2010-12-02 12:17:54 +11:00
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#include "defs.h"
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2010-12-07 18:34:26 +11:00
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lifeform_t *addlf(cell_t *cell, enum RACE rid, int level);
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2011-02-01 06:16:13 +11:00
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lifeform_t *real_addlf(cell_t *cell, enum RACE rid, int level, int controller);
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job_t *addjob(enum JOB id, char *name);
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* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
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race_t *addrace(enum RACE id, char *name, float weight, char glyph, int glyphcolour, enum MATERIAL mat, enum RACECLASS raceclass);
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raceclass_t *addraceclass(enum RACECLASS id, char *name, char *pluralname, enum SKILL skill);
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2011-03-10 16:47:18 +11:00
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skill_t *addskill(enum SKILL id, char *name, char *desc);
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Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
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void addtrail(lifeform_t *lf, int dir);
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2011-02-16 05:21:33 +11:00
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void adjustdamlf(lifeform_t *lf, int *amt, enum DAMTYPE damtype);
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2011-05-27 10:41:34 +10:00
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void adjustspeedforwater(lifeform_t *lf, int *speed);
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* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
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void applywalkdam(lifeform_t *lf, int dam, enum DAMTYPE damtype, object_t *o);
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2011-03-24 16:09:31 +11:00
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int areallies(lifeform_t *lf1, lifeform_t *lf2);
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int areenemies(lifeform_t *lf1, lifeform_t *lf2);
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2011-03-18 12:25:18 +11:00
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void autoskill(lifeform_t *lf);
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2011-02-01 06:16:13 +11:00
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void autotarget(lifeform_t *lf);
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void autoweild(lifeform_t *lf);
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int appearsrandomly(enum RACE rid);
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* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
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void awardxpfor(lifeform_t *killed, float pct);
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2011-02-01 06:16:13 +11:00
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void bleed(lifeform_t *lf);
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* [+] 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
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void breakallgrabs(lifeform_t *lf);
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2011-05-16 12:03:25 +10:00
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long calcscore(lifeform_t *lf);
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2011-02-16 05:21:33 +11:00
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int calcxp(lifeform_t *lf);
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int calcxprace(enum RACE rid);
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2011-02-01 06:16:13 +11:00
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int cancast(lifeform_t *lf, enum OBTYPE oid, int *mpcost);
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2011-03-16 15:45:46 +11:00
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int candrink(lifeform_t *lf, object_t *o);
