- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
#include <assert.h>
|
2010-12-02 12:17:54 +11:00
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
#include "defs.h"
|
|
|
|
#include "flag.h"
|
2011-08-18 06:57:43 +10:00
|
|
|
#include "god.h"
|
2011-02-01 06:16:13 +11:00
|
|
|
#include "io.h"
|
|
|
|
#include "lf.h"
|
* [+] 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
|
|
|
#include "map.h"
|
2011-02-01 06:16:13 +11:00
|
|
|
#include "objects.h"
|
2011-03-22 18:06:28 +11:00
|
|
|
#include "spell.h"
|
2010-12-02 12:17:54 +11:00
|
|
|
#include "text.h"
|
|
|
|
|
2011-03-18 12:25:18 +11:00
|
|
|
extern enum GAMEMODE gamemode;
|
2011-02-16 05:21:33 +11:00
|
|
|
extern int needredraw;
|
|
|
|
extern int statdirty;
|
2011-08-20 14:14:39 +10:00
|
|
|
extern void (*precalclos)(lifeform_t *);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-18 06:57:43 +10:00
|
|
|
extern lifeform_t *godlf[];
|
|
|
|
extern int ngodlfs;
|
|
|
|
|
2011-03-16 15:45:46 +11:00
|
|
|
extern lifeform_t *player;
|
|
|
|
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
int flagdb = B_FALSE;
|
|
|
|
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
altflagval_t *addaltval(flag_t *f, enum FLAG id, int val1, int val2, int val3, char *text) {
|
|
|
|
f->altval = malloc(sizeof(altflagval_t));
|
|
|
|
f->altval->id = id;
|
|
|
|
f->altval->val[0] = val1;
|
|
|
|
f->altval->val[1] = val2;
|
|
|
|
f->altval->val[2] = val3;
|
|
|
|
if (text) {
|
|
|
|
f->altval->text = strdup(text);
|
|
|
|
} else {
|
|
|
|
f->altval->text = strdup("");
|
|
|
|
}
|
|
|
|
return f->altval;
|
|
|
|
}
|
|
|
|
|
|
|
|
void addcondition(flag_t *f, enum FLAGCONDITION fc, int chance) {
|
|
|
|
f->condition = fc;
|
|
|
|
f->chance = chance;
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
flag_t *addflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text) {
|
2011-02-16 05:21:33 +11:00
|
|
|
return addflag_real(fp, id, val1, val2, val3, text, PERMENANT, B_KNOWN, -1);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
flag_t *addtempflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int timeleft) {
|
2011-02-16 05:21:33 +11:00
|
|
|
return addflag_real(fp, id, val1, val2, val3, text, timeleft, B_KNOWN, -1);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
2011-02-16 05:21:33 +11:00
|
|
|
flag_t *addflag_real(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int lifetime, int known, long obfromid) {
|
2011-05-27 10:41:34 +10:00
|
|
|
lifeform_t *lf;
|
2010-12-02 12:17:54 +11:00
|
|
|
flag_t *f;
|
* [+] 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
|
|
|
map_t *redolight = NULL;
|
2011-05-27 12:50:59 +10:00
|
|
|
int redrawscreenatend = B_FALSE;
|
|
|
|
int redrawstatatend = B_FALSE;
|
2010-12-02 12:17:54 +11:00
|
|
|
int i;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// identified things mean all new flags are autmaticlaly known.
|
|
|
|
if (hasflag(fp, F_IDENTIFIED)) {
|
|
|
|
known = B_KNOWN;
|
|
|
|
}
|
|
|
|
|
2011-06-20 13:16:30 +10:00
|
|
|
if (id == F_INTERRUPTED) {
|
|
|
|
if (fp->owner == player) {
|
|
|
|
dblog("player got interrupted");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-03-22 18:06:28 +11:00
|
|
|
if ((id == F_POISONED) && isimmuneto(fp, DT_POISON)) {
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2011-11-07 13:12:04 +11:00
|
|
|
// auto-increment order for EXTRADESC flag
|
|
|
|
if ((id == F_EXTRADESC) && (val1 == NA)) {
|
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags;
|
|
|
|
int nextorder = 0,i;
|
|
|
|
getflags(fp, retflag, &nretflags, F_EXTRADESC, F_NONE);
|
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
int this;
|
|
|
|
this = retflag[i]->val[0];
|
|
|
|
if (this == NA) this = 0;
|
|
|
|
if (this >= nextorder) nextorder = this+1;
|
|
|
|
}
|
|
|
|
val1 = nextorder;
|
|
|
|
}
|
|
|
|
|
2011-05-27 10:41:34 +10:00
|
|
|
lf = fp->owner;
|
|
|
|
|
* [+] 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
|
|
|
if (gamemode == GM_GAMESTARTED) {
|
2011-05-27 10:41:34 +10:00
|
|
|
if (id == F_PRODUCESLIGHT) {
|
|
|
|
if (lf && lf->cell && (lf->cell->map == player->cell->map)) {
|
|
|
|
// someone started producing light
|
|
|
|
redolight = lf->cell->map;
|
* [+] 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
|
|
|
} else if (fp->ob) {
|
|
|
|
cell_t *obloc;
|
|
|
|
obloc = getoblocation(fp->ob);
|
|
|
|
if (obloc && (obloc->map == player->cell->map)) {
|
2011-05-27 10:41:34 +10:00
|
|
|
// an object started producing light
|
* [+] 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
|
|
|
redolight = obloc->map;
|
|
|
|
}
|
|
|
|
}
|
2011-05-27 10:41:34 +10:00
|
|
|
} else if (id == F_ASLEEP) {
|
|
|
|
// someone fell asleep - ie their glyph will turn upsidedown
|
|
|
|
if (lf && (isplayer(lf) || cansee(player, lf))) {
|
|
|
|
redolight = lf->cell->map;
|
|
|
|
}
|
* [+] 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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-06-29 18:48:48 +10:00
|
|
|
////////////////////////////////
|
|
|
|
// ACTUAL FLAG ADDITION IS HERE
|
|
|
|
////////////////////////////////
|
2011-04-01 10:54:44 +11:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
if (fp->first == NULL) {
|
|
|
|
fp->first = malloc(sizeof(flag_t));
|
|
|
|
f = fp->first;
|
|
|
|
f->prev = NULL;
|
2011-06-29 18:48:48 +10:00
|
|
|
|
|
|
|
// also the last
|
|
|
|
fp->last = f;
|
|
|
|
f->next = NULL;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
} else {
|
2011-06-29 18:48:48 +10:00
|
|
|
flag_t *ff;
|
|
|
|
// we will keep flags sorted.
|
|
|
|
// find correct position in list...
