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* Move wizmode duration names to duration_data (reaverb)Neil Moore2014-05-271-0/+1
| | | | | And reformat and refactor. Several of the names should probably be cleaned up or improved.
* Remove player burden and carrying capacitygammafunk2014-05-261-1/+0
| | | | | | | | | | | 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.
* Remove the Sage effectChris Campbell2014-05-091-1/+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/+2
| | | | | 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.
* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-1/+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 Melenchuk2014-05-071-1/+2
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-1/+2
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the forest dispersal work done, and with everything working up to the original designer's standards, this is ready for trunk. Conflicts: crawl-ref/source/beam.cc crawl-ref/source/dat/des/branches/pan.des crawl-ref/source/enum.h crawl-ref/source/hiscores.cc crawl-ref/source/melee_attack.cc crawl-ref/source/mgen_enum.h crawl-ref/source/mon-cast.cc crawl-ref/source/mon-data.h crawl-ref/source/mon-ench.cc crawl-ref/source/mon-info.cc crawl-ref/source/mon-info.h crawl-ref/source/mon-place.cc crawl-ref/source/mon-spll.h crawl-ref/source/mon-stuff.cc crawl-ref/source/mon-util.cc crawl-ref/source/mutation.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/spl-data.h crawl-ref/source/status.cc crawl-ref/source/wiz-you.cc
| * Demonspawn warmonger: Sap Magic.Steve Melenchuk2014-01-211-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | Based on Punishment of Excess from the proposal. Casting spells while afflicted by this hex progressively hinders your spellcasting success (or adds antimagic enchantment levels if you are a monster). Technically this could be extended to have an effect specific to individual spell schools, but that would result in a lot of duplication of durations and the like.
* | Don't give formicids a remote digging ray, let them dig in person.Adam Borowski2014-01-271-0/+1
|/ | | | | | The ability merely "extends your mandibles" and gives a status light, once you got the light you can walk through diggable rock. Digging takes 15 aut per square (ie, is 1.5× slower than walking).
* Fix Invis status light not showing up in WebTilesPekka Lampila2014-01-161-1/+1
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* Adjustments to Shadow Form.Steve Melenchuk2014-01-131-0/+1
| | | | | | | | | | | | | | | Miasma is gone; miasma is more strongly associated with necromancy than anything related to darkness or shadows - see e.g. Corpse Rot, death drakes, etc. Fog still fires on every form of taking damage. Instead, the player is invisible when they are in shadow form (there's no glow cost for this; the costs of activating/maintaining the ability are supposed to be a sufficient counterbalance, but they might need to be adjusted further to make this so). The transformation power has been halved; on average now it lasts around 70 turns instead of lasting around 100 turns. This may need to be adjusted downwards further.
* Remove moths of suppressionChris Campbell2013-11-111-1/+0
| | | | | | | | | | | Suppression is a hugely complicated and inconsistent mechanic. Its original purpose was to be a way of overriding rPois in Spider but there are now plenty of monsters that do this effectively (and much more simply). [1KB: I moved this to trunk, as it made an already extremely hard to review branch massively more so. There's nothing but a single enum to preserve, so compat break doesn't make this removal any easier or harder.]
* Dj: turn hover into regular permaflight.Adam Borowski2013-11-011-1/+0
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* Rework the Elixir cardChris Campbell2013-10-221-1/+2
| | | | | | | | | | | Restore HP or MP over time (10% of max HP/MP per turn for a variable number of turns) instead of instantly. Power 0: restore HP or MP on a coinflip Power 1: restore HP if at <50% HP or MP otherwise Power 2: restore both HP and MP Still fully restores HP and MP at power 2, but over 10 turns instead of instantly.
* Revert "Remove player clinging".Adam Borowski2013-08-121-0/+1
| | | | | | | | | | | | | | Minus gargoyle clinging, of course. With monster clinging back, it would be inconsistency for inconsistency sake. Player clinging: * is what people expect spiders to be able to do (if monsters can). Count on bug reports about this. * allows people to learn monster mechanics on their own * is useful in the early game, or later if you don't have that particular spell. People don't tend to lug heavy potions of Flight either. * is actually fun
* New player spell: Searing RayDracoOmega2013-07-151-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a level 2 pure conjurations spell, intended to replace Force Lance in the conjurer starting book. While Force Lance had a decent concept, its role in the book was sort of awkward. Its effect was unreliable, usable only at extreme close range, and cost twice as much as magic dart at a time where mp is at a premium, yet didn't actually hurt twice as much (and could miss). For many characters, by the time you would have enough mp and spellpower to make good use of it, you had already outgrown it for better spells. This spell is aimed to better fill a transitional niche between magic dart and the stronger conjurations, without rendering the former obsolete, either. Searing Ray is a close range spell (though not quite AS close range) which fires a continuous ray of energy that starts out weak, but grows in power over time as it is channelled. Mechanically, the caster gains a 'Ray' status once they fire it, and each subsequent turn that they perform no other action, the searing ray refires along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. 1 mp is charged for each turn the ray is maintained (and it will end prematurely if you run out), and the player is offered a warning prompt and chance to cancel if the beam path becomes unsafe (ie: an ally wandered into it) but it cannot be reaimed without starting the channeling from the beginning. The final stage is quite powerful for a level 2 spell, but it also requires remaining stationary at a close range to your target for 4 turns, and for them not to move out of the beam path during this (and also costs 5 mp in total). The initial stages, in contrast, are weaker than other level 2 conjurations like throw frost or flame. Numbers probably need more adjusting, but I think the basic concept fills the level 2 slot in the Book of Conjurations better than Force Lance did.