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2011-02-01 06:16:13 +11:00
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int caneat(lifeform_t *lf, object_t *o);
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int canhear(lifeform_t *lf, cell_t *c);
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2011-04-06 17:27:55 +10:00
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int canlearn(lifeform_t *lf, enum SKILL skid);
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2011-06-09 18:58:35 +10:00
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int canopendoors(lifeform_t *lf);
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2011-02-16 05:21:33 +11:00
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int canpickup(lifeform_t *lf, object_t *o, int amt);
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2011-04-11 15:05:45 +10:00
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int canpolymorphto(enum RACE rid);
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2011-02-01 06:16:13 +11:00
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int canpush(lifeform_t *lf, object_t *o, int dir);
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int canquaff(lifeform_t *lf, object_t *o);
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2011-03-16 15:45:46 +11:00
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int cansee(lifeform_t *viewer, lifeform_t *viewee);
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* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
int cansleep(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int canwear(lifeform_t *lf, object_t *o, enum BODYPART where);
|
2010-12-07 18:34:26 +11:00
|
|
|
int canweild(lifeform_t *lf, object_t *o);
|
|
|
|
int cantakeoff(lifeform_t *lf, object_t *o);
|
2011-02-01 06:16:13 +11:00
|
|
|
int castspell(lifeform_t *lf, enum OBTYPE sid, lifeform_t *targlf, object_t *targob, cell_t *targcell);
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
int checkfordrowning(lifeform_t *lf, object_t *o);
|
|
|
|
//void checkxp(enum RACE rid);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
float comparelfs(lifeform_t *lf1, lifeform_t *lf2);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
int countinnateattacks(lifeform_t *lf);
|
2011-03-16 15:45:46 +11:00
|
|
|
int countmoney(lifeform_t *lf);
|
2011-04-14 09:44:29 +10:00
|
|
|
int countnearbyallies(lifeform_t *lf);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
int countnearbyhurtallies(lifeform_t *lf);
|
2011-04-11 15:05:45 +10:00
|
|
|
void debug(lifeform_t *lf);
|
2011-05-20 06:30:58 +10:00
|
|
|
int demandbribe(lifeform_t *lf);
|
2010-12-02 12:17:54 +11:00
|
|
|
void die(lifeform_t *lf);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
void dumplev(void);
|
2011-02-01 06:16:13 +11:00
|
|
|
void dumplf(void);
|
2011-02-16 05:21:33 +11:00
|
|
|
void dumpxp(void);
|
2011-02-01 06:16:13 +11:00
|
|
|
int eat(lifeform_t *lf, object_t *o);
|
2011-06-09 18:58:35 +10:00
|
|
|
void enhancerandomskill(lifeform_t *lf);
|
2011-03-16 15:45:46 +11:00
|
|
|
void enhanceskills(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *eyesshaded(lifeform_t *lf);
|
* [+] 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 fall(lifeform_t *lf, lifeform_t *fromlf, int announce);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
int fallasleep(lifeform_t *lf, int howlong);
|
2010-12-07 18:34:26 +11:00
|
|
|
void fightback(lifeform_t *lf, lifeform_t *attacker);
|
2011-02-01 06:16:13 +11:00
|
|
|
job_t *findjob(enum JOB jobid);
|
2011-02-16 05:21:33 +11:00
|
|
|
job_t *findjobbyname(char *name);
|
2010-12-02 12:17:54 +11:00
|
|
|
lifeform_t *findlf(map_t *m, int lfid);
|
|
|
|
race_t *findrace(enum RACE id);
|
2011-02-01 06:16:13 +11:00
|
|
|
race_t *findracebyname(char *name);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
raceclass_t *findraceclass(enum RACECLASS id);
|
2011-03-10 16:47:18 +11:00
|
|
|
skill_t *findskill(enum SKILL id);
|
2011-03-24 16:09:31 +11:00
|
|
|
skill_t *findskillbyname(char *name);
|
|
|
|
enum SKILLLEVEL findskilllevbyname(char *name);
|
2011-02-01 06:16:13 +11:00
|
|
|
int flee(lifeform_t *lf);
|
2011-04-08 13:18:54 +10:00
|
|
