nexus/io.h

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2010-12-02 12:17:54 +11:00
#include <ncurses.h>
#include "defs.h"
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
choice_t *addchoice(prompt_t *p, char ch, char *text, char *desc, void *data, char *longdesc);
2011-02-01 06:16:13 +11:00
void addheading(prompt_t *p, char *text);
void addmsghist(char *text);
void addpromptq(prompt_t *p, char *q);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
void anim(cell_t *src, cell_t *dst, char ch, int colour);
void animline(cell_t *src, cell_t *dst, int gradual, char ch, char ch2, int colour);
2011-05-20 06:30:58 +10:00
void animcells(cell_t *src, cell_t **dst, int ndst, int gradual, char ch, char ch2, int colour);
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
//void animradial(cell_t *src, int radius, int ch, int colour);
void animradial(cell_t *src, int radius, int ch, int colour, int dirtype, char *text, char *noseetext);
* [+] 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
void animsky(cell_t *src, char ch, int colour);
2011-02-01 06:16:13 +11:00
//void announceob(enum OBTYPE oid);
2011-05-20 06:30:58 +10:00
void announcearrival(lifeform_t *lf, map_t *newmap);
2011-02-01 06:16:13 +11:00
int announceflaggain(lifeform_t *lf, flag_t *f);
2011-03-04 12:22:36 +11:00
int announceflagloss(lifeform_t *lf, flag_t *f);
2011-02-01 06:16:13 +11:00
int announceobflaggain(object_t *o, flag_t *f);
void announceobflagloss(object_t *o, flag_t *f);
- [+] 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
int confirm_badfeeling(object_t *o);
int confirm_injury_action(enum BODYPART bp, enum DAMTYPE dt, char *actionname);
- [+] bug: wrapprint() needs to cope with long lines which wrap!!! - [+] in progress... - [+] currently hanging - fixed. - [+] once done, make it not add spaces - [+] add spaces manually in showlfstats. - [+] once done, change all code to use wrapprint instead of textwithcol - [+] still an issue - everything in my inventory is coming up bold! - [+] missing the last word again.... - [+] remove requirement that you have to be able to pick up an object to eat it * [+] make ninja weapons be "exotic" or ninjitsu - [+] ghost missing melee attacks - [+] make oil lamps last HEAPS longer too - [+] @ should include weapon bonuses for skill/str - [+] "headless bones" when you kill a skeleton?? - [+] allow for change of verb instead of always using "Killed by xxx" - [+] only call maketried() for the player - [+] don't show 'really attack the peaceful something' if you can't see it! - [+] vault: suply closet - [+] 1 sq room with tools - [+] why is hecta's pain hitting the player? - [+] make it so you can only Offer to gods you ahve prayeed to? - [+] recalc light on: - [+] darkness/light spells - [+] eye destroyed - [+] prevent tumble/jump while grabbed - [+] prompt to drop when wearing new armour - [+] canine tracking should be a potion, not a scroll - [+] some '?' help commands not working. - [+] add f_critprotection to armour - [+] crash when tumbling into an lf - [+] incrase cellknown time when no cartography skill - [+] change disarm and trip into abilities: - [+] disarm - [+] trip - [+] ninja - [+] skills: - [+] athletics (enouhg to tumble) - [+] throwing - [+] unarmed - [+] long blades - [+] stealth - [+] objects: - [+] smoke bombs - [+] shuriken - another missle. higher dam than darts. - [+] how will this be different from the rogue class??? - [+] disarm - [+] trip. maybe make trip polearms confer this ability? - [+] flip .