|
|
|
|
ff = fp->first;
|
|
|
|
while (ff && (ff->id < id)) {
|
|
|
|
ff = ff->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ff) {
|
|
|
|
// start or middle of list
|
|
|
|
// insert BEFORE this one
|
|
|
|
flag_t *prev;
|
|
|
|
prev = ff->prev;
|
|
|
|
|
|
|
|
// link to previous element
|
|
|
|
if (prev) {
|
|
|
|
prev->next = malloc(sizeof(flag_t));
|
|
|
|
f = prev->next;
|
|
|
|
} else {
|
|
|
|
// first one
|
|
|
|
fp->first = malloc(sizeof(flag_t));
|
|
|
|
f = fp->first;
|
|
|
|
}
|
|
|
|
f->prev = prev;
|
|
|
|
|
|
|
|
// link to next element
|
|
|
|
f->next = ff;
|
|
|
|
ff->prev = f;
|
|
|
|
} else {
|
|
|
|
// last one. insert at end of list.
|
|
|
|
f = fp->last;
|
|
|
|
f->next = malloc(sizeof(flag_t));
|
|
|
|
f->next->prev = f;
|
|
|
|
f = f->next;
|
|
|
|
fp->last = f;
|
|
|
|
f->next = NULL;
|
|
|
|
}
|
|
|
|
/*
|
2010-12-02 12:17:54 +11:00
|
|
|
// go to end of list
|
|
|
|
f = fp->last;
|
|
|
|
f->next = malloc(sizeof(flag_t));
|
|
|
|
f->next->prev = f;
|
|
|
|
f = f->next;
|
2011-06-29 18:48:48 +10:00
|
|
|
*/
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
// fill in props
|
2011-02-01 06:16:13 +11:00
|
|
|
f->id = id;
|
|
|
|
f->lifetime = lifetime;
|
|
|
|
f->known = known;
|
2011-02-16 05:21:33 +11:00
|
|
|
f->obfrom = obfromid;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
f->altval = NULL;
|
|
|
|
f->condition = FC_NOCONDITION;
|
|
|
|
f->chance = 100;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// first blank values
|
|
|
|
for (i = 0; i < 3; i++) {
|
2010-12-07 18:34:26 +11:00
|
|
|
f->val[i] = NA;
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
f->val[0] = val1;
|
|
|
|
f->nvals = 1;
|
|
|
|
if (val2 != NA) {
|
|
|
|
f->val[1] = val2;
|
|
|
|
f->nvals++;
|
|
|
|
}
|
|
|
|
if (val3 != NA) {
|
2010-12-07 18:34:26 +11:00
|
|
|
f->val[2] = val3;
|
2010-12-02 12:17:54 +11:00
|
|
|
f->nvals++;
|
|
|
|
}
|
|
|
|
if (text) {
|
|
|
|
f->text = strdup(text);
|
|
|
|
} else {
|
|
|
|
f->text = strdup("");
|
|
|
|
}
|
|
|
|
|
|
|
|
f->pile = fp;
|
|
|
|
|
2011-06-29 18:48:48 +10:00
|
|
|
updatefpindex(fp);
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// notify
|
2011-03-18 12:25:18 +11:00
|
|
|
if ((gamemode == GM_GAMESTARTED)) {
|
2011-02-01 06:16:13 +11:00
|
|
|
if (f->pile->owner) {
|
|
|
|
if (announceflaggain(f->pile->owner, f)) {
|
* [+] 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
|
|
|
// don't include flags which interrupt will kill!
|
|
|
|
switch (f->id) {
|
|
|
|
case F_RUNNING:
|
|
|
|
case F_TRAINING:
|
|
|
|
case F_AUTOCMD:
|
|
|
|
break;
|
|
|
|
case F_ASLEEP:
|
|
|
|
if (f->val[2] == NA) { // ie. sleeping, not resting
|
|
|
|
addflag(f->pile, F_INTERRUPTED, B_TRUE, NA, NA, NULL);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
addflag(f->pile, F_INTERRUPTED, B_TRUE, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
f->known = B_TRUE;
|
2011-03-16 15:45:46 +11:00
|
|
|
if (f->obfrom) {
|
2011-02-16 05:21:33 +11:00
|
|
|
object_t *ob;
|
|
|
|
|
|
|
|
ob = findobbyid(f->pile->owner->pack, f->obfrom);
|
|
|
|
if (ob) {
|
2011-09-01 03:33:35 +10:00
|
|
|
flag_t *f2 = NULL;
|
2011-02-16 05:21:33 +11:00
|
|
|
switch (f->lifetime) {
|
|
|
|
case FROMOBEQUIP:
|
|
|
|
f2 = hasflagval(ob->flags, F_EQUIPCONFER, f->id, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
case FROMOBHOLD:
|
|
|
|
f2 = hasflagval(ob->flags, F_HOLDCONFER, f->id, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
case FROMOBACTIVATE:
|
|
|
|
f2 = hasflagval(ob->flags, F_ACTIVATECONFER, f->id, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (f2) {
|
|
|
|
f2->known = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2011-03-16 15:45:46 +11:00
|
|
|
// player flags which cause a redraw
|
2011-05-27 12:50:59 +10:00
|
|
|
if (flagcausesredraw(f->pile->owner, f->id)) redrawscreenatend = B_TRUE;
|
|
|
|
if (flagcausesstatredraw(f->pile->owner, f->id)) redrawstatatend = B_TRUE;
|
2011-02-01 06:16:13 +11:00
|
|
|
} else if (f->pile->ob) {
|
|
|
|
if (announceobflaggain(f->pile->ob, f)) {
|
|
|
|
f->known = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
if (flagcausesloscalc(f->id)) {
|
|
|
|
cell_t *where = NULL;
|
|
|
|
// everyone who can see this cell recalcs their los
|
|
|
|
where = getflagpilelocation(f->pile);
|
|
|
|
if (where) {
|
|
|
|
lifeform_t *l;
|
|
|
|
for (l = where->map->lf ; l ; l = l->next) {
|
|
|
|
if (haslos(l, where)) {
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
setlosdirty(l);
|
|
|
|
//precalclos(l);
|
2011-08-24 18:15:09 +10:00
|
|
|
if (isplayer(l)) {
|
|
|
|
redrawscreenatend = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-03-22 18:06:28 +11:00
|
|
|
// special effects
|
|
|
|
if (f->pile->owner) {
|
* [+] 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 pct;
|
2011-03-22 18:06:28 +11:00
|
|
|
switch (f->id) {
|
|
|
|
case F_ASLEEP:
|
2011-06-20 13:16:30 +10:00
|
|
|
stopallspellsexcept(f->pile->owner, OT_S_ALARM, OT_NONE);
|
2011-03-22 18:06:28 +11:00
|
|
|
break;
|
|
|
|
case F_NONCORPOREAL:
|
|
|
|
killflagsofid(f->pile->owner->flags, F_BEINGSTONED);
|
|
|
|
break;
|
* [+] 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
|
|
|
case F_RAGE:
|
|
|
|
f->val[0] = f->pile->owner->hp; // remember old maxhp
|
|
|
|
f->val[1] = f->pile->owner->maxhp; // remember old maxhp
|
|
|
|
pct = (float)f->pile->owner->hp / (float)f->pile->owner->maxhp;
|
|
|
|
f->pile->owner->maxhp = (float)f->pile->owner->maxhp * 1.5;
|
|
|
|
f->pile->owner->hp = pct * (float)f->pile->owner->maxhp;
|
|
|
|
break;
|
2011-03-22 18:06:28 +11:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-05-27 12:50:59 +10:00
|
|
|
if ((gamemode == GM_GAMESTARTED) && (redrawscreenatend || redrawstatatend || redolight)) {
|
* [+] 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
|
|
|
if (redolight) {
|
2011-06-09 18:58:35 +10:00
|
|
|
