nexus/nexus.h

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2010-12-02 12:17:54 +11:00
#include "defs.h"
- [+] most monsters which covet food should have snatch - so that you can just drop food for them. - [+] when looking for remote obs, DO include adjacent cells with lfs, if we have the snatch ability. - [+] some long thin levels (80 x 12 ?) - [+] fix code to remove useless doors. - [+] 0 pairs of dirs with empty cells = change door to wall - [+] pick an adjacent empty cell - [+] floodfill the 8 cells around the door. - [+] start with adj cell - [+] can't go more than 1 cell away from door - [+] solid cells or doors will stop movement - [+] if no unfilled cells around the door, bad. - [+] new way of fixing unconnected levels - portal! - [+] pick one spot in each section then place a portal there. - [+] dying should cure poison - [+] tweaks to attack text - [+] floor tile effecst - [+] absorbancy - ie. carpet should absorb water. - [+] converyors - [+] only walkable sometime (crushers?) - [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus" - [+] god of nature should like eating animals all the time, not just when hungry (makes piety gain easier) - [+] announce when eyes are protected from a spellcloud - [+] klikirak should like setting off fire traps. - [+] floodfill() should follow portals to the same level. - [+] show >1 skillpoints in green on status bar - [+] bug: gods are apeparing behind you. - [+] bug in getrandomadjcell - [+] gods' planeshift spells failing? might be fixed now. using getrandomroomcell instead of getrandomcell. - [+] increaes damage dealt by smite evil/good - [+] lightning javelins shouldn't be stackable - [+] monsters not firing ranged weapons! - [+] they just walk back and forth - [+] bug with how i was calling haslof() for cells other than where the mosnter was (in getdiraway()) - [+] turn undead should only work if caster level*2 is >= monster level fullblock basics: - [+] penalties - [+] lowers visrange to 1 - [+] huge attack penalties - [+] huge evasion penalties - [+] vhigh chance of all ranged damage going to shield instead. - [+] buckler = 75 (small) - [+] shield = 80 - [+] large shield = 85 - [+] tower = 90 - [+] plus shield skill*2 - [+] use check_shield_block in all spell effects - [+] this checks whether player is shieldblocoking (or evades??) - [+] then applies damage appropriatly. - [+] new ability; - [+] stopped by: - [+] losing or unequipping the shield - [+] being interrupted - [+] casting a spell or using an ability - [+] exotic weapons should cost more. - [+] maybe prevent prayer until gods have been pleased enough ? - [+] while you're not worshipping anyone, piety gain is x4. - [+] once first one hits 'pleased', they will appear and offer you a place - [+] advantge to this is that you get a gift - [+] picking up new gold should please felix...... - [+] you shoudl only be able to sacrifice untouched gold. this pleases felix double as much as grabbing it. - [+] gods sohuld appear "in a cloud of ..." - [+] bjorn - blood - [+] klik - fire - [+] lumara - bright light
2012-11-09 22:50:52 +11:00
celltype_t *addcelltype(int id, char *name, int glyph, int colour, int altcol, int solid, int transparent, enum MATERIAL mat, int floorheight, int hp, int volumemod, int absobent);
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
int addcond(condset_t *cs, enum CELLCONDITION cond, int arg, int val);
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
warning_t *addwarning(char *text, int lifetime);
2011-02-01 06:16:13 +11:00
void checkdeath(void);