|
void fleefrom(lifeform_t *lf, lifeform_t *enemy, int howlong);
|
2011-02-16 05:21:33 +11:00
|
|
|
int freezelf(lifeform_t *freezee, lifeform_t *freezer, int howlong);
|
2010-12-07 18:34:26 +11:00
|
|
|
void gainhp(lifeform_t *lf, int amt);
|
2011-02-01 06:16:13 +11:00
|
|
|
void gainlevel(lifeform_t *lf);
|
|
|
|
void gainmp(lifeform_t *lf, int amt);
|
|
|
|
void gainxp(lifeform_t *lf, long amt);
|
2011-04-11 15:05:45 +10:00
|
|
|
void genxplist(void);
|
2011-02-16 05:21:33 +11:00
|
|
|
int getactspeed(lifeform_t *lf);
|
2011-05-20 06:30:58 +10:00
|
|
|
void getadjallies(lifeform_t *lf, lifeform_t **adjally, int *nadjallies);
|
2011-03-24 16:09:31 +11:00
|
|
|
enum ALLEGIENCE getallegiance(lifeform_t *lf);
|
* [+] 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 getallouterarmour(lifeform_t *lf, object_t **ob, int *nobs);
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *getarmour(lifeform_t *lf, enum BODYPART bp);
|
|
|
|
int getarmourrating(lifeform_t *lf);
|
|
|
|
int getattackspeed(lifeform_t *lf);
|
2011-04-01 10:54:44 +11:00
|
|
|
int getattpoints(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getattr(lifeform_t *lf, enum ATTRIB attr);
|
2011-04-14 09:44:29 +10:00
|
|
|
int real_getattr(lifeform_t *lf, enum ATTRIB attr, int ignoreattrset);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
int getavgdam(lifeform_t *lf, int forxp);
|
* [+] 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
|
|
|
float getequippedweight(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getevasion(lifeform_t *lf);
|
2011-03-24 16:09:31 +11:00
|
|
|
object_t *getbestthrowmissile(lifeform_t *lf);
|
2010-12-07 18:34:26 +11:00
|
|
|
object_t *getbestweapon(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *getbestfirearm(lifeform_t *lf);
|
|
|
|
int getbodyparthitchance(enum BODYPART bp);
|
2010-12-07 18:34:26 +11:00
|
|
|
char *getbodypartname(enum BODYPART bp);
|
|
|
|
char *getbodypartequipname(enum BODYPART bp);
|
|
|
|
object_t *getequippedob(obpile_t *op, enum BODYPART bp);
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *getfirearm(lifeform_t *lf);
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
int getfootprinttime(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
lifeform_t *getguntarget(lifeform_t *lf);
|
|
|
|
int getguntargetid(lifeform_t *lf);
|
|
|
|
//int gethealtime(lifeform_t *lf);
|
|
|
|
int gethearingrange(lifeform_t *lf);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
int gethidemodifier(lifeform_t *lf);
|
|
|
|
int gethitdice(lifeform_t *lf);
|
2011-03-04 12:22:36 +11:00
|
|
|
int gethppct(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
enum HUNGER gethungerlevel(int hunger);
|
|
|
|
char * gethungername(enum HUNGER hunger, char *buf);
|
|
|
|
int gethungerval(lifeform_t *lf);
|
|
|
|
job_t *getjob(lifeform_t *lf);
|
* [+] 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 getlastdir(lifeform_t *lf);
|
2011-04-08 13:18:54 +10:00
|
|
|
int getlfaccuracy(lifeform_t *lf, object_t *wep);
|
2011-02-01 06:16:13 +11:00
|
|
|
enum LFCONDITION getlfcondition(lifeform_t *lf);
|
2011-05-20 06:30:58 +10:00
|
|
|
int getminions(lifeform_t *lf, lifeform_t **minion, int *nminions);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getnightvisrange(lifeform_t *lf);
|
|
|
|
char *getlfconditionname(enum LFCONDITION cond);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
object_t *getouterequippedob(lifeform_t *lf, enum BODYPART bp);
|
2011-04-11 15:05:45 +10:00
|
|
|
enum LFCONDITION getseenlfconditioncutoff(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
char *getseenlfconditionname(lifeform_t *lf, lifeform_t *viewer);
|
2011-04-01 10:54:44 +11:00
|
|
|
glyph_t *getlfglyph(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
enum MATERIAL getlfmaterial(lifeform_t *lf);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
enum SKILLLEVEL getlorelevel(lifeform_t *lf, enum RACECLASS rcid);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
int getmaxattacks(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
float getmaxcarryweight(lifeform_t *lf);
|
|
|
|
float getmaxliftweight(lifeform_t *lf);
|
2011-03-22 18:06:28 +11:00
|
|
|