2011-10-19 10:08:14 +11:00
lifeform_t *askgod(char *prompt, int onlyprayed);
- [+] dancing weapons should injerit object's size. - [+] animals shouldn't be smart enough to avoid sharp objects on the grond. - [+] make all animals have wisdom = LOW - [+] make most undead have wisdom = VLOW - [+] make most undead have CHA = EXLOW - [+] warn if races are missing any STARTATTs - [+] warn if races have duplice sTARTATTS - [+] reduce unyon hit points - [+] drop monster hitdice sides to 6 - [+] change goblin colours - [+] replace quickblade with uchigatana. dael 7-8 damage. very rare. - [ ] apply correct rarity to weapons - [+] balance katana now that i've modified blades! - [+] and add wakazashi. - [+] add altdam bash to most swords - [+] add f->text to altdam - [+] add "noobstext" to askobject() - [+] why did ninja start with 0 mp ? - [+] if you read a manual for a skill yo ucan't learn, have some kind of message to say it didnt work - [+] map shouldn't be magical - [+] cloth should 'heat up' (it just catches on fire) - [+] give A_FIT to all mosnters, for stamina when we polymorph into them! - [+] fix bug where celldangerous() fails on a lifeform's own cell - [+] reflexive dodging should also dodge dangerous objects which appear on top of you! - [+] do this in startlfturn(), before other effects! - [+] air spell - refraction - boosts EV - [+] move jolt to L2 - [+] don't announce initial damage taking object from perfect to battered. - [+] propel missile - [+] doesnt anger lumara - [+] for monsters: aispellok true if we have an OC_MISISLE which we're strong enough to able to throw. - [+] minrange 2
2012-03-20 21:26:33 +11:00
object_t *askobject(obpile_t *op, char *title, char *noobtext, int *count, char action, long opts);
object_t *askobjectwithflag(obpile_t *op, char *title, char *noobtext,int *count, char action, long opts, enum FLAG withflag);
object_t *doaskobject(obpile_t *op, char *prompt, char *noobtext, int *count, int showlong, int forpickup, int showpoints, char action, object_t *sellshop, int wantmaterial, long opts, ...);
2011-03-10 16:47:18 +11:00
int askobjectmulti(obpile_t *op, char *prompt, long opts);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
char askchar(char *prompt, char *validchars, char *def, int showchars, int maycancel);
cell_t *askcoords(char *prompt, char *subprompt, int targettype, lifeform_t *srclf, int maxrange, enum LOFTYPE loftype, int wanttrail);
- [+] dancing weapons should injerit object's size. - [+] animals shouldn't be smart enough to avoid sharp objects on the grond. - [+] make all animals have wisdom = LOW - [+] make most undead have wisdom = VLOW - [+] make most undead have CHA = EXLOW - [+] warn if races are missing any STARTATTs - [+] warn if races have duplice sTARTATTS - [+] reduce unyon hit points - [+] drop monster hitdice sides to 6 - [+] change goblin colours - [+] replace quickblade with uchigatana. dael 7-8 damage. very rare. - [ ] apply correct rarity to weapons - [+] balance katana now that i've modified blades! - [+] and add wakazashi. - [+] add altdam bash to most swords - [+] add f->text to altdam - [+] add "noobstext" to askobject() - [+] why did ninja start with 0 mp ? - [+] if you read a manual for a skill yo ucan't learn, have some kind of message to say it didnt work - [+] map shouldn't be magical - [+] cloth should 'heat up' (it just catches on fire) - [+] give A_FIT to all mosnters, for stamina when we polymorph into them! - [+] fix bug where celldangerous() fails on a lifeform's own cell - [+] reflexive dodging should also dodge dangerous objects which appear on top of you! - [+] do this in startlfturn(), before other effects! - [+] air spell - refraction - boosts EV - [+] move jolt to L2 - [+] don't announce initial damage taking object from perfect to battered. - [+] propel missile - [+] doesnt anger lumara - [+] for monsters: aispellok true if we have an OC_MISISLE which we're strong enough to able to throw. - [+] minrange 2
2012-03-20 21:26:33 +11:00
cell_t *real_askcoords(char *prompt, char *subprompt, int targettype, lifeform_t *srclf, int minrange, int maxrange, enum LOFTYPE loftype, int wanttrail, cell_t **spectarg, int nspectargs);
2011-02-01 06:16:13 +11:00
char *askstring(char *prompt, char punc, char *retbuf, int retbuflen, char *def);
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
vault_t *askvault(char *prompttext);
void centre(WINDOW *win, enum COLOUR col, int y, char *format, ... );