2010-12-02 12:17:54 +11:00
void checkendgame(void);
void cleanup(void);
void dbtime(char *format, ...);
void dbtimeend(char *format, ...);
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
void dbtimeendlf(lifeform_t *lf);
void dbtimestart(char *format, ...);
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
void dbtimestartlf(lifeform_t *lf);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
void dobresnham(int d, int xinc1, int yinc1, int dinc1, int xinc2, int yinc2, int dinc2, int *xinc, int *yinc, int *dinc);
2010-12-02 12:17:54 +11:00
void donextturn(map_t *map);
- [+] chance to resist knockback? - [+] "%s staggers backwards, but stands its ground." - [+] every size over human gives 10% chance to avoid. - [+] monster jobs - [+] demonologist - can summon demons - [+] shaman - summon animals - [+] bezerker - can use rage - [+] necromancer - [+] add f_startjobs to monsters - [+] in makedesc_race, combine skills up until screen width. ie: - [+] Novice Listen, Novice CLimbing - [+] Also combine abilities, ie: - [+] Ability: jump - [+] Ability: xxx - [+] becomes: - [+] Abilities: jump, xxx - [+] more psionic spells! - [+] psionic blast ? daels direct damage to intelligent creatures ( 1 to iq/10 ) - [+] anticipate action: next xxx attacks from target lf against lf always miss - [+] "you easily dodge %s%s attack." - [+] fire should spread on carpetted floors? how to stop it spreading to the whole dungeon ? - [+] implement - [+] test - [+] new poison type: - [+] migraine. sound causes pain (1 per volume?). light spells cause pain too. - [+] can get this from food too. (instead of gastro ?) - [+] mental spell to give a migraine - "brainache" - [+] eating raw meat can give you migraine, or gastro. - [+] make makedesc_race take player lore skills into account - [+] in describerace(), make title be: - [+] Race::glowbug (beginner level knowledge) - [+] LORE LEVELS: - [+] NOVICE: common knowledge - [+] breaths water - [+] BEGINNER: only known if you've studied it a bit - [+] nocturnal, damage resistances/vulns - [+] silentmove - [+] stability - [+] ADEPT: - [+] only know it if you've studied it a LOT - [+] wantsobs - [+] spells - [+] morale - [+] eating habits - [+] when attacking something which is immune to your weapon, warn you. - [+] (if your lorelev >= beginner) - [+] change io.c to use command_t table - [+] when selecting your starting weapon, show damage and accuracy - [+] scourge gains nullify at high levels - [+] bug: ur-gnats not flying - [+] had f_nospells AND f_canwill flight - [+] made f_nospells not affect F_CANWILL, just F_CANCAST - [+] shouldn't be able to cook firebug corpses - [+] fire shoudl make crackling noises - [+] nullify should anger god of magic, and not upset god of battle - [+] nullify shouldn't affect natural flight fof birds - [+] shouldn't remember your surroundings while raging - [+] lfs shouldn't flee from themselves! - [+] change attackverb for touch attacks. - [+] eyebat gaze - [+] "your pair of sunglasses protects you" - [+] but the spellcast is never announced! - [+] fixed. - [+] stun() should make lf lose concentration - [+] fix a few logic errors in gaze protection code. - [+] when i go up level as a scourge, I'm getting "You have gained the ability 'Nullify' (job perk)." - [+] i should be getting You have gained the ability 'Nullify VII' (job perk). - [+] why isn't 'hte power appearing - [+] also when i start typing nullify, it says "It is too powerful for you to cast" - [+] because levabil isn't keeping pw:xxx text - [+] BUG in LEVABIL.
