation or monsters that spawn afterwards); the fund times out over time and more quickly with the number of enemies affected, upon which neutral enemies turn hostile again; friendly followers will continue to follow the player subject to occasional follow-up payments.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+2
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-1/+1
| | | | Handles some functionality for having a god without piety.
* Rework stealth adjective scale to steps of 50Chris Oelmueller2014-04-301-9/+9
| | | | | | | | | | | | | | | (And one of 100 at the end.) I'm not yet fully convinced linearity is better than the old progression. This does however look not too intrusive, and might enable presentation in form of a meaningful stealth bar at some point. Rings/artefacts of stealth (new scale) always affect the stealth description until 400 stealth. Some other sources could be tweaked a bit to fit in as well. Then of course there are smaller factors like racial stealth (as for MR). Together with certain multipliers like from being in water, backlit, encumbered and so on, changing them to fit into one dead-set scale is neither desired nor in scope of these changes.
* Change Ozocubu's Refrigeration.Sage2014-04-231-0/+2
| | | | | | Instead of shattering potions, player-cast refrigeration prevents potion use for 7-15 turns, with duration of repeated casts capped to 15 turns. Monster refrigeration is unaffected.
* Fix hp color not accounting for rot (#5310).reaver2014-04-191-1/+1
| | | | | | Example: By default, if you have 20 hp and get 10 points of rot, your current hp number would be yellow all the time even though it cannot go any higher.
* Display status lights for might/brilliance/agilityChris Campbell2014-04-161-0/+3
| | | | Since their str/int/dex increase isn't their only (or main) effect.
* Adjust Jiyva's jelly prayer abilityChris Campbell2014-04-161-2/+0
| | | | | Remove the "Pray" status light, slightly randomise the duration per-jelly, and improve the messages and description.
* Remove the unused jelly formChris Campbell2014-04-101-3/+0
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* Let @ (and lua) display negative values for poison_survival().elliptic2014-04-071-1/+1
| | | | | So that players have a way of guessing whether heal wounds might be enough to survive.
* Colour stats on the % screen consistently with HUD colouring (#8353)Chris Campbell2014-04-061-53/+17
| | | | Using the stat_colour option if applicable.
* Rework the icemail mutation.Shmuale Mark2014-03-251-3/+1
| | | | | | | | | | | | | | | | It's been said that the main effect is to turn your AC permanently red. Although in a branch without fire attacks this wouldn't be as true, the fact remained that it made optimal play waiting around for 300 (!) turns after dissipation, the only cost being hunger. Icemail is now binary, turning off when hit by fire, and after 300 aut (a reasonable rest time after a fight) coming back again with all 10 AC. While active, it turns the AC display blue, and when dissipated, normal; displaying like that seems to work well for Lava Orcs. Casting fire spells will not disrupt it, or Condensation Shield or Ozocubu's Armour; for the latter two, having to train both fire and ice is enough of a deterrent to make it not a "no-brainer" (as the comment called it).
* Mention Gargoyle flight on %Chris Campbell2014-03-241-0/+2
| | | | Since Te and black Dr show it here too.
* Fix hp bar/status light for poison not updating sometimes (wheals).elliptic2014-03-161-0/+7
| | | | | | | These indicators depend on regen rate, which can change in a variety of ways. So redraw these indicators every turn if you are poisoned - inelegant, but I don't see a better solution, and it shouldn't be a big deal since the player usually isn't poisoned.