- [+] chance to resist knockback? - [+] "%s staggers backwards, but stands its ground." - [+] every size over human gives 10% chance to avoid. - [+] monster jobs - [+] demonologist - can summon demons - [+] shaman - summon animals - [+] bezerker - can use rage - [+] necromancer - [+] add f_startjobs to monsters - [+] in makedesc_race, combine skills up until screen width. ie: - [+] Novice Listen, Novice CLimbing - [+] Also combine abilities, ie: - [+] Ability: jump - [+] Ability: xxx - [+] becomes: - [+] Abilities: jump, xxx - [+] more psionic spells! - [+] psionic blast ? daels direct damage to intelligent creatures ( 1 to iq/10 ) - [+] anticipate action: next xxx attacks from target lf against lf always miss - [+] "you easily dodge %s%s attack." - [+] fire should spread on carpetted floors? how to stop it spreading to the whole dungeon ? - [+] implement - [+] test - [+] new poison type: - [+] migraine. sound causes pain (1 per volume?). light spells cause pain too. - [+] can get this from food too. (instead of gastro ?) - [+] mental spell to give a migraine - "brainache" - [+] eating raw meat can give you migraine, or gastro. - [+] make makedesc_race take player lore skills into account - [+] in describerace(), make title be: - [+] Race::glowbug (beginner level knowledge) - [+] LORE LEVELS: - [+] NOVICE: common knowledge - [+] breaths water - [+] BEGINNER: only known if you've studied it a bit - [+] nocturnal, damage resistances/vulns - [+] silentmove - [+] stability - [+] ADEPT: - [+] only know it if you've studied it a LOT - [+] wantsobs - [+] spells - [+] morale - [+] eating habits - [+] when attacking something which is immune to your weapon, warn you. - [+] (if your lorelev >= beginner) - [+] change io.c to use command_t table - [+] when selecting your starting weapon, show damage and accuracy - [+] scourge gains nullify at high levels - [+] bug: ur-gnats not flying - [+] had f_nospells AND f_canwill flight - [+] made f_nospells not affect F_CANWILL, just F_CANCAST - [+] shouldn't be able to cook firebug corpses - [+] fire shoudl make crackling noises - [+] nullify should anger god of magic, and not upset god of battle - [+] nullify shouldn't affect natural flight fof birds - [+] shouldn't remember your surroundings while raging - [+] lfs shouldn't flee from themselves! - [+] change attackverb for touch attacks. - [+] eyebat gaze - [+] "your pair of sunglasses protects you" - [+] but the spellcast is never announced! - [+] fixed. - [+] stun() should make lf lose concentration - [+] fix a few logic errors in gaze protection code. - [+] when i go up level as a scourge, I'm getting "You have gained the ability 'Nullify' (job perk)." - [+] i should be getting You have gained the ability 'Nullify VII' (job perk). - [+] why isn't 'hte power appearing - [+] also when i start typing nullify, it says "It is too powerful for you to cast" - [+] because levabil isn't keeping pw:xxx text - [+] BUG in LEVABIL.
2012-02-28 22:02:02 +11:00
enum COMMAND chartocmd(char ch);
2010-12-02 12:17:54 +11:00
int chartodir(char ch);
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
char checkforkey(void);
2011-02-01 06:16:13 +11:00
int cleanupgfx(void);
2010-12-02 12:17:54 +11:00
void clearmsg(void);
2011-02-01 06:16:13 +11:00
void real_clearmsg(int force);
void clearretobs(void);
void cls(void);
int contains(enum OBCLASS *array, int nargs, enum OBCLASS want);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
void describegod(lifeform_t *god);
void describejob(enum JOB jid);
2010-12-02 12:17:54 +11:00
void describeob(object_t *o);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
void describerace(enum RACE rid);
void describeskill(enum SKILL skid, enum SKILLLEVEL levhilite);
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
void describespell(objecttype_t *ot);
2011-02-01 06:16:13 +11:00
void doattackcell(char dirch);
void doclose(void);
void docomms(lifeform_t *target);
- [+] don't place draininge grates on low floor!! - [+] gate spell should always take you to a location wihtout water!! - [+] enhance speak with dead spell (SPEAKDEAD) - [+] may ask "how did you die" plus one of the below: - [+] tell me about the area - [+] mark stairs on the map - [+] mark shops on the map - [+] tell about very rare objects - [+] tell me about nearby dangers - [+] tell about odd monsters - [+] tell about traps - [+] test - [+] let you ask peaceful lfs about the surroundings too - [+] move code into io.c "askaboutarea(char *who)" - [+] test - [+] the first time you ask someone for info, randomly determine whether they know about: - [+] stairs (high chance) - [+] shops (medium chance) - [+] traps (low chance) - [+] areacomms_danger should include out of depth monsters - need isoutofdepth(lf) - [+] room floors should take the entry type from the habitat, NOT just use ct_room!!!! - [+] sometimes generate fixed SEWER regionthings - [+] done - [+] BUG: canT enter goblin caves again!!!! - [+] getting "ERROR - can't find opposite end of stairs/portal!" - [+] FAILED to link stiars: 'tunnel