2012-02-28 22:02:02 +11:00
command_t *findcommand(enum COMMAND id);
- [+] change how critical hits work - [+] must score a hit first THEN pass a critical hit % check. - [+] when asking for an object form the player's pack, default to NOT showing long format - [+] in askobject, pass in actionchar. remember choice for each actionchar. and use it as a default. - [+] warning system - [+] warnabout(char *warntext) - [+] if already confirmed it, keep going - [+] otherwise ask to confirm - [+] confirmations time out after some time... - [+] replace injury warnings - [+] reduce spell range - [+] big bug - way too many critical hits! - [+] askcoods: accept 'enter' to select a cell - [+] armour should never reduce damage under 1 - [+] for playable races, show bonus/penalties when selecting them. - [+] add f_hatesracewithflag with ashkari - [+] mammoan - no athletics! - [+] bug writing hiscores - need to escape 's. - [+] add v2 to F_ATTREQ - scaling. - [+] will scale up to 3 above/below - [+] v2 = 1 means "+/- v2 per point above/below" - [+] more than 3 below means you can't use it. modify "meetsattreq" - [+] more than 3 above gives no extra bonus. - [+] this is MANDATORY. add to checks. - [+] add messages if your skill it slightly too low - [+] STR scales damage, AGI scales tohit and crit chance - [+] make sure showlfstats takes this into account - [+] make sure rolltohit / getdamrange takes this into account - [+] what do I do with attreq IQ??? mus tmeet it. - [+] missile weapons: no scaling, must meet reqs - [+] reduce regular strength dam mod - [+] you only get attr bonuses if you are skilled with the weapon. - [+] crash: getrandomrace(NULL, NA) returning null! - [+] don't give away invisible creature locations in askcoords - [+] does fireat automatically re-calc lof based on obstacles? - [+] if so then change haslof in askcoords to be hasKNOWNlof! - [+] catlike race - ashkari - [+] bonus - [+] has climbing, listen - [+] jump ability - [+] agi+ - [+] unarmed attack is claws - [+] balance (stability?) - [+] eyesight, darkvision - [+] enhancesmell (only low) - [+] pens: - [+] hunger faster - [+] carnivore - [+] low-- wis (ie vuln to magic) - [+] vuln to magic - [+] vuln to water - [+] vuln to sound - [+] low str - [+] auto rage on dog/wolf/mouse/bird/chicken - [+] races CANT ahve certain flags - [+] apply this during giveskill()
2011-11-22 08:26:33 +11:00
warning_t *findwarning(char *text);
- [+] add f_nostam to undead. - [+] add nonausea rather than nosmell sometimes. - [+] rats should eb able to smell, but not get nauseated. - [+] fix triumph pleasure for bjorn. must be no monsters within LOF... or within radius ? - [+] and make it very low piety gain. - [+] remember which level we got flags form - [+] flag_t -> fromlev - [+] announce this in getflagcourse - [+] undead qualities - [+] no criticals - [+] don't naturally heal - [+] don't breath - [+] drainlevel(fromlf) - [+] check for dtresist necrotic - [+] fitness saving throw (difficulty is 100 + fromlf's level*6) - [+] call loselevel() - [+] loselevel() - [+] announce. - [+] drop maxhp. - [+] adjust hp appropriately - [+] lose any flags where >fromlev is too high. - [+] handle monk f_hasattack specially. - [+] getmonkdr(level) - [+] getmonkattacks(level) - [+] keep track of what stats we gained and lose them again. - [+] TEST level drain with cursed xp pot - [+] TEST level drain with stats... - [+] prevent drinking when wearing full-face masks like gas mask/football helmet - [+] implement f_COVERSFACE. - [+] add it to objects. - [+] check it when doing caneat() candrink() - [+] up their AC bonus too - [+] large scorpion - [+] hellhound - [+] large primalities - [+] new vault flag: usehabitat:xxx - [+] means "set the habitat of all vault cells to xxx" - [+] real_getrandomob() should be given a CELL, not MAP. - [+] getrandomobofclass() should be given a CELL, not MAP. - [+] use CELL habitat to determine random obs - [+] apply to caves - [+] vault scatter: ignore locked cells (ie. reusable ones) new vaults - [+] dualroom - [+] sauna - vhot! - [+] pentagram and demons new pionic spells - [+] chi bolt - low dam ranged attack 1d4 - [+] chi strike (l4) - add 1d4 explosive damage to melee hits
2012-12-03 16:12:29 +11:00
void gethitdicestats(lifeform_t *lf, int *ndice,int *nsides,int *plus);
void getmpdicestats(lifeform_t *lf, int *ndice,int *plus);
void gettrrange(int depth, int *min, int *max, int range, int oodok);
- [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails?