* Remove player clingingChris Campbell2013-07-091-1/+0
| | | | | | | | | As a player mechanic, it's almost never relevant and in the few cases where it can be relevant it's quickly obsoleted by fairly common sources of flight, as well as being unnecessarily complicated (no diagonal clinging for some reason?). As a race-specific mechanic it also results in a lot of annoying message spam ("You open the door. You fall off the door.").
* Give draining a status light, proportional to how heavily you are drainedDracoOmega2013-07-071-1/+2
| | | | | | Sure, you can already find this out from the skill screen, but it is probably good to have a reminder of your condition, especially when it could make some of your spells nearly uncastable.
* Give every orc priest a portable altar.Adam Borowski2013-06-011-0/+1
| | | | | | | | | | You also get to pacify one orc band per game: the band you surrender to will let you live. Obviously, abandoning and reconversion doesn't work (even if you're still allowed to repent). Unlike HOPr only, this allow to play more interesting combos with Beogh. Converting when you (maybe!) get that Orc:4 altar is way too late to get much use of Beogh.
* Djinn: up, up, awaay!Adam Borowski2013-04-281-0/+1
| | | | | | | | | Normally they float just above the ground, but when over any liquid, they need to exert themselves to rise higher. This has a penalty of 1.5x slowdown of all actions, unless the flight comes from an external source. Note that this applies to shallow water as well! Lava is included not because of hurting the djinni himself but because it would disintegrate all equipment, including even personal clothes.
* Fix Leda's slow movement status light hiding haste/slow statusesChris Campbell2013-03-251-1/+2
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* Update STATUS_LAST_STATUS (elliott)Chris Campbell2013-03-081-1/+1
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* Change recall to be incremental instead of instantDracoOmega2013-03-031-0/+1
| | | | | | | | | | | Instead of gathering all corresponding allies and dumping them instantly on top of you, recall now recalls a single ally every 3-6 aut and continues until all appropriate allies have either been recalled, or recall was attempted on them and failed (possibly because there was no room). This should allow recall to still be a useful logistical tool for transporting your army around while weaking its ability to instantly snipe specific targets.
* Reimplement the -cTele status light with a proper STATUS_ enum.Florian Diebold2012-11-291-1/+2
| | | | | This fixes the status light not working on webtiles since my recent changes. Also, the old way was rather hacky.
* Display the status light for non-spell sources of RMsl.elliptic2012-11-251-1/+2
| | | | As with flight, the light is white instead of blue when permanent.
* Webtiles: Refactor status handling; properly colour boosted stats.Florian Diebold2012-11-231-1/+3
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* Use std namespace.Raphael Langella2012-08-261-3/+3
| | | | | | | | | | | | | 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.
* Show a status indicator when silenced by an external sourceChris Campbell2012-07-071-0/+1
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* Make it impossible to wait out or re-roll Sage cards you don't want.Adam Borowski2012-03-271-0/+1
| | | | | | | They redirect a certain amount of xp. Multiple cards work concurrently, diluting each other but not affecting the total amount of xp redirected. Need a formula for how much to redirect.
* Replace the spammy water messages by a status light.Raphael Langella2012-03-231-0/+1
| | | | There's one for lava too.
* Moth of Suppression, preliminary codingBen Striegel2012-03-211-0/+1
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* New Ds mutation: AugmentationShayne Halvorson2012-01-151-0/+1
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* Display manual skill in the @ and % screens.Neil Moore2012-01-051-0/+1
| | | | | | | | | The text is 'studying Foo'; the text for Sage is changed to 'studious about Foo', to match the messages from gaining the status. These should probably be changed to distinguish them more, and possibly for the Sage text to actually use the word "sage" or some variant thereof.
* Constriction part 2 -- status and durationblueDave2011-12-221-0/+1
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* Make a bunch of functions static, delete some unused junk.Adam Borowski2011-11-111-2/+0
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* Eronarn's profane servitors and antihaloesChris Campbell2011-09-031-1/+3
| | | | | | | | | | | | | | | | | | | | Profane servitor: An angel twisted into an undead monster by Yredelemnul. He gifts these as a new tier above bone dragons. They are in Yred's elemental colors, generated wielding a demon whip, probably slightly better than a bone dragon in melee, and have res holy instead of holy vuln like most undead. It also generates an umbra. Only Yred gifts spawn them currently though they'd be great for some vaults. umbra: An 'antihalo' composed of flickering darkness, which is the opposite of a halo. Creatures in an umbra are harder to hit with both ranged/melee, but get a stealth bonus. Currently only profane servitors generate an umbra. Demons, undead, and worshipers of Yredelemnul (at **+ for players, but all monsters) aren't harmed by an umbra but still get the stealth boost. The patch also changes the "Glow" status light to "Contam", and displays "Glow" when actually backlit (for whatever reason: halo, sticky flame, corona).
* Add a status indicator for delayed fireballsChris Campbell2011-06-141-0/+1
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* 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.
* Show stat zero disability on the HUD and in a few other places.Adam Borowski2011-02-111-0/+3
| | | | | | | It might be already shown by showing the stat in light red, but new players are not likely to know it's so much worse than dark red, and that they are about to die. It's a condition that should be shown everywhere possible.
* Don't save you.clinging nor the walls, this data can be recreated.Adam Borowski2010-11-041-0/+1
| | | | Also, this commit removes redundant DUR_WALL_CLINGING.
* ... and check if it works.Adam Borowski2010-09-301-1/+0
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* Unify handling of status output.Robert Vollmert2010-09-061-0/+41
The @ messages, @: line on the % screen and status lights are now mostly treated together in status.cc.