int getmaxmp(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
float getmaxpushweight(lifeform_t *lf);
|
2011-03-22 18:06:28 +11:00
|
|
|
int getmr(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getvisrange(lifeform_t *lf);
|
2010-12-02 12:17:54 +11:00
|
|
|
int getmovespeed(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
char *getmoveverb(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
char *getmoveverbother(lifeform_t *lf);
|
2011-03-24 16:09:31 +11:00
|
|
|
lifeform_t *getnearbypeaceful(lifeform_t *lf);
|
2010-12-02 12:17:54 +11:00
|
|
|
char *getlfname(lifeform_t *lf, char *buf);
|
2011-03-10 16:47:18 +11:00
|
|
|
char *real_getlfname(lifeform_t *lf, char *buf, int usevis);
|
2011-02-01 06:16:13 +11:00
|
|
|
char *getlfnamea(lifeform_t *lf, char *buf);
|
2011-03-25 12:23:15 +11:00
|
|
|
char *real_getlfnamea(lifeform_t *lf, char *buf, int usevis);
|
2011-02-01 06:16:13 +11:00
|
|
|
enum LFSIZE getlfsize(lifeform_t *lf);
|
|
|
|
float getlfweight(lifeform_t *lf, int withobs);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
object_t *getsecmeleeweapon(lifeform_t *lf);
|
|
|
|
object_t *getshield(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getspellspeed(lifeform_t *lf);
|
|
|
|
char *getplayername(char *buf);
|
|
|
|
char *getplayernamefull(char *buf);
|
2011-04-14 09:44:29 +10:00
|
|
|
int getpoisondamchance(enum POISONTYPE ptype);
|
|
|
|
char *getpoisondamverb(enum POISONTYPE ptype);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
char *getpoisondesc(enum POISONTYPE ptype);
|
2011-04-14 09:44:29 +10:00
|
|
|
char *getpoisonname(enum POISONTYPE ptype);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
int getraceclass(lifeform_t *lf);
|
* [+] 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 getracerarity(map_t *map, enum RACE rid);
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *getrandomarmour(lifeform_t *lf);
|
2011-05-20 06:30:58 +10:00
|
|
|
int getrandommonlevel(race_t *r, map_t *m);
|
2011-05-27 10:41:34 +10:00
|
|
|
race_t *getrandomrace(cell_t *c, int forcedepth);
|
2011-02-01 06:16:13 +11:00
|
|
|
race_t *getreallyrandomrace(void);
|
2011-05-20 06:30:58 +10:00
|
|
|
enum SKILL getrandomskill(void);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
object_t *getrestob(lifeform_t *lf);
|
2011-03-10 16:47:18 +11:00
|
|
|
enum SKILLLEVEL getskill(lifeform_t *lf, enum SKILL id);
|
2010-12-07 18:34:26 +11:00
|
|
|
char *getspeedname(int speed, char *buf);
|
2011-04-11 15:05:45 +10:00
|
|
|
char *getspeednameshort(int speed, char *buf);
|
2011-02-01 06:16:13 +11:00
|
|
|
float getstatmod(lifeform_t *lf, enum ATTRIB att);
|
2011-03-10 16:47:18 +11:00
|
|
|
enum CONBRACKET getconname(int str, char *buf);
|
2011-02-01 06:16:13 +11:00
|
|
|
enum STRBRACKET getstrname(int str, char *buf);
|
|
|
|
enum DEXBRACKET getdexname(int dex, char *buf);
|
|
|
|
enum IQBRACKET getiqname(int iq, char *buf);
|
2011-03-10 16:47:18 +11:00
|
|
|
char *getskilldesc(enum SKILL id );
|
|
|
|
char *getskillname(enum SKILL id );
|
|
|
|
char *getskilllevelname(enum SKILLLEVEL sl);
|
2011-02-01 06:16:13 +11:00
|
|
|
int getthrowspeed(int str);
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
void getwantdistance(lifeform_t *lf, int *min, int *max, int attacking);
|
2010-12-07 18:34:26 +11:00
|
|
|
object_t *getweapon(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
long getxpforlev(int level);
|
|
|
|
void givejob(lifeform_t *lf, enum JOB jobid);
|
|
|
|
void giveobflags(lifeform_t *lf, object_t *o, enum FLAG whattype);
|
2011-03-10 16:47:18 +11:00
|
|
|
int giveskill(lifeform_t *lf, enum SKILL id);
|
2011-03-24 16:09:31 +11:00
|
|
|
int giveskilllev(lifeform_t *lf, enum SKILL id, enum SKILLLEVEL slev);
|
2011-02-01 06:16:13 +11:00
|
|
|
void givestartobs(lifeform_t *lf, flagpile_t *fp);
|
2011-03-10 16:47:18 +11:00
|
|
|
void givestartskills(lifeform_t *lf, flagpile_t *fp);
|
2011-02-01 06:16:13 +11:00
|
|
|
map_t *gotolev(lifeform_t *lf, int depth, object_t *fromstairs);
|
|
|
|
job_t *hasjob(lifeform_t *lf, enum JOB job);
|
2011-03-22 18:06:28 +11:00
|
|
|
int lfcanbestoned(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
flag_t *lfhasflag(lifeform_t *lf, enum FLAG fid);
|
|
|
|