leading up' - [+] make maps direct you to regionthings. - [+] region things need unique IDs !!! - [+] change F_MAPTO - [+] v0 = src region id - [+] v1 = src depth - [+] v2 = regionthing with whatkind = RT_REGIONLINK - [+] when generating map objects, fill in a random branch entry - [+] fix getobname code for unknown maps. - [+] TEST - [+] with "map to the goblin caves" - [+] with "map" - [+] with "map to" - [+] use "the goblin caves are to the north", not "is to the north" - [+] is - [+] isn't - [+] test reading a map when on the wrong branch - [+] test reading a map when on the wrong level - [+] test reading a map when on the right level - [+] move staircase generation to END of map create - [+] finalisemap() - [+] countobswithflagval(obpile, flagid, val0...) - [+] countmapobswithflagval(map, flagid, v0...) - [+] jimbo's map should lead you to one of the major branches. - [+] crit pos shouldn't be higher than you can reach! - [+] same size or bigger = can reach anything - [+] 1 size smaller = you can't reach the head - [+] 2 sizes smaller = can't reach head or hands - [+] 3 sizes smaller = can't reach head, hands or body - [+] jimbo's room should contain all the staircases - [+] make you have to pass a speech check before people will tell you about the area - [+] bug in recruitment skillchecks - using wrong attribute, and too easy. - [+] rename dwarf to delver - [+] somtimes say "dons" instead of "puts on"
2012-01-05 02:54:28 +11:00
void docomms_areainfo(char *who, flagpile_t *fp, lifeform_t *lf);
void docomms_areadangers(char *who, flagpile_t *fp, lifeform_t *lf);
void dodrop(obpile_t *op, int wantmulti, obpile_t *dst);
2011-02-01 06:16:13 +11:00
void doeat(obpile_t *op);
void doenter(lifeform_t *lf);
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
void doexplain(char *question);
2011-02-01 06:16:13 +11:00
void dofinaloblist(obpile_t *op);
void dofire(void);
- [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!! - [+] blink should go to random place within lof, not los - [+] sunglasses shuld reduce nightvis range, not visrange * [+] since jolt needs adjacency, make it more powerful - [+] use colours for spell descriptions - [+] replace 'call wind' with 'zephyr' * [+] add vault commonality. - [+] add more common vaults - roundabout etc * [+] change "addmonster" to take a string arg instrad of RACEID - [+] pouring cursed water on blessed scroll didn't work..... - [+] append "...god of xxx" to rc_god lifeforms - [+] try to attack with f_pain -> INFINITE LOOP. - [+] ARMOURPIERCE shouldn't hurt armour - [+] ghast touchparalyze attack isn't working. * [+] bug: when praying to gods, ones not in heaven aren't listed. - [+] when a god apepars..."Hecta appears" x2 - [+] attacking fleeing lf should count as a backstab (if you have the skill) * [+] "nothing happens" during god spell effects * [+] allow hunger to work on monsters - [+] pressing 'a' on @Magic has weird results. - [+] bug: got a gift form yumi during combat???? what for? healing? initial vampire implementation initial god implementation - [+] they all start off in "heaven" map. - [+] gods ahve f_piety. starts at 0 - [+] keep track of piety with each god. starts at 0 for each one. * [+] let planeshift take you to heaven (for debugging) * [+] everyone has 'pray' ability. - [+] modpiety(rid, amt) * [+] piety vals * [+] when you pray - [+] isangry(god) - ie is piety < 0 * [+] if you pray when god is angry, bad! * [+] once piety gets over 200 or so, praying might give you a gift. * [+] god_appears(lifeform_t *victim) - [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per turn). - [+] regain through doing actions ... in progress - [+] lose through doing actions only if you have prayed to this god before (angergodmaybe) - [+] special: gods don't need LOS to cast spells. - [+] gods planeshift away if not doing anything else. * [+] @g to see your piety levels for each god - [+] ?g for help on gods - [+] IN general: - [+] prey = oneoff effect - [+] gift = ongoing * [+] makeangry() vs modpiety * [+] Yumi - fem,mercy/healing - if you die within the first few turns! Hecta - partial Avamon - partial
2011-08-04 04:43:05 +10:00
void dohelp(char helpmode);
2010-12-02 12:17:54 +11:00
void doinventory(obpile_t *op);
2010-12-07 18:34:26 +11:00
void doknowledgelist(void);
void dolook(cell_t *where, int onpurpose);
2011-02-01 06:16:13 +11:00
void domagic(enum OBTYPE spellid, int cellx, int celly);
2011-03-16 15:45:46 +11:00
void domemmagic(void);
2011-02-01 06:16:13 +11:00
void domsghist(void);
- [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold
2011-09-15 08:42:54 +10:00
void dooffer(void);
2011-02-01 06:16:13 +11:00
void dooperate(obpile_t *op);
- [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails?