//dblog("CALCINGLIGHT from flag\n");
|
2011-05-27 12:50:59 +10:00
|
|
|
redrawscreenatend = B_TRUE;
|
* [+] 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
|
|
|
calclight(redolight);
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
setlosdirty(player);
|
|
|
|
//precalclos(player);
|
* [+] 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
|
|
|
}
|
2011-06-09 18:58:35 +10:00
|
|
|
//dblog("DRAWINGSCREEN from flag\n");
|
2011-05-27 12:50:59 +10:00
|
|
|
|
|
|
|
if (redrawscreenatend) needredraw = B_TRUE;
|
|
|
|
if (redrawstatatend) statdirty = B_TRUE;
|
2011-02-16 05:21:33 +11:00
|
|
|
drawscreen();
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
return f;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
flagpile_t *addflagpile(lifeform_t *owner, object_t *ob) {
|
2010-12-02 12:17:54 +11:00
|
|
|
flagpile_t *fp;
|
|
|
|
fp = malloc(sizeof(flagpile_t));
|
|
|
|
fp->first = NULL;
|
|
|
|
fp->last = NULL;
|
2011-02-01 06:16:13 +11:00
|
|
|
fp->owner = owner;
|
|
|
|
fp->ob = ob;
|
2011-06-29 18:48:48 +10:00
|
|
|
fp->nitems = 0;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
return fp;
|
|
|
|
}
|
|
|
|
|
2011-08-06 07:34:35 +10:00
|
|
|
void changeflagtext(flag_t *f, char *newtext) {
|
|
|
|
free(f->text);
|
|
|
|
if (newtext) {
|
|
|
|
f->text = strdup(newtext);
|
|
|
|
} else {
|
|
|
|
f->text = strdup("");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-04-01 10:54:44 +11:00
|
|
|
void copyflag(flagpile_t *dst, flagpile_t *src, enum FLAG id) {
|
|
|
|
flag_t *f;
|
|
|
|
for (f = src->first ; f ; f = f->next) {
|
2011-06-29 18:48:48 +10:00
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > id) break;
|
2011-04-01 10:54:44 +11:00
|
|
|
if (f->id == id) {
|
|
|
|
addflag_real(dst, f->id, f->val[0], f->val[1], f->val[2], f->text,
|
|
|
|
f->lifetime, f->known, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
void copyflags(flagpile_t *dst, flagpile_t *src, int lifetime) {
|
|
|
|
flag_t *f;
|
|
|
|
for (f = src->first ; f ; f = f->next) {
|
|
|
|
addflag_real(dst, f->id, f->val[0], f->val[1], f->val[2], f->text,
|
2011-02-16 05:21:33 +11:00
|
|
|
(lifetime == NA) ? f->lifetime : lifetime, f->known, -1);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
* [+] 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 countflags(flagpile_t *fp) {
|
|
|
|
flag_t *f;
|
|
|
|
int count = 0;
|
|
|
|
for (f = fp->first ; f ; f = f->next) {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
|
|
|
|
int flagcausesloscalc(enum FLAG fid) {
|
|
|
|
switch (fid) {
|
2011-09-01 03:33:35 +10:00
|
|
|
case F_ASLEEP:
|
|
|
|
case F_BLIND:
|
2011-08-24 18:15:09 +10:00
|
|
|
case F_BLOCKSVIEW:
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
case F_NIGHTVISRANGEMOD:
|
2011-08-31 06:10:43 +10:00
|
|
|
case F_PRONE:
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
case F_SEEINDARK:
|
2011-09-13 09:52:21 +10:00
|
|
|
case F_AWARENESS:
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
case F_VISRANGE:
|
|
|
|
case F_VISRANGEMOD:
|
2011-08-24 18:15:09 +10:00
|
|
|
return B_TRUE;
|
|
|
|
default: break;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
2011-03-24 16:09:31 +11:00
|
|
|
int flagcausesredraw(lifeform_t *lf, enum FLAG fid) {
|
|
|
|
if (!lf) return B_FALSE;
|
|
|
|
|
|
|
|
if (isplayer(lf)) {
|
|
|
|
// player
|
|
|
|
switch (fid) {
|
* [+] 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
|
|
|
case F_ASLEEP:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_BLIND:
|
|
|
|
case F_DETECTLIFE:
|
|
|
|
case F_DETECTOBS:
|
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
|
|
|
case F_ENHANCESMELL:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_FASTMOVE:
|
2011-10-06 09:08:13 +11:00
|
|
|
case F_FEIGNINGDEATH:
|
2011-04-14 09:44:29 +10:00
|
|
|
case F_HIDING:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_INVISIBLE:
|
* [+] 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
|
|
|
case F_PRODUCESLIGHT:
|
|
|
|
case F_PRONE:
|
* [+] 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
|
|
|
case F_RAGE:
|
2011-08-24 18:15:09 +10:00
|
|
|
case F_SECRET:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_SEEINDARK:
|
|
|
|
case F_SEEINVIS:
|
2011-09-13 09:52:21 +10:00
|
|
|
case F_AWARENESS:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_SPRINTING:
|
|
|
|
case F_SLOWMOVE:
|
|
|
|
return B_TRUE;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else if (haslos(player, lf->cell)) {
|
|
|
|
switch (fid) {
|
* [+] 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
|
|
|
case F_ASLEEP:
|
|
|
|
case F_HIDING:
|
2011-03-24 16:09:31 +11:00
|
|
|
case F_INVISIBLE:
|
* [+] 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
|
|
|
case F_PRODUCESLIGHT:
|
|
|
|
case F_PRONE:
|
2011-03-24 16:09:31 +11:00
|
|
|
return B_TRUE;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// nonplayer
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
* [+] 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 flagcausesstatredraw(lifeform_t *lf, enum FLAG fid) {
|
|
|
|
if (!lf || !isplayer(lf)) return B_FALSE;
|
|
|
|
|
|
|
|
switch (fid) {
|
|
|
|
case F_ASLEEP:
|
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
|
|
|
case F_ATTRMOD:
|
* [+] 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
|
|
|
case F_BLIND:
|
2011-11-03 09:34:15 +11:00
|
|
|
case F_CLIMBING:
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
case F_CONFUSED:
|
- [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
arrow traps)
- [+] simplify monster spellcasting
- [+] don't use any mp
- [+] select power based on monster hit dice only
- [+] monsters should cast spells less often - use f_castchance,
default of 15% chance
- [+] TEST
- [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
- [+] The cockatrice loses consciousness. The cockatrice falls
asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.