2012-01-03 12:21:22 +11:00
int getoption(enum OPTION id);
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
enum COLOUR getpctcol(float num, float max);
- [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills
2011-11-15 05:21:40 +11:00
char getpctletter(float num, float max);
2010-12-02 12:17:54 +11:00
int init(void);
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
void initcond(condset_t *cs);
void initcondv(condset_t *cs, ...);
char incletter(char *ch);
- [+] press ] then \ - CRASH. - [+] if sound is behind walls: - [+] you hear a muffled explosion - [+] int canhear() needs one more optional argument: &numwallspassed - [+] if supplied, fill it in. - [+] in noise(), check numwallspassed. if there were any, then say 'muffled'. or maybe if more than 2? play around with this. - [+] listen skill should also give more info about NON monster sounds - [+] ie. direction, distance. - [+] set user->changinglev when CHECKING stairs in the same way as when we use them. - [+] monk abil - iron fist - use all remaining stamina as damage + knockback * [+] HITCONFER - this should only work if you were attacked through a BITE or CLAW etc. - [+] bug... werewolves etc not attacking properly after shapehifting - [+] some tech/tools should be usable with hands (ie. watch). f_operwithouthands - [+] werewolves sohuld keep f_hitconfer after shapeshifting - [+] done - [+] summoned creatures from ai should never attack their masters!!! - [+] only the PLAYER can be infected by a werewolf? or only HUMANS ? - [+] when a werewolf changes to animal form, no longer hide true race as 'human' - [+] lycanthropy? - [+] how to get it: - [+] drink were-xxx blood (->potion of lycanthropy, never appears randomly) - [+] bitten by a lycanthrope (chance) with hitconfer and fail a con check - [+] change f_lycanthrope so text = racename. - [+] effects when you get it: - [+] right away, add diseased with lycanthropy. incubatino infinite ? - [+] if you are incubating lycanthropy, you always change at the full moon (and get rage, and lose control). - [+] at this point, complete the incubation and... - [+] add f_hatesall - [+] lose control for a while - [+] after you change back the first time, you can change at will. (but there is a risk each time of losing control) - [+] player regains control - [+] remove aicontrolled, hatesall, rage - [+] actually add f_lycanthrope, text=xxx, v0=4 - [+] when f_lycanthrope v0 drops to 0 or less... - [+] canwill shapeshift with race:xxx - [+] how to remove it - [+] remove curse scroll - [+] drink holy water - [+] these will: - [+] cure any incubating curse - [+] cure any f_poisoned curse - [+] cure lycanthropy, and any flags FROMLYCANTHROPY - [+] other effect - [+] wont/cant walk into holy circle? - [+] holy circle hurts you - [+] shouldn't be able to get critical hits on you (ie. injuries) if you ahve heavenly armour - [+] bug in f_poisoned text. i think i've fixed this now. Died on level 2 of the dungeon. Killed by venom poisoning from 5-10 - [+] donated objects count towards xp! - [+] -50% of value if not known. - [+] -25% of value if not id'd - [+] donating objects will anger felix
2012-07-11 14:10:21 +10:00
void inctime(long nunits);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
void calcbresnham(map_t *m, int x1, int y1, int x2, int y2, cell_t **retcell, int *numpixels);
void initbresnham(int x1, int y1, int x2, int y2, int *xinc1, int *yinc1, int *dinc1, int *xinc2, int *yinc2, int *dinc2, int *numpixels, int *d);
2010-12-02 12:17:54 +11:00
int isplayerturn(void);