flag_t *lfhasflagval(lifeform_t *lf, enum FLAG fid, int val0, int val1, int val2, char *text);
|
|
|
|
flag_t *lfhasknownflag(lifeform_t *lf, enum FLAG fid);
|
|
|
|
flag_t *lfhasknownflagval(lifeform_t *lf, enum FLAG fid, int val0, int val1, int val2, char *text);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
int lfproduceslight(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int lockpick(lifeform_t *lf, object_t *target, object_t *device);
|
|
|
|
void loseobflags(lifeform_t *lf, object_t *o, int kind);
|
2011-03-22 18:06:28 +11:00
|
|
|
int hasbp(lifeform_t *lf, enum BODYPART bp);
|
2011-04-06 17:27:55 +10:00
|
|
|
flag_t *hasactivespell(lifeform_t *lf, enum OBTYPE sid);
|
|
|
|
int haslof(cell_t *src, cell_t *dest, enum LOFTYPE loftype, cell_t **newdest);
|
2010-12-02 12:17:54 +11:00
|
|
|
int haslos(lifeform_t *viewer, cell_t *dest);
|
2011-02-01 06:16:13 +11:00
|
|
|
void initjobs(void);
|
2010-12-02 12:17:54 +11:00
|
|
|
void initrace(void);
|
2011-03-10 16:47:18 +11:00
|
|
|
void initskills(void);
|
2011-02-01 06:16:13 +11:00
|
|
|
void interrupt(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
int isairborne(lifeform_t *lf);
|
2011-05-27 10:41:34 +10:00
|
|
|
int isaquatic(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int isbleeding(lifeform_t *lf);
|
|
|
|
int isblind(lifeform_t *lf);
|
|
|
|
enum BURDENED isburdened(lifeform_t *lf);
|
2011-04-11 15:05:45 +10:00
|
|
|
int ischarmable(lifeform_t *lf);
|
2010-12-02 12:17:54 +11:00
|
|
|
int isdead(lifeform_t *lf);
|
2011-04-14 09:44:29 +10:00
|
|
|
flag_t *isdrunk(lifeform_t *lf);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
object_t *isdualweilding(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int isfleeing(lifeform_t *lf);
|
|
|
|
int isfreebp(lifeform_t *lf, enum BODYPART bp);
|
2011-03-04 12:22:36 +11:00
|
|
|
int isfriendly(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
int isgenius(lifeform_t *lf);
|
|
|
|
int isimmobile(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
flag_t *isimmuneto(flagpile_t *fp, enum DAMTYPE dt);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
int isinbattle(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
int isingunrange(lifeform_t *lf, cell_t *where);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
int isloreskill(enum SKILL skid);
|
2011-03-16 15:45:46 +11:00
|
|
|
int ismaxedskill(lifeform_t *lf, enum SKILL skid);
|
2011-02-01 06:16:13 +11:00
|
|
|
int ispeaceful(lifeform_t *lf);
|
2011-04-14 09:44:29 +10:00
|
|
|
int ispetof(lifeform_t *lf, lifeform_t *owner);
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
flag_t *ispetortarget(lifeform_t *lf, lifeform_t *ownertarget);
|
2011-02-01 06:16:13 +11:00
|
|
|
int isplayer(lifeform_t *lf);
|
2011-04-14 09:44:29 +10:00
|
|
|
flag_t *ispoisoned(lifeform_t *lf);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
flag_t *ispoisonedwith(lifeform_t *lf, enum POISONTYPE pt);
|
2011-02-01 06:16:13 +11:00
|
|
|
int ispolymorphed(lifeform_t *lf);
|
* [+] 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 isprone(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
flag_t *isresistantto(flagpile_t *fp, enum DAMTYPE dt);
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
flag_t *isresting(lifeform_t *lf);
|
* [+] 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
|
|
|
object_t *isstuck(lifeform_t *lf);
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
int isswimming(lifeform_t *lf);
|
|
|
|
int isundead(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
flag_t *isvulnto(flagpile_t *fp, enum DAMTYPE dt);
|
2011-02-01 06:16:13 +11:00
|
|
|
void killjob(job_t *job);
|
2010-12-02 12:17:54 +11:00
|
|
|
void killlf(lifeform_t *lf);
|
|
|
|
void killrace(race_t *race);
|
2011-04-14 09:44:29 +10:00
|
|
|
flag_t *levelabilityready(lifeform_t *lf);
|
2011-04-06 17:27:55 +10:00
|
|
|
void loseconcentration(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
int losehp(lifeform_t *lf, int amt, enum DAMTYPE damtype, lifeform_t *fromlf, char *damsrc);
|
|
|
|
int losehp_real(lifeform_t *lf, int amt, enum DAMTYPE damtype, lifeform_t *fromlf, char *damsrc, int reducedam);
|
2011-04-06 17:27:55 +10:00
|
|
|