- [+] in getchoicestr:
- [+] if !showall, and if it shows a longdesc, then you hit
backspace, longdesc should be cleared.
- [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
cell->room->id == thatid!!
- [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks
- [+] bug: sometimes we have no player start position.
- [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo: ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
- [+] sword of mercy (at <1hp, ko)
- [+] tranq dart
- [+] add sleeptypes
- [+] change all refernces to f_asleep->val[1] (now an enum)
- [+] change "stirs in its slumber" if unconscious
- [+] change all 'fallasleep' calls
- [+] attacking a ko'd enemy with merciful weapon should do nothing.
- [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
killing?
- [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
- [+] implement F_BPNAME, v0=enum bodypart, text = name
- [+] getbodypartname() needs a lf argument.
- [+] once i add this, also make animals have "front legs" instead
of "arms", "paws" rather than "hands" etc.
- [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
- [+] can't wear most armour?
- [+] need f_noarmouron - we HAVE this bp, but can't put armour
on it.
- [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
- [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
|
|
|
case F_DRUNK:
|
* [+] 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
|
|
|
case F_EATING:
|
|
|
|
case F_FASTMOVE:
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
case F_FLYING:
|
2011-10-07 13:38:58 +11:00
|
|
|
case F_GRAVBOOSTED:
|
* [+] 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
|
|
|
case F_HASNEWLEVEL:
|
|
|
|
case F_HIDING:
|
2011-08-31 06:10:43 +10:00
|
|
|
case F_ICESLIDE:
|
* [+] 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
|
|
|
case F_INVISIBLE:
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
case F_LEVITATING:
|
* [+] 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
|
|
|
case F_PARALYZED:
|
|
|
|
case F_POISONED:
|
|
|
|
case F_PRODUCESLIGHT:
|
|
|
|
case F_PRONE:
|
|
|
|
case F_RAGE:
|
|
|
|
case F_SPRINTING:
|
|
|
|
case F_SLOWMOVE:
|
2011-09-15 08:42:54 +10:00
|
|
|
case F_STUNNED:
|
* [+] 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
|
|
|
case F_TRAINING:
|
|
|
|
return B_TRUE;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
flag_t *hasflag(flagpile_t *fp, int id) {
|
2011-03-22 18:06:28 +11:00
|
|
|
return hasflag_real(fp, id, NA, NULL);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
flag_t *hasflagknown(flagpile_t *fp, int id) {
|
2011-03-22 18:06:28 +11:00
|
|
|
return hasflag_real(fp, id, B_TRUE, NULL);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
2011-03-22 18:06:28 +11:00
|
|
|
flag_t *hasflag_real(flagpile_t *fp, int id, int wantknown, flag_t *exception) {
|
2011-06-29 18:48:48 +10:00
|
|
|
flag_t *f,*foundflag = NULL, *searchfrom = NULL;
|
2011-02-01 06:16:13 +11:00
|
|
|
lifeform_t *owner;
|
2011-06-29 18:48:48 +10:00
|
|
|
int pos;
|
|
|
|
int l,r;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
int iter = 0,subiter = 0;
|
2011-06-29 18:48:48 +10:00
|
|
|
int db = B_FALSE;
|
|
|
|
|
2011-09-01 03:33:35 +10:00
|
|
|
owner = fp->owner;
|
|
|
|
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
if (flagdb) db = B_TRUE;
|
|
|
|
|
2011-06-29 18:48:48 +10:00
|
|
|
if (db) dblog("hasflag %d in flagpile with %d entries", id, fp->nitems);
|
|
|
|
// binary search for this flag id.
|
|
|
|
l = 0;
|
|
|
|
r = fp->nitems-1;
|
|
|
|
while (!searchfrom) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" iter#%d: l=%d,r=%d", iter, l, r);
|
2011-06-29 18:48:48 +10:00
|
|
|
if (r < l) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" r < l: not found!");
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
} else if (fp->item[l]->id > id) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" leftid %d > wantid %d. not found!",fp->item[l]->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
} else if (fp->item[r]->id < id) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" rightid %d > wantid %d. not found!",fp->item[r]->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
// half way inbetween l and r
|
|
|
|
pos = ((l+r)/2);
|
|
|
|
f = fp->item[pos];
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" iter#%d: pos=%d. item here is %d (looking for %d)", iter, pos, f->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
|
|
|
|
if (f->id == id) {
|
|
|
|
// go back to first occurence
|
|
|
|
while (f->prev && (f->prev->id == id)) {
|
|
|
|
f = f->prev;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
iter++;
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
|
|
|
searchfrom = f;
|
|
|
|
break;
|
|
|
|
} else if (f->id > id) {
|
|
|
|
// go left
|
|
|
|
r = pos-1;
|
|
|
|
} else {
|
|
|
|
// go right
|
|
|
|
l = pos+1;
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
iter++;
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// now find a valid one
|
|
|
|
f = searchfrom;
|
|
|
|
while (f && (f->id == id)) {
|
|
|
|
int valid = B_TRUE;
|
|
|
|
if (f == exception) valid = B_FALSE;
|
|
|
|
if ((wantknown != NA) && (f->known != wantknown)) valid = B_FALSE;
|
|
|
|
if (owner && (f->lifetime == FROMJOB) && !getjob(owner)) valid = B_FALSE;
|
2011-07-21 11:43:45 +10:00
|
|
|
//if (owner && (f->lifetime == FROMSKILL) && !getskill(owner, xxx)) valid = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-06-29 18:48:48 +10:00
|
|
|
if (valid) {
|
|
|
|
foundflag = f;
|
|
|
|
break;
|
|
|
|
} else {
|
|
|
|
f = f->next;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
subiter++;
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
if (db) dblog("finished - %s - iter=%d, subiter=%d", foundflag ? "found it" : "NOT FOUND",iter,subiter);
|
2011-06-29 18:48:48 +10:00
|
|
|
return foundflag;
|
|
|
|
|
|
|
|
/*
|
2010-12-02 12:17:54 +11:00
|
|
|
for (f = fp->first ; f ; f = f->next) {
|
2011-06-29 18:48:48 +10:00
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > id) break;
|
|
|
|
|
2011-03-22 18:06:28 +11:00
|
|
|
if ((f->id == id) && (f != exception)) {
|
2011-02-01 06:16:13 +11:00
|
|
|
int valid = B_TRUE;
|
|
|
|
if ((wantknown != NA) && (f->known != wantknown)) valid = B_FALSE;
|
|
|
|
if (owner && (f->lifetime == FROMJOB) && !getjob(owner)) {
|
|
|
|
valid = B_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valid) {
|
|
|
|
return f;
|
|
|
|
}
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
2011-06-29 18:48:48 +10:00
|
|
|
*/
|
2010-12-02 12:17:54 +11:00
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
flag_t *hasflagval(flagpile_t *fp, int id, int val1, int val2, int val3, char *text) {
|
2011-02-01 06:16:13 +11:00
|
|
|
return hasflagval_real(fp, id, val1, val2, val3, text, B_FALSE); // doesn't have to be known
|
|
|
|
}
|
|
|
|
|
|
|
|
flag_t *hasflagvalknown(flagpile_t *fp, int id, int val1, int val2, int val3, char *text) {
|
|
|
|
return hasflagval_real(fp, id, val1, val2, val3, text, B_TRUE); // must be known
|
|
|
|
}
|
|
|
|
|
* [+] 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 getcounter(flagpile_t *fp) {
|
|
|
|
flag_t *f;
|
|
|
|
f = hasflag(fp, F_COUNTER);
|
|
|
|
if (f) {
|
|
|
|
return f->val[0];
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
flag_t *hasflagval_real(flagpile_t *fp, int id, int val1, int val2, int val3, char *text, int wantknown) {
|
2011-06-29 18:48:48 +10:00
|
|
|
flag_t *f,*foundflag = NULL, *searchfrom = NULL;
|
2011-02-01 06:16:13 +11:00
|
|
|
lifeform_t *owner;
|
2011-06-29 18:48:48 +10:00
|
|
|
int pos;
|
|
|
|
int l,r;
|
|
|
|
int iter = 0;
|
|
|
|
int db = B_FALSE;
|
2011-09-01 03:33:35 +10:00
|
|
|
owner = fp->owner;
|
2011-06-29 18:48:48 +10:00
|
|
|
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
if (flagdb) db = B_TRUE;
|
|
|
|
|
|
|
|
//if (db) dblog("hasflag %d in flagpile with %d entries", id, fp->nitems);
|
2011-06-29 18:48:48 +10:00
|
|
|
// binary search for this flag id.