- [+] change how critical hits work - [+] must score a hit first THEN pass a critical hit % check. - [+] when asking for an object form the player's pack, default to NOT showing long format - [+] in askobject, pass in actionchar. remember choice for each actionchar. and use it as a default. - [+] warning system - [+] warnabout(char *warntext) - [+] if already confirmed it, keep going - [+] otherwise ask to confirm - [+] confirmations time out after some time... - [+] replace injury warnings - [+] reduce spell range - [+] big bug - way too many critical hits! - [+] askcoods: accept 'enter' to select a cell - [+] armour should never reduce damage under 1 - [+] for playable races, show bonus/penalties when selecting them. - [+] add f_hatesracewithflag with ashkari - [+] mammoan - no athletics! - [+] bug writing hiscores - need to escape 's. - [+] add v2 to F_ATTREQ - scaling. - [+] will scale up to 3 above/below - [+] v2 = 1 means "+/- v2 per point above/below" - [+] more than 3 below means you can't use it. modify "meetsattreq" - [+] more than 3 above gives no extra bonus. - [+] this is MANDATORY. add to checks. - [+] add messages if your skill it slightly too low - [+] STR scales damage, AGI scales tohit and crit chance - [+] make sure showlfstats takes this into account - [+] make sure rolltohit / getdamrange takes this into account - [+] what do I do with attreq IQ??? mus tmeet it. - [+] missile weapons: no scaling, must meet reqs - [+] reduce regular strength dam mod - [+] you only get attr bonuses if you are skilled with the weapon. - [+] crash: getrandomrace(NULL, NA) returning null! - [+] don't give away invisible creature locations in askcoords - [+] does fireat automatically re-calc lof based on obstacles? - [+] if so then change haslof in askcoords to be hasKNOWNlof! - [+] catlike race - ashkari - [+] bonus - [+] has climbing, listen - [+] jump ability - [+] agi+ - [+] unarmed attack is claws - [+] balance (stability?) - [+] eyesight, darkvision - [+] enhancesmell (only low) - [+] pens: - [+] hunger faster - [+] carnivore - [+] low-- wis (ie vuln to magic) - [+] vuln to magic - [+] vuln to water - [+] vuln to sound - [+] low str - [+] auto rage on dog/wolf/mouse/bird/chicken - [+] races CANT ahve certain flags - [+] apply this during giveskill()
2011-11-22 08:26:33 +11:00
void killwarning(warning_t *w);
void killwarningtext(char *text);
2011-03-04 12:22:36 +11:00
int limit(int *what, int min, int max);
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
int limitf(float *what, float min, float max);
int limitd(double *what, double min, double max);
* [+] make vending machines use this container code instead. - [+] don't say "you see a few things" if one of them is footsteps * [+] IFMONSTER code failing....because flags are now SORTED!!! - [+] tumble - askcoords is letting us pick a cell we don't have lof to. * [+] assign a name to lfs once you hire them * [+] coloured msgtext - [+] make min dam reduction from AR be AR/5. - [+] safebox - [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with no getsweaker (val1) * [+] make fire / ice damage mor elike netheck - [+] towns should have gates on EVERY side - [+] forest cells outside town gates need to be CLEARED. (maybe turn to dirt) - [+] fix up knock targetting to include magical barriers - [+] say "open a bag?" not "operate a bag?" * [+] implement immunetodisease - [+] sort known skills in @s. - [+] better damage bonus when attacking someone who is asleep - [+] practive firearms/throwing * [+] need objecttype->size * [+] containers * [+] change guns so you have to reload them. ("operate") - [+] crash when loading map with water - [+] SAVE OBJECT CONTENTSk - [+] monsters with jobs aren't getting start items - [+] shopkeeper has shotgun - [+] bug: monster keeps swapping between shotgun and flail - [+] when hiring, remember failure. * [+] Inn - [+] bug: pets fighting!!! then they all turn on you. never make allies get angry unless the attacker is the player * [+] hiring npcs - [+] chat to pet: "stay close" or "keep your distance" - [+] new 'furniture' obclass - [+] allow for 'randomshop' regiontype * [+] add enchantment school - [+] cast a scroll of mending on itself. CRASH. * [+] lessengravity should make you jump better and get knocked back further - [+] boostgrav/lessengrav cancel out each