void losemp(lifeform_t *lf, int amt);
|
2011-03-24 16:09:31 +11:00
|
|
|
void makefriendly(lifeform_t *lf, int howlong);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
int makenauseated(lifeform_t *lf, int amt, int howlong);
|
2011-02-01 06:16:13 +11:00
|
|
|
void makenoise(lifeform_t *lf, enum NOISETYPE nid);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
void makepeaceful(lifeform_t *lf);
|
2011-03-04 12:22:36 +11:00
|
|
|
lifeform_t *makezombie(object_t *o);
|
2011-02-16 05:21:33 +11:00
|
|
|
void mayusespellschool(flagpile_t *fp, enum SPELLSCHOOL ss, enum FLAG how);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
int meetsattreq(lifeform_t *lf, flag_t *f, object_t *o);
|
2011-02-01 06:16:13 +11:00
|
|
|
int modattr(lifeform_t *lf, enum ATTRIB attr, int amt);
|
|
|
|
void modhunger(lifeform_t *lf, int amt);
|
2011-03-10 16:47:18 +11:00
|
|
|
float modifybystat(float num, lifeform_t *lf, enum ATTRIB att);
|
2011-04-14 09:44:29 +10:00
|
|
|
int needstorest(lifeform_t *lf, char *validchars);
|
2011-05-20 06:30:58 +10:00
|
|
|
int noise(cell_t *c, lifeform_t *noisemaker, int volume, char *text, char *seetext);
|
2010-12-07 18:34:26 +11:00
|
|
|
void outfitlf(lifeform_t *lf);
|
2011-02-16 05:21:33 +11:00
|
|
|
int pickup(lifeform_t *lf, object_t *what, int howmany, int fromground);
|
2011-04-14 09:44:29 +10:00
|
|
|
void poison(lifeform_t *lf, int howlong, enum POISONTYPE ptype, int power, char *fromwhat);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
int poisoncausesvomit(enum POISONTYPE ptype);
|
2011-04-14 09:44:29 +10:00
|
|
|
int poisonthreatenslife(lifeform_t *lf, flag_t *f);
|
2011-04-01 10:54:44 +11:00
|
|
|
void practice(lifeform_t *lf, enum SKILL skid);
|
2011-02-01 06:16:13 +11:00
|
|
|
void precalclos(lifeform_t *lf);
|
|
|
|
int push(lifeform_t *lf, object_t *o, int dir);
|
2011-04-14 09:44:29 +10:00
|
|
|
int readytotrain(lifeform_t *lf);
|
|
|
|
void refreshlevelabilities(lifeform_t *lf);
|
2011-02-01 06:16:13 +11:00
|
|
|
void relinklf(lifeform_t *src, map_t *dst);
|
|
|
|
int rest(lifeform_t *lf, int onpurpose);
|
2011-03-16 15:45:46 +11:00
|
|
|
void startresting(lifeform_t *lf, int willtrain);
|
2011-03-10 16:47:18 +11:00
|
|
|
int rollcon(enum CONBRACKET bracket);
|
2011-02-01 06:16:13 +11:00
|
|
|
int rolldex(enum DEXBRACKET bracket);
|
|
|
|
int rolliq(enum IQBRACKET bracket);
|
|
|
|
int rollstr(enum STRBRACKET bracket);
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2011-02-16 05:21:33 +11:00
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int rollstat(lifeform_t *lf, enum ATTRIB attr);
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2011-04-14 09:44:29 +10:00
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int safetorest(lifeform_t *lf);
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2011-05-20 06:30:58 +10:00
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int say(lifeform_t *lf, char *text, int volume);
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* [+] 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
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int scare(lifeform_t *lf, lifeform_t *scarer, int howlong, int scarerbonus);
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2011-02-01 06:16:13 +11:00
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int setammo(lifeform_t *lf, object_t *o);
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void setattr(lifeform_t *lf, enum ATTRIB attr, int val);
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void setguntarget(lifeform_t *lf, lifeform_t *targ);
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2011-04-11 15:05:45 +10:00
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void setrace(lifeform_t *lf, enum RACE rid, int frompolymorph);
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2011-02-01 06:16:13 +11:00
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void setlastdam(lifeform_t *lf, char *buf);
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2011-03-25 12:23:15 +11:00
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//void setlftarget(lifeform_t *lf, lifeform_t *victim);
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2011-02-01 06:16:13 +11:00