|
|
|
|
l = 0;
|
|
|
|
r = fp->nitems-1;
|
|
|
|
while (!searchfrom) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" iter#%d: l=%d,r=%d", iter, l, r);
|
2011-06-29 18:48:48 +10:00
|
|
|
if (r < l) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" r < l: not found!");
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
} else if (fp->item[l]->id > id) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" leftid %d > wantid %d. not found!",fp->item[l]->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
} else if (fp->item[r]->id < id) {
|
|
|
|
// NOT FOUND.
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" rightid %d > wantid %d. not found!",fp->item[r]->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
// half way inbetween l and r
|
|
|
|
pos = ((l+r)/2);
|
|
|
|
f = fp->item[pos];
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
//if (db) dblog(" iter#%d: pos=%d. item here is %d (looking for %d)", iter, pos, f->id, id);
|
2011-06-29 18:48:48 +10:00
|
|
|
|
|
|
|
if (f->id == id) {
|
|
|
|
// go back to first occurence
|
|
|
|
while (f->prev && (f->prev->id == id)) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
iter++;
|
2011-06-29 18:48:48 +10:00
|
|
|
f = f->prev;
|
|
|
|
}
|
|
|
|
searchfrom = f;
|
|
|
|
break;
|
|
|
|
} else if (f->id > id) {
|
|
|
|
// go left
|
|
|
|
r = pos-1;
|
|
|
|
} else {
|
|
|
|
// go right
|
|
|
|
l = pos+1;
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
iter++;
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// now find a valid one
|
|
|
|
f = searchfrom;
|
|
|
|
while (f && (f->id == id)) {
|
|
|
|
if (owner && (f->lifetime == FROMJOB) && !getjob(owner)) {
|
|
|
|
// invalid
|
|
|
|
} else if ( ((val1 == NA) || (f->val[0] == val1)) &&
|
|
|
|
((val2 == NA) || (f->val[1] == val2)) &&
|
|
|
|
((val3 == NA) || (f->val[2] == val3)) &&
|
|
|
|
((text == NULL) || strstr(f->text, text))) {
|
|
|
|
if (!wantknown || f->known) {
|
|
|
|
foundflag = f;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
f = f->next;
|
|
|
|
}
|
|
|
|
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
if (db) dblog("finished - %s - iter=%d", foundflag ? "found it" : "NOT FOUND", iter );
|
2011-06-29 18:48:48 +10:00
|
|
|
return foundflag;
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2010-12-02 12:17:54 +11:00
|
|
|
for (f = fp->first ; f ; f = f->next) {
|
2011-06-29 18:48:48 +10:00
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > id) break;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
if (f->id == id) {
|
2011-02-01 06:16:13 +11:00
|
|
|
if (owner && (f->lifetime == FROMJOB) && !getjob(owner)) {
|
|
|
|
// invalid
|
|
|
|
} else {
|
|
|
|
if ( ((val1 == NA) || (f->val[0] == val1)) &&
|
|
|
|
((val2 == NA) || (f->val[1] == val2)) &&
|
|
|
|
((val3 == NA) || (f->val[2] == val3)) &&
|
|
|
|
((text == NULL) || strstr(f->text, text))) {
|
|
|
|
if (!wantknown || f->known) {
|
|
|
|
return f;
|
|
|
|
}
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return NULL;
|
2011-06-29 18:48:48 +10:00
|
|
|
*/
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
int istransitoryflag(flag_t *f) {
|
|
|
|
if ((f->lifetime >= FROMEXTERNAL_LOW) && (f->lifetime <= FROMEXTERNAL_HIGH)) {
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-03-04 12:22:36 +11:00
|
|
|
// returns true if we did something
|
|
|
|
int killflagsofid(flagpile_t *fp, enum FLAG fid) {
|
2011-02-01 06:16:13 +11:00
|
|
|
flag_t *f,*nextf;
|
2011-03-04 12:22:36 +11:00
|
|
|
int donesomething = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
for (f = fp->first ; f ; f = nextf) {
|
|
|
|
nextf = f->next;
|
2011-06-29 18:48:48 +10:00
|
|
|
|
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > fid) break;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
if (f->id == fid) {
|
|
|
|
killflag(f);
|
2011-03-04 12:22:36 +11:00
|
|
|
donesomething = B_TRUE;
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
}
|
2011-03-04 12:22:36 +11:00
|
|
|
return donesomething;
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
void killflag(flag_t *f) {
|
|
|
|
flag_t *nextone, *lastone;
|
2011-09-15 11:40:26 +10:00
|
|
|
flagpile_t *pile;
|
2011-02-01 06:16:13 +11:00
|
|
|
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
|
|
|
map_t *redolight = NULL;
|
2011-08-24 18:15:09 +10:00
|
|
|
cell_t *redolos = NULL;
|
* [+] 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 redostat = B_FALSE;
|
|
|
|
int redoscreen = B_FALSE;
|
2011-08-18 06:57:43 +10:00
|
|
|
int i,dopleasegod[MAXGODS];
|
|
|
|
|
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
dopleasegod[i] = 0;
|
|
|
|
}
|
* [+] 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
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
lf = f->pile->owner;
|
|
|
|
|
* [+] 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
|
|
|
if (gamemode == GM_GAMESTARTED) {
|
2011-05-27 10:41:34 +10:00
|
|
|
if (f->id == F_PRODUCESLIGHT) {
|
|
|
|
if (lf && lf->cell && (lf->cell->map == player->cell->map)) {
|
|
|
|
// someone stopped producing light
|
|
|
|
redolight = lf->cell->map;
|
* [+] 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
|
|
|
} else if (f->pile->ob) {
|
|
|
|
cell_t *obloc;
|
|
|
|
obloc = getoblocation(f->pile->ob);
|
|
|
|
if (obloc && (obloc->map == player->cell->map)) {
|
2011-05-27 10:41:34 +10:00
|
|
|
// an object stopped producing light
|
* [+] 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
|
|
|
redolight = obloc->map;
|
|
|
|
}
|
|
|
|
}
|
2011-05-27 10:41:34 +10:00
|
|
|
} else if (f->id == F_ASLEEP) {
|
|
|
|
// someone woke up - ie their glyph will turn upsidedown
|
|
|
|
if (lf && (isplayer(lf) || cansee(player, lf))) {
|
|
|
|
redolight = lf->cell->map;
|
|
|
|
}
|
2011-08-18 06:57:43 +10:00
|
|
|
} else if (f->id == F_FLEEFROM) {
|
|
|
|
if (lf && lf->cell) {
|
|
|
|
lifeform_t *fleefrom;
|
|
|
|
fleefrom = findlf(lf->cell->map, f->val[0]);
|
|
|
|
// ie. this lf was fleeing from the player, and
|
|
|
|
// got away.