other. * [+] CRASH when you fall down a hole and die. - [+] problem: master gravitation doesn't let us cast levitat. getspellschoolknown() should return the HIGHEST known skill, not the first. * [+] bug: dregion is null?!??! * [+] dig a pit, if you cleared out land below, you just stay down there. - [+] potion of leveitation - [+] warning msg when levitate is about to expire * [+] if you fall upwards to the surface... * [+] if you are ever on the surface while levitating.... - [+] BUG: cna't go up stairs to surface anymore!!!!! - [+] get hungry LOTS more quickly when you start sprinting * [+] monk slow metabolism psionic pell. - [+] fix buf with lore giving LESS accuracy instead of more. - [+] food shop - [+] wand of digging not identified if you dig upwards * [+] when you make ah ole in the roof, objects above should fall through right away * [+] all towns should have: - [+] give monks more psionics spells. - [+] sk_throwing skill - [+] make calm animals use spellpower * [+] add wisdom * [+] need to save region data along with maps * [+] COMBINE armour evasion and accuracy penalty!!! * [+] make armour reduce accuracy as well (unless you have 'armour' skill) - [+] landmine trap * [+] make friendly monsters of same raceclass swap ammo - [+] rename 'pull' to 'suck' to avoid confusion with pull metal * [+] food to fix blindness - [+] potion of coffee * [+] genericise statbrackets * [+] tumble ability * [+] simplify spell power * [+] shopkeeprs should be allowed to pursue targets outside of the shop. - [+] give shopkeepers a shotgun * [+] make F_RNDHOSTILE be able to ahve a random chance. * [+] if you randomly generate food in a shop, still give it a price. - [+] if peaceful humanoid walks into you, "sorry!" - [+] sayphrase(lf, SP_SORRY, vol) - [+] only let you recruit jobs with j_recruitable - [+] CRASH - summon "monk" - [+] dogs, - [+] chickens, - [+] drunks, * [+] village objects - [+] change armourrating AGAIN. instead of a percentage, make it a number. - [+] rename inn to "pub", since you can't sleep there. * [+] random speech code * [+] genericise sayphrase text based on lf's job * [+] monks - add rest of abliities - [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
int loadnpcnames(void);
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
void *mymalloc(size_t sz);
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
int onein(int howmany);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int parseplayerfile(FILE *f, lifeform_t *lf);
* [+] make vending machines use this container code instead. - [+] don't say "you see a few things" if one of them is footsteps * [+] IFMONSTER code failing....because flags are now SORTED!!! - [+] tumble - askcoords is letting us pick a cell we don't have lof to. * [+] assign a name to lfs once you hire them * [+] coloured msgtext - [+] make min dam reduction from AR be AR/5. - [+] safebox - [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with no getsweaker (val1) * [+] make fire / ice damage mor elike netheck - [+] towns should have gates on EVERY side - [+] forest cells outside town gates need to be CLEARED. (maybe turn to dirt) - [+] fix up knock targetting to include magical barriers - [+] say "open a bag?" not "operate a bag?" * [+] implement immunetodisease - [+] sort known skills in @s. - [+] better damage bonus when attacking someone who is asleep - [+] practive firearms/throwing * [+] need objecttype->size * [+] containers * [+] change guns so you have to reload them. ("operate") - [+] crash when loading map with water - [+] SAVE OBJECT CONTENTSk - [+] monsters with jobs aren't getting start items - [+] shopkeeper has shotgun - [+] bug: monster keeps swapping between shotgun and flail - [+] when hiring, remember failure. * [+] Inn - [+] bug: pets fighting!!! then they all turn on you. never make allies get angry unless the attacker is the player * [+] hiring npcs - [+] chat to pet: "stay close" or "keep your