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int shoot(lifeform_t *lf);
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2011-03-04 12:22:36 +11:00
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int skillcheck(lifeform_t *lf, enum CHECKTYPE ct, int diff, int mod);
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2011-03-10 16:47:18 +11:00
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int real_skillcheck(lifeform_t *lf, enum CHECKTYPE ct, int diff, int mod, int *result);
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int skillcheckvs(lifeform_t *lf1, enum CHECKTYPE ct1, int mod1, lifeform_t *lf2, enum CHECKTYPE ct2, int mod2);
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2011-03-04 12:22:36 +11:00
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int slipon(lifeform_t *lf, object_t *o);
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2011-02-01 06:16:13 +11:00
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void sortlf(map_t *map, lifeform_t *lf);
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2011-03-04 12:22:36 +11:00
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int stone(lifeform_t *lf);
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* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
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void stopeating(lifeform_t *lf);
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2011-02-01 06:16:13 +11:00
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void stopresting(lifeform_t *lf);
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void stoprunning(lifeform_t *lf);
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2011-06-05 19:21:21 +10:00
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void stopsprinting(lifeform_t *lf);
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2011-02-16 05:21:33 +11:00
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int testammo(lifeform_t *lf, object_t *o);
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2011-02-01 06:16:13 +11:00
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int takeoff(lifeform_t *lf, object_t *o);
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void taketime(lifeform_t *lf, long howlong);
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int throwat(lifeform_t *thrower, object_t *o, cell_t *where);
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void timeeffectslf(lifeform_t *lf);
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void turneffectslf(lifeform_t *lf);
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int touch(lifeform_t *lf, object_t *o);
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2011-04-14 09:44:29 +10:00
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void unpoison(lifeform_t *lf);
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2011-02-01 06:16:13 +11:00
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int unweild(lifeform_t *lf, object_t *o);
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2011-03-04 12:22:36 +11:00
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int useability(lifeform_t *lf, enum OBTYPE aid, lifeform_t *who, cell_t *where);
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2011-04-06 17:27:55 +10:00
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int useringofmiracles(lifeform_t *lf, int charges);
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2011-02-01 06:16:13 +11:00
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int usestairs(lifeform_t *lf, object_t *o);
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int validateraces(void);
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int wear(lifeform_t *lf, object_t *o);
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int weild(lifeform_t *lf, object_t *o);
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2011-03-04 12:22:36 +11:00
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int willflee(lifeform_t *lf);
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2011-03-24 16:09:31 +11:00
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//int youhear(cell_t *c, char *text);
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