|
|
|
|
if (isplayer(fleefrom) && !cansee(lf, fleefrom)) {
|
2011-08-24 18:15:09 +10:00
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
if (godlf[i]->race->id == R_GODMERCY) dopleasegod[i] += 5;
|
|
|
|
}
|
2011-08-18 06:57:43 +10:00
|
|
|
}
|
|
|
|
}
|
* [+] 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
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
// flags which cause a redraw
|
* [+] 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
|
|
|
if (flagcausesredraw(f->pile->owner, f->id)) redoscreen = B_TRUE;
|
|
|
|
if (flagcausesstatredraw(f->pile->owner, f->id)) redostat = B_TRUE;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
if (flagcausesloscalc(f->id)) {
|
|
|
|
redolos = getflagpilelocation(f->pile);
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// notify
|
2011-08-24 18:15:09 +10:00
|
|
|
if (gamemode == GM_GAMESTARTED) {
|
2011-04-08 13:18:54 +10:00
|
|
|
if (lf) {
|
|
|
|
// special cases
|
|
|
|
if (f->id == F_FLEEFROM) {
|
|
|
|
// once you recover from fleeing from something,
|
|
|
|
// you don't find it scary for a little while.
|
|
|
|
if (!lfhasflagval(lf, F_NOFLEEFROM, f->val[0], NA, NA, NULL)) {
|
|
|
|
addtempflag(lf->flags, F_NOFLEEFROM, f->val[0], NA, NA, NULL, 10);
|
|
|
|
}
|
* [+] 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
|
|
|
} else if (f->id == F_RAGE) {
|
|
|
|
if (!isdead(lf)) {
|
|
|
|
// restore original maxhp
|
|
|
|
float pct;
|
|
|
|
pct = (float)lf->hp / (float)lf->maxhp;
|
|
|
|
lf->maxhp = f->val[1];
|
|
|
|
lf->hp = pct * (float)lf->maxhp;
|
|
|
|
if (lf->hp < 1) lf->hp = 1;
|
|
|
|
}
|
2011-04-08 13:18:54 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
// announce
|
|
|
|
if (announceflagloss(lf, f)) {
|
2011-03-25 12:23:15 +11:00
|
|
|
// don't include flags which interrupt will kill!
|
|
|
|
switch (f->id) {
|
|
|
|
case F_RUNNING:
|
* [+] 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
|
|
|
case F_TRAINING:
|
2011-03-25 12:23:15 +11:00
|
|
|
case F_AUTOCMD:
|
|
|
|
break;
|
* [+] 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
|
|
|
case F_ASLEEP:
|
|
|
|
if (f->val[2] != NA) { // ie. resting
|
|
|
|
addflag(lf->flags, F_INTERRUPTED, B_TRUE, NA, NA, NULL);
|
|
|
|
}
|
|
|
|
break;
|
2011-03-25 12:23:15 +11:00
|
|
|
default:
|
2011-04-08 13:18:54 +10:00
|
|
|
addflag(lf->flags, F_INTERRUPTED, B_TRUE, NA, NA, NULL);
|
2011-03-25 12:23:15 +11:00
|
|
|
break;
|
|
|
|
}
|
2011-03-04 12:22:36 +11:00
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
} else if (f->pile->ob) {
|
|
|
|
announceobflagloss(f->pile->ob, f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// we will revert to our original form at the end of timeeffectslf().
|
|
|
|
if (lf && (f->id == F_POLYMORPHED)) {
|
2011-04-06 17:27:55 +10:00
|
|
|
if (lfhasflag(lf, F_ORIGRACE)) {
|
|
|
|
lf->polyrevert = B_TRUE;
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
|
|
|
|
// remember the pile so that we can re-index
|
|
|
|
pile = f->pile;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// free mem
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
if (f->text) free(f->text);
|
|
|
|
if (f->altval) {
|
|
|
|
if (f->altval->text) free(f->altval->text);
|
|
|
|
free(f->altval);
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
// remove from list
|
|
|
|
nextone = f->next;
|
|
|
|
if (nextone != NULL) {
|
|
|
|
nextone->prev = f->prev;
|
|
|
|
} else { /* last */
|
|
|
|
f->pile->last = f->prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (f->prev == NULL) {
|
|
|
|
/* first */
|
|
|
|
nextone = f->next;
|
|
|
|
f->pile->first = nextone;
|
|
|
|
free(f);
|
|
|
|
} else {
|
|
|
|
lastone = f->prev;
|
|
|
|
free (lastone->next );
|
|
|
|
lastone->next = nextone;
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-09-15 11:40:26 +10:00
|
|
|
//////////////////////////////////////////
|
|
|
|
// "f" is now gone. don't reference it
|
|
|
|
// anymore!
|
|
|
|
//////////////////////////////////////////
|
|
|
|
f = NULL;
|
|
|
|
|
|
|
|
// re-index the pile
|
|
|
|
updatefpindex(pile);
|
2011-06-29 18:48:48 +10:00
|
|
|
|
* [+] 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
|
|
|
if (gamemode == GM_GAMESTARTED) {
|
2011-08-18 06:57:43 +10:00
|
|
|
for (i = 0; i < ngodlfs; i++) {
|
|
|
|
if (dopleasegod[i]) {
|
|
|
|
pleasegodmaybe(godlf[i]->race->id, dopleasegod[i]);
|
|
|
|
}
|
|
|
|
}
|
2011-08-24 18:15:09 +10:00
|
|
|
if (redolos) {
|
2011-08-31 06:10:43 +10:00
|
|
|
// - if this was a lf's flag, they recalc their los.