2012-01-03 12:21:22 +11:00
void dooptions(void);
* [+] 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 dopickup(obpile_t *op, int forceask);
2011-02-01 06:16:13 +11:00
void donextguntarget(void);
void dopour(obpile_t *op);
void doquit(void);
2010-12-07 18:34:26 +11:00
void doquaff(obpile_t *op);
void doread(obpile_t *op);
2011-02-01 06:16:13 +11:00
void dorest(void);
* [+] 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 doselguntarget(void);
2011-02-01 06:16:13 +11:00
void dostairs(int dir);
2010-12-07 18:34:26 +11:00
int dotakeoff(obpile_t *op);
- [+] replace "fireplace" with "brazier" - [+] make non-lethal kills (ie. knockouts) display in grey rather than green - [+] ability: merciful fighting? always does bashing damage, always ko. - [+] done - [+] Chatting to gods shouldn't work - [+] bug: when running with shift+dir, i'm running past corridors. - [+] when announcing skill gains, say if they are from a level. - [+] set lifetime to FROMJOB when giving them. - [+] if lifetime = FROMJOB, ""you can now use the ability 'xxx' (warrior skill)" - [+] grenade/c4 explosions should be able to damage cells! - [+] change grenades to have bigger radius (dtorth 1) - [+] automatically call "fireat" for grenades - [+] impement this - [+] make the timer shorter! - [+] add extra checks to stop monsters from attacking allies - [+] replace "insane"monster behaviour with F_TERRITORIAL v0=range. - [+] will atatck anything else visible within range xxx - [+] grave sprite should be able to see in the dark - [+] instead of saying "An orc [drunk]", change getlfname to return "a drunken orc" etc - [+] when you throw an object at someone in a wall, it should fall onto the ground in front, NOT the wall itself! - [+] show how MUCH high/low str/agi will affect weapon damage/accuracy - [+] different shoddy/masterwork text based on weapon types - [+] bug: monsters never bleed from injuries! - [+] another bug in getavgdam - negative accuracy returns negative damage since we modify damage by accuracy! - [+] within this function, limit accuracy to range 0-100 - [+] bug with options - opt->id never being initialised! - [+] don't apply "behaviours" to anythuing other than humanoids. - [+] increase missile accuracy if you are above your target - [+] (ie you are flying higher them them) - [+] getflightsizemod()
2012-01-18 07:46:23 +11:00
int dothrow(obpile_t *op, object_t *o);
2010-12-07 18:34:26 +11:00
int dowear(obpile_t *op);
int doweild(obpile_t *op);
2011-03-11 12:25:38 +11:00
int downline(int *y, int h, char *heading, char *subheading, char *bottomstring, char *cmdchars, char *retchar);
- [+] ob1() macros - [+] healing potions should heal even "permenant" injuries - [+] potions/spells - [+] summon decoy (chicken horde) spell - "friends!" - [+] potion of spider climb (arachnid adhesion) - [+] gloves of the spider - [+] F_startobwepskill sk_shortblades etc - [+] change mosnter starting weapons to be based on wepsk, not specific named weapons - [+] make wrapprint cope properly with 0 length strings - [+] fix io.c showlfstats layout - [+] fountains of xