Tuned abjuration parameters slightly:
Backlight (corona or glow) makes you extremely unstealthy.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1839 c06c8d41-db1a-0410-9941-cceddc491573
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if ((abj.duration -= power) <= 0)
{
monster_die(target, KILL_RESET, 0);
return (5);
}
pow = pow * 2 / 5;
maffected += number_hit;
// Each affected monster drops power.
//
// We could further tune this by the actual amount of abjuration
// damage done to each summon, but the player will probably never
// notice. :-)
//
while (number_hit-- > 0)
pow = pow * 90 / 100;
pow /= 2;
static void sdump_header(const std::string §ion, std::string &text);
static void sdump_stats(const std::string §ion, std::string &text);
static void sdump_location(const std::string §ion, std::string &text);
static void sdump_religion(const std::string §ion, std::string &text);
static void sdump_burden(const std::string §ion, std::string &text);
static void sdump_hunger(const std::string §ion, std::string &text);
static void sdump_transform(const std::string §ion, std::string &text);
static void sdump_misc(const std::string §ion, std::string &text);
static void sdump_notes(const std::string §ion, std::string &text);
static void sdump_inventory(const std::string §ion, std::string &text);
static void sdump_skills(const std::string §ion, std::string &text);
static void sdump_spells(const std::string §ion, std::string &text);
static void sdump_mutations(const std::string §ion, std::string &text);
static void sdump_messages(const std::string §ion, std::string &text);
static void sdump_screenshot(const std::string §ion, std::string &text);
static void sdump_kills(const std::string §ion, std::string &text);
static void sdump_newline(const std::string §ion, std::string &text);
static void sdump_overview(const std::string §ion, std::string &text);
static void sdump_separator(const std::string §ion, std::string &text);
static void sdump_header(dump_params &);
static void sdump_stats(dump_params &);
static void sdump_location(dump_params &);
static void sdump_religion(dump_params &);
static void sdump_burden(dump_params &);
static void sdump_hunger(dump_params &);
static void sdump_transform(dump_params &);
static void sdump_misc(dump_params &);
static void sdump_notes(dump_params &);
static void sdump_inventory(dump_params &);
static void sdump_skills(dump_params &);
static void sdump_spells(dump_params &);
static void sdump_mutations(dump_params &);
static void sdump_messages(dump_params &);
static void sdump_screenshot(dump_params &);
static void sdump_kills(dump_params &);
static void sdump_newline(dump_params &);
static void sdump_overview(dump_params &);
static void sdump_separator(dump_params &);
void (*handler)(const std::string §ion, std::string &text);
void (*handler)(dump_params &);
};
struct dump_params
{
std::string &text;
std::string section;
bool show_prices;
bool full_id;
const scorefile_entry *se;
dump_params(std::string &_text, const std::string &sec = "",
bool prices = false, bool id = false,
const scorefile_entry *s = NULL)
: text(_text), section(sec), show_prices(prices), full_id(id),
se(s)
{
}
text += "Message History\n\n";
text += get_last_messages(Options.dump_message_count);
par.text += "Message History\n\n";
par.text += get_last_messages(Options.dump_message_count);
#if 0
static void dump_stats( std::string & text )
{
char st_prn[20];
text += you.your_name;
text += " the ";
text += player_title();
text += " (";
text += species_name(you.species, you.experience_level);
text += ")";
text += "\n";
text += "(Level ";
itoa(you.experience_level, st_prn, 10);
text += st_prn;
text += " ";
text += you.class_name;
text += ")";
text += "\n\n";
if (you.real_time != -1)
{
const time_t curr = you.real_time + (time(NULL) - you.start_time);
text += "Play time: ";
text += make_time_string(curr);
text += " Number of turns: ";
itoa( you.num_turns, st_prn, 10 );
text += st_prn;
text += "\n\n";
}
text += "Experience : ";
itoa(you.experience_level, st_prn, 10);
text += st_prn;
text += "/";
itoa(you.experience, st_prn, 10);
text += st_prn;
text += "\n\n";
text += "Strength ";
itoa(you.strength, st_prn, 10);
text += st_prn;
if (you.strength < you.max_strength)
{
text += "/";
itoa(you.max_strength, st_prn, 10);
text += st_prn;
}
text += " Dexterity ";
itoa(you.dex, st_prn, 10);
text += st_prn;
if (you.dex < you.max_dex)
{
text += "/";
itoa(you.max_dex, st_prn, 10);
text += st_prn;
}
text += " Intelligence ";
itoa(you.intel, st_prn, 10);
text += st_prn;
if (you.intel < you.max_intel)
{
text += "/";
itoa(you.max_intel, st_prn, 10);
text += st_prn;
}
text += "\n";
text += "Hit Points : ";
itoa(you.hp, st_prn, 10);
text += st_prn;
int max_max_hp = you.hp_max + player_rotted();
if (you.hp < you.hp_max || max_max_hp != you.hp_max)
{
text += "/";
itoa(you.hp_max, st_prn, 10);
text += st_prn;
if (max_max_hp != you.hp_max)
{
text += " (";
itoa(max_max_hp, st_prn, 10);
text += st_prn;
text += ")";
}
if (you.hp < 1)
{
text += " ";
text += ((!you.duration[DUR_DEATHS_DOOR]) ? "(dead)" : "(almost dead)");
}
}
text += " Magic Points : ";
itoa(you.magic_points, st_prn, 10);
text += st_prn;
if (you.magic_points < you.max_magic_points)
{
text += "/";
itoa(you.max_magic_points, st_prn, 10);
text += st_prn;
}
text += "\n";
text += "AC : ";
itoa(player_AC(), st_prn, 10);
text += st_prn;
text += " Evasion : ";
itoa(player_evasion(), st_prn, 10);
text += st_prn;
text += " Shield : ";
itoa(player_shield_class(), st_prn, 10);
text += st_prn;
text += "\n";
text += "GP : ";
itoa( you.gold, st_prn, 10 );
text += st_prn;
text += "\n";
text += "\n";
} // end dump_stats()
#endif
//---------------------------------------------------------------
//
// dump_stats2
//
//---------------------------------------------------------------
static void dump_stats2( std::string & text, bool calc_unid)
static void sdump_screenshot(dump_params &par)
std::vector<formatted_string> vfs = get_full_detail(calc_unid);
for (unsigned int i = 0; i < vfs.size(); i++)
{
text += vfs[i];
text += '\n';
}
text += "\n\n";
par.text += screenshot();
par.text += "\n\n";