distance" - [+] new 'furniture' obclass - [+] allow for 'randomshop' regiontype * [+] add enchantment school - [+] cast a scroll of mending on itself. CRASH. * [+] lessengravity should make you jump better and get knocked back further - [+] boostgrav/lessengrav cancel out each other. * [+] CRASH when you fall down a hole and die. - [+] problem: master gravitation doesn't let us cast levitat. getspellschoolknown() should return the HIGHEST known skill, not the first. * [+] bug: dregion is null?!??! * [+] dig a pit, if you cleared out land below, you just stay down there. - [+] potion of leveitation - [+] warning msg when levitate is about to expire * [+] if you fall upwards to the surface... * [+] if you are ever on the surface while levitating.... - [+] BUG: cna't go up stairs to surface anymore!!!!! - [+] get hungry LOTS more quickly when you start sprinting * [+] monk slow metabolism psionic pell. - [+] fix buf with lore giving LESS accuracy instead of more. - [+] food shop - [+] wand of digging not identified if you dig upwards * [+] when you make ah ole in the roof, objects above should fall through right away * [+] all towns should have: - [+] give monks more psionics spells. - [+] sk_throwing skill - [+] make calm animals use spellpower * [+] add wisdom * [+] need to save region data along with maps * [+] COMBINE armour evasion and accuracy penalty!!! * [+] make armour reduce accuracy as well (unless you have 'armour' skill) - [+] landmine trap * [+] make friendly monsters of same raceclass swap ammo - [+] rename 'pull' to 'suck' to avoid confusion with pull metal * [+] food to fix blindness - [+] potion of coffee * [+] genericise statbrackets * [+] tumble ability * [+] simplify spell power * [+] shopkeeprs should be allowed to pursue targets outside of the shop. - [+] give shopkeepers a shotgun * [+] make F_RNDHOSTILE be able to ahve a random chance. * [+] if you randomly generate food in a shop, still give it a price. - [+] if peaceful humanoid walks into you, "sorry!" - [+] sayphrase(lf, SP_SORRY, vol) - [+] only let you recruit jobs with j_recruitable - [+] CRASH - summon "monk" - [+] dogs, - [+] chickens, - [+] drunks, * [+] village objects - [+] change armourrating AGAIN. instead of a percentage, make it a number. - [+] rename inn to "pub", since you can't sleep there. * [+] random speech code * [+] genericise sayphrase text based on lf's job * [+] monks - add rest of abliities - [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
int pctchance(int pct);
2011-02-01 06:16:13 +11:00
float pctof(float pct, float num);
2010-12-02 12:17:54 +11:00
int rnd(int min, int max);
- [+] change real_getlfname(): - [+] take lifeform_t * for usevis instead of boolean - [+] add new option "useorigrace" for shapechangers - [+] whips - [+] F_WHIP - [+] new skill: sk_whips - [+] basic trais: - [+] high accuracy - [+] lowish dam - [+] pierce/slash/bash damage - [+] some will let you cast 'snatch' and suck - [+] no crit chance - [+] examples: - [+] bull whip (lowest damage) - [+] flail (ie. chain whip ,change type from club to whip) - [+] heavy flail - [+] metal-tipped whip (flail with higher acc) - [+] barbed whip (causes piercing damage as well) - [+] io.c @@ should take extradam into account - [+] describbeob() should show F_EXTRADAM - [+] change morale values - this shoudl default to your TR, otherwise f_morale replaces it. - [+] CRASH in doknowledgelist() - [+] hecta bug: fixed! - [+] You bisect the kobold! The dying kobold shouts "Nooooo!". Hecta's voice grates against your mind: "You allowed my sacrifice to escape!" - [+] is this because i'm calling "flee" after the lf takes fatal damage but before die() is called? - [+] NO, because flee() checks isdead(lf) - [+] it's happening when i kill a monster, and another one of the same type sees me! - [+] change: only trigger this is the player has previously attacked the monster - [+] replace fire titan with balrog - [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!". - [+] fixed. - [+] boggart -brown 'n' - [+] made of wood - [+] cause things to disappear - [+] cause milk to sour (low power blight) - [+] scared of salt - [+] demandgold - [+] briar thrash (spiky) - yellow 'T' (grab) - [+] bingebark - red 'T'. wants edible, canwill snatch - [+] leshy (human with leaves) - green 'h' - [+] manticore - red 'm'' - [+] lion, bat lings, man head, tail tipped with iron spikes - [+] carnivore - [+] human sized - [+] shoots 1-6 spikes. each spike does 1d6. too much!! - [+] change this to be 5d3 damage per volley. - [+] ie missiledam 4d3 - [+] can do this once every 50 turns. - [+] can fly - [+] claws - 1d3 1d3 - [+] want gold (non covet)
2012-03-29 07:17:47 +11:00
int real_roll(char *string, int wantmax);
int roll(char *string);
2010-12-07 18:34:26 +11:00
int rolldie(int ndice, int sides);
int rollhitdice(lifeform_t *lf, int wantmax);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
int rollmpdice(lifeform_t *lf, int wantmax);
- [+] press ] then \ - CRASH. - [+] if sound is behind walls: - [+] you hear a muffled explosion - [+] int canhear() needs one more optional argument: &numwallspassed - [+] if supplied, fill it in. - [+] in noise(), check numwallspassed. if there were any, then say 'muffled'. or maybe if more than 2? play around with this. - [+] listen skill should also give more info about NON monster sounds - [+] ie. direction, distance. - [+] set user->changinglev when CHECKING stairs in the same way as when we use them. - [+] monk abil - iron fist - use all remaining stamina as damage + knockback * [+] HITCONFER - this should only work if you were attacked through a BITE or CLAW etc. - [+] bug... werewolves etc not attacking properly after shapehifting - [+] some tech/tools should be usable with hands (ie. watch). f_operwithouthands - [+] werewolves sohuld keep f_hitconfer after shapeshifting - [+] done - [+] summoned creatures from ai should never attack their masters!!! - [+] only the PLAYER can be infected by a werewolf? or only HUMANS ? - [+] when a werewolf changes to animal form, no longer hide true race as 'human' - [+] lycanthropy? - [+] how to get it: - [+] drink were-xxx blood (->potion of lycanthropy, never appears randomly) - [+] bitten by a lycanthrope (chance) with hitconfer and fail a con check - [+] change f_lycanthrope so text = racename. - [+] effects when you get it: - [+] right away, add diseased with lycanthropy. incubatino infinite ? - [+] if you are incubating lycanthropy, you always change at the full moon (and get rage, and lose control). - [+] at this point, complete the incubation and... - [+] add f_hatesall - [+] lose control for a while - [+] after you change back the first time, you can change at will. (but there is a risk each time of losing control) - [+] player regains control - [+] remove aicontrolled, hatesall, rage - [+] actually add f_lycanthrope, text=xxx, v0=4 - [+] when f_lycanthrope v0 drops to 0 or less... - [+] canwill shapeshift with race:xxx - [+] how to remove it - [+] remove curse scroll - [+] drink holy water - [+] these will: - [+] cure any incubating curse - [+] cure any f_poisoned curse - [+] cure lycanthropy, and any flags FROMLYCANTHROPY - [+] other effect - [+] wont/cant walk into holy circle? - [+] holy circle hurts you - [+] shouldn't be able to get critical hits on you (ie. injuries) if you ahve heavenly armour - [+] bug in f_poisoned text. i think i've fixed this now. Died on level 2 of the dungeon. Killed by venom poisoning from 5-10 - [+] donated objects count towards xp! - [+] -50% of value if not known. - [+] -25% of value if not id'd - [+] donating objects will anger felix
2012-07-11 14:10:21 +10:00
void setcurtime(int hours, int minutes);
2011-02-01 06:16:13 +11:00
//void sortlf(map_t *map);
void timeeffectsworld(map_t *map, int updategametime);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
void usage(char *progname);