nexus/move.h

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2010-12-02 12:17:54 +11:00
#include "defs.h"
2011-02-01 06:16:13 +11:00
int canandwillmove(lifeform_t *lf, int dir, enum ERROR *error);
int canswapwith(lifeform_t *lf, lifeform_t *lf2);
int celldangerous(lifeform_t *lf, cell_t *cell, int onlyifknown, enum ERROR *error);
2011-02-01 06:16:13 +11:00
int cellwalkable(lifeform_t *lf, cell_t *cell, enum ERROR *error);
int closedoorat(lifeform_t *lf, cell_t *c);
int closedoor(lifeform_t *lf, object_t *o);
enum RELATIVEDIR getrelativedir(lifeform_t *lf, int dir);
2011-03-04 12:22:36 +11:00
int diropposite(int dir);
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
int dorandommove(lifeform_t *lf, int badmovesok, int restonfail, int strafe);
int getdiraway(cell_t *src, cell_t *dst, lifeform_t *srclf, int wantcheck, int dirtype, int keepinlof);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int getdirtowards(cell_t *src, cell_t *dst, lifeform_t *srclf, int wantcheck, int dirtype);
int getwalkoffdir(lifeform_t *lf, int dir);
int knockback(lifeform_t *lf, int dir, int howfar, lifeform_t *pusher, int fallcheckdiff, int wantannounce);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int makeorthogonal(int dir);
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int moveawayfrom(lifeform_t *lf, cell_t *dst, int dirtype, int keepinlof, int strafe);
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 moveclear(lifeform_t *lf, int dir, enum ERROR *error);
* [+] 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 moveeffects(lifeform_t *lf);
2011-02-01 06:16:13 +11:00
int movelf(lifeform_t *lf, cell_t *newcell);
int movelfsoutofway(cell_t *newcell);
* [+] 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 moveto(lifeform_t *lf, cell_t *newcell, int onpurpose, int dontclearmsg);
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int movetowards(lifeform_t *lf, cell_t *dst, int dirtype, int strafe);
- [+] intelligent (ie. more than animal) ai shouldn't move if it will cause damage - [+] move_will_hurt() - [+] ie. if in PAIN, or appropriate injury. - [+] if you're deaf, use "the xx says something" rather than "the xx says yy" - [+] STILL reachability errors in dlev 6 (jimbos' lair not linked) - [+] new forest habitat mechanism - clusters of trees - [+] bashing injury if you are slammed into a wall? - [+] jimbo didn't have a weapon! "+2 halberd" not working - [+] if you don't have knowledge about a creature, still show items (but only equipped ones) - [+] listen skill should take longer to train - [+] candle should last longer - [+] carrot grants temp darkvision - [+] shouldn't be able to eat stuff from floor while levitating - [+] CHANGE f_hitdice to use text - [+] fear spell from dretch always failing even on l1 player. why? * [+] summondemon spell - [+] adjust spell damage - 1d6 per level. ice spells: - [+] l4 - ice armour (higher power means more pieces of ice armour) - [+] (power/3)+1 pieces of armour. ie. 1 - 4 - [+] order: body,helmet, gloves, feet - [+] 4AC each. * [+] l5 - shardshot (higher level ray damage, does less damage the further away it goes) - [+] l5 - snap freeze ? turn one lf to ice? - [+] more things which use light attacks (ie. make glasses useful) - [+] replace bp_righthand with bp_rightfinger - [+] bug in blink spell: "Nothing seems to happen." - [+] make metal resist bite/slash/chop, not be immune. - [+] fix shatter spell on glass wall * [+] bug: in jimbos vault and plaeyrstart2, exits are being added in in appropriate places. * [+] make player's starting point be a "prison_cell" vault. - [+] earplugs - stop all sound. - [+] make f_deaf an intrinsic (ie. announcements) - [+] add the object critical hits: - [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised" - [+] need losehp to NOT trigger fightback in this case - we will trigger it ourself after crithit. - [+] pass this as a param? - [+] critical eye hits - [+] scraped eyelid (slash, lower accuracy) - [+] black eye (bash, lower vision range and charisma) - [+] destroyed eye (pierce, permenant lower vision range!) - [+] injuries heal heaps faster when asleep - [+] redo f_injured flag to use an "enum INJURY" IJ_xxx - [+] change how it is applied - [+] change how it is announced (io.c) - [+] change how effects work (search for F_INJURY) - [+] pierce - [+] pierced artery: v.high bleed - [+] stabbed heart (instant death, very unlikely) - [+] slash: - [+] cut flexor tendon (cannot weild ANY weapon) - [+] slashed hamstring (fall. skillcehck every time you move, vslow movement) - [+] severed finger - [+] finger drops to the ground - [+] ring drops to the ground - [+] (get nobodypart bp_rightfinger or bp_leftfinger) - [+] bash: - [+] dislocated arm (cannot weild anything heavy in that hand) - [+] broken rib (reduced carrying capacity) - [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
int move_will_hurt(lifeform_t *lf);
2011-02-01 06:16:13 +11:00
int opendoorat(lifeform_t *lf, cell_t *c);
int opendoor(lifeform_t *lf, object_t *o);
int pullnextto(lifeform_t *lf, cell_t *c);
int initiatemove(lifeform_t *lf, cell_t *cell, int onpurpose, int *didmsg);
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 isorthogonal(int dir);
int ispossiblemove(lifeform_t *lf, int dir);
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
int rotatedir(int origdir, enum TURNDIR whichway, int amt);
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
void standup(lifeform_t *lf);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
void swapplaces(lifeform_t *lf1, lifeform_t *lf2, int changedir, int onpurpose);
2011-03-16 15:45:46 +11:00
int teleportto(lifeform_t *lf, cell_t *c, int wantsmoke);
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
void triggertrap(lifeform_t *lf, object_t *o, object_t *trapob, cell_t *where);
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int trymove(lifeform_t *lf, int dir, int onpurpose, int strafe);
2011-02-01 06:16:13 +11:00
int tryrun(lifeform_t *lf, int dir);
int trysneak(lifeform_t *lf, int dir);
2011-05-20 06:30:58 +10:00
int walkoffmap(lifeform_t *lf, int dir, int onpurpose);
2011-02-01 06:16:13 +11:00
int willmove(lifeform_t *lf, int dir, enum ERROR *error);