|
|
|
|
// - if it was an object flag, then everyone who can see
|
|
|
|
// its cell recalcs their los.
|
2011-09-15 11:40:26 +10:00
|
|
|
if (lf) {
|
|
|
|
setlosdirty(lf);
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
//precalclos(f->pile->owner);
|
2011-09-15 11:40:26 +10:00
|
|
|
if (isplayer(lf)) redoscreen = B_TRUE;
|
2011-08-31 06:10:43 +10:00
|
|
|
} else {
|
|
|
|
// everyone who can see this cell recalcs their los
|
|
|
|
lifeform_t *l;
|
|
|
|
for (l = redolos->map->lf ; l ; l = l->next) {
|
|
|
|
if (haslos(l, redolos)) {
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
setlosdirty(l);
|
|
|
|
//precalclos(l);
|
2011-08-31 06:10:43 +10:00
|
|
|
if (isplayer(l)) redoscreen = B_TRUE;
|
|
|
|
}
|
2011-08-24 18:15:09 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
* [+] 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
|
|
|
if (redolight) {
|
|
|
|
calclight(redolight);
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
setlosdirty(player);
|
|
|
|
//precalclos(player);
|
2011-08-24 18:15:09 +10:00
|
|
|
needredraw = B_TRUE;
|
* [+] 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
|
|
|
}
|
2011-08-24 18:15:09 +10:00
|
|
|
if (redoscreen) {
|
* [+] 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
|
|
|
needredraw = B_TRUE;
|
|
|
|
}
|
|
|
|
if (redostat) {
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
}
|
2011-08-24 18:15:09 +10:00
|
|
|
if (statdirty || needredraw ) {
|
* [+] 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
|
|
|
drawscreen();
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
void killflagpile(flagpile_t *fp) {
|
|
|
|
while (fp->first) {
|
|
|
|
killflag(fp->first);
|
|
|
|
}
|
|
|
|
free(fp);
|
|
|
|
}
|
|
|
|
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
int killtransitoryflags(flagpile_t *fp, enum FLAG fid) {
|
|
|
|
flag_t *f,*nextf;
|
|
|
|
int nkilled = 0;
|
|
|
|
for (f = fp->first ; f ; f = nextf) {
|
|
|
|
nextf = f->next;
|
|
|
|
|
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > fid) break;
|
|
|
|
|
|
|
|
if (istransitoryflag(f) && (f->id == fid)) {
|
|
|
|
killflag(f);
|
|
|
|
nkilled++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nkilled;
|
|
|
|
}
|
|
|
|
|
|
|
|
int killtransitoryflagvals(flagpile_t *fp, enum FLAG fid, int val1, int val2, int val3, char *text) {
|
|
|
|
flag_t *f, *nextf;
|
|
|
|
int nkilled = 0;
|
|
|
|
for (f = fp->first ; f ; f = nextf) {
|
|
|
|
nextf = f->next;
|
|
|
|
|
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > fid) break;
|
|
|
|
|
|
|
|
if (istransitoryflag(f) && (f->id == fid)) {
|
|
|
|
if ( ((val1 == NA) || (f->val[0] == val1)) &&
|
|
|
|
((val2 == NA) || (f->val[1] == val2)) &&
|
|
|
|
((val3 == NA) || (f->val[2] == val3)) &&
|
|
|
|
((text == NULL) || strstr(f->text, text))) {
|
|
|
|
killflag(f);
|
|
|
|
nkilled++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return nkilled;
|
|
|
|
}
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
void timeeffectsflag(flag_t *f, int howlong) {
|
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
|
|
|
// special case:
|
|
|
|
if (f->id == F_TRAIL) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
if ((f->lifetime != PERMENANT) && (f->lifetime > 0)) {
|
* [+] 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
|
|
|
// special case - fast metabolism speeds up poison too.
|
|
|
|
if (f->id == F_POISONED) {
|
|
|
|
int multiplier;
|
|
|
|
sumflags(f->pile, F_FASTMETAB, &multiplier, NULL, NULL);
|
|
|
|
if (multiplier > 0) {
|
|
|
|
howlong *= multiplier;
|
|
|
|
}
|
- [+] 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
|
|
|
} else if ((f->id == F_INJURY) && hasflag(f->pile, F_ASLEEP)) {
|
|
|
|
howlong *= 3;
|
* [+] 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
|
|
|
}
|
- [+] 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
|
|
|
|
* [+] 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
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
f->lifetime -= howlong;
|
* [+] 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
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
if (f->lifetime <= 0) {
|
|
|
|
killflag(f);
|
|
|
|
return;
|
|
|
|
} else if (f->lifetime == 5) {
|
|
|
|
// warn about certain flags......
|
|
|
|
if (isplayer(f->pile->owner)) {
|
|
|
|
switch (f->id) {
|
|
|
|
case F_CANWILL:
|
|
|
|
switch (f->val[0]) {
|
|
|
|
case OT_A_JUMP:
|
|
|
|
warn("Your ability to jump is starting to run out...");;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case F_DTIMMUNE:
|
|
|
|
warn("Your %s immunity is starting to run out...", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_DTRESIST:
|
|
|
|
warn("Your %s resistance is starting to run out...", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_DTVULN:
|
|
|
|
warn("You feel a little less vulnerable to %s...", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_MAGSHIELD:
|
|
|
|
warn("Your magnetic shield is weakening...");
|
|
|
|
break;
|
|
|
|
case F_POLYMORPHED:
|
|
|
|
warn("You are starting to revert to your original form...");
|
|
|
|
break;
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
case F_LEVITATING:
|
|
|
|
warn("Your levitation is starting to expire...");
|
|
|
|
break;
|
|
|
|
case F_FLYING:
|
|
|
|
warn("Your ability to fly is starting to expire...");
|
|
|
|
break;
|
2011-02-01 06:16:13 +11:00
|
|
|
default: // no message
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2011-02-16 05:21:33 +11:00
|
|
|
} else if (f->lifetime == 2) {
|
|
|
|
if (isplayer(f->pile->owner)) {
|
|
|
|
switch (f->id) {
|
|
|
|
case F_NONCORPOREAL:
|
|
|
|
warn("You feel your body solidifying...");
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
} else if (f->lifetime == 1) {
|
|
|
|
// warn about certain flags......
|
|
|
|
if (isplayer(f->pile->owner)) {
|
|
|
|
switch (f->id) {
|
|
|
|
case F_CANWILL:
|
|
|
|
switch (f->val[0]) {
|
|
|
|
case OT_A_JUMP:
|
|
|
|
warn("Your ability to jump is about to expire!");;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case F_DTIMMUNE:
|
|
|
|
warn("Your %s immunity is about to expire!", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_DTRESIST:
|
|
|
|
warn("Your %s resistance is about to expire!", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_DTVULN:
|
|
|
|
warn("You feel a little less vulnerable to %s...", getdamname(f->val[0]));
|
|
|
|
break;
|
|
|
|
case F_MAGSHIELD:
|
|
|
|
warn("Your magnetic shield is about to expire!");
|
|
|
|
break;
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
case F_LEVITATING:
|
|
|
|
warn("Your levitation is about to expire!");
|
|
|
|
break;
|
2011-02-01 06:16:13 +11:00
|
|
|
case F_POLYMORPHED:
|
|
|
|
warn("You are about to revert to your original form!");
|
|
|
|
break;
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
case F_FLYING:
|
|
|
|
warn("Your ability to fly is about to expire!");
|
|
|
|
break;
|
2011-02-01 06:16:13 +11:00
|
|
|
default: // no message
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-03-22 18:06:28 +11:00
|
|
|
|
|
|
|
if (f->id == F_BEINGSTONED) {
|
|
|
|
f->val[0]--;
|
|
|
|
if (f->val[0] == 0) {
|
|
|
|
if (!stone(f->pile->owner)) {
|
|
|
|
// lf turned to stone!
|
|
|
|
return;
|
|
|
|
} else {
|
|
|
|
// stoning failed. stop being stoned.
|
|
|
|
killflag(f);
|
2011-04-01 10:54:44 +11:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (f->id == F_WET) {
|
|
|
|
f->val[1]--;
|
|
|
|
if (f->val[1] <= 0) {
|
|
|
|
f->val[0]--;
|
|
|
|
if (f->val[0] <= W_DRY) {
|
|
|
|
killflag(f);
|
|
|
|
return;
|
|
|
|
} else {
|
|
|
|
// reset timer
|
2011-08-25 09:48:29 +10:00
|
|
|
f->val[1] = TM_WETTIME;
|
2011-04-01 10:54:44 +11:00
|
|
|
// TODO: announce
|
2011-03-22 18:06:28 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
cell_t *getflagpilelocation(flagpile_t *fp) {
|
|
|
|
cell_t *where = NULL;
|
|
|
|
// everyone who can see this cell recalcs their los
|
|
|
|
if (fp->owner) {
|
|
|
|
where = fp->owner->cell;
|
|
|
|
} else if (fp->ob) {
|
|
|
|
where = getoblocation(fp->ob);
|
|
|
|
}
|
|
|
|
return where;
|
|
|
|
}
|
|
|
|
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
// populates retflag & nretflags with matching flags
|
2011-08-24 18:15:09 +10:00
|
|
|
int getflags(flagpile_t *fp, flag_t **retflag, int *nretflags, ... ) {
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
va_list flags;
|
|
|
|
enum FLAG wantflag[MAXCANDIDATES];
|
|
|
|
int nwantflags,i;
|
|
|
|
flag_t *f;
|
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
va_start(flags, nretflags);
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
nwantflags = 0;
|
|
|
|
wantflag[nwantflags] = va_arg(flags, enum FLAG);
|
|
|
|
while (wantflag[nwantflags] != F_NONE) {
|
|
|
|
nwantflags++;
|
|
|
|
wantflag[nwantflags] = va_arg(flags, enum FLAG);
|
|
|
|
}
|
|
|
|
va_end(flags);
|
|
|
|
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
assert(nwantflags < MAXCANDIDATES);
|
|
|
|
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
// now populate retflag[] with matches flags
|
2011-08-24 18:15:09 +10:00
|
|
|
*nretflags = 0;
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
for (i = 0; i < nwantflags; i++) {
|
|
|
|
f = hasflag(fp, wantflag[i]);
|
|
|
|
while (f && (f->id == wantflag[i])) {
|
2011-08-24 18:15:09 +10:00
|
|
|
retflag[(*nretflags)++] = f;
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
f = f->next;
|
|
|
|
}
|
|
|
|
}
|
2011-08-24 18:15:09 +10:00
|
|
|
return *nretflags;
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
}
|
|
|
|
|
* [+] 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 modcounter(flagpile_t *fp, int amt) {
|
|
|
|
flag_t *f;
|
|
|
|
f = hasflag(fp, F_COUNTER);
|
|
|
|
if (f) {
|
|
|
|
f->val[0] += amt;
|
|
|
|
} else {
|
|
|
|
f = addflag(fp, F_COUNTER, amt, NA, NA, NULL);
|
|
|
|
}
|
|
|
|
return f->val[0];
|
|
|
|
}
|
|
|
|
|
2011-08-25 19:14:46 +10:00
|
|
|
flag_t *modflag(flagpile_t *fp, enum FLAG fid, int val1, int val2, int val3, char *text) {
|
|
|
|
flag_t *f;
|
|
|
|
f = hasflag(fp, fid);
|
|
|
|
if (!f) {
|
|
|
|
return addflag(fp, fid, val1, val1, val3, text);
|
|
|
|
}
|
|
|
|
// make sure there is only one!
|
|
|
|
if (f->next && (f->next->id == fid)) {
|
|
|
|
if (gamemode == GM_GAMESTARTED) msg("WARNING: modflag() found multiple flag instances");
|
|
|
|
dblog("WARNING: modflag() found multiple flag instances (fid=%d)", (int)fid);
|
|
|
|
}
|
|
|
|
if (val1 != NA) f->val[0] = val1;
|
|
|
|
if (val2 != NA) f->val[1] = val2;
|
|
|
|
if (val3 != NA) f->val[2] = val3;
|
|
|
|
if (text) {
|
|
|
|
free(f->text);
|
|
|
|
f->text = strdup(text);
|
|
|
|
}
|
|
|
|
return f;
|
|
|
|
}
|
* [+] 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
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
void sumflags(flagpile_t *fp, int id, int *val0, int *val1, int *val2) {
|
|
|
|
flag_t *f;
|
|
|
|
if (val0) *val0 = 0;
|
|
|
|
if (val1) *val1 = 0;
|
|
|
|
if (val2) *val2 = 0;
|
|
|
|
for (f = fp->first ; f ; f = f->next) {
|
2011-06-29 18:48:48 +10:00
|
|
|
// gone past the requrested id's number - ie. it's not there.
|
|
|
|
if (f->id > id) break;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
if (f->id == id) {
|
|
|
|
if (val0) *val0 = *val0 + f->val[0];
|
|
|
|
if (val1) *val1 = *val1 + f->val[1];
|
|
|
|
if (val2) *val2 = *val2 + f->val[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void timeeffectsflags(flagpile_t *fp) {
|
|
|
|
flag_t *f,*nextf;
|
|
|
|
for (f = fp->first ; f ; f = nextf) {
|
|
|
|
nextf = f->next;
|
2011-03-24 16:09:31 +11:00
|
|
|
timeeffectsflag(f, 1);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-06-29 18:48:48 +10:00
|
|
|
// generate an index
|
|
|
|
void updatefpindex(flagpile_t *fp) {
|
|
|
|
flag_t *f;
|
|
|
|
fp->nitems = 0;
|
|
|
|
for (f = fp->first ;f ; f = f->next) {
|
|
|
|
fp->item[fp->nitems] = f;
|
|
|
|
fp->nitems++;
|
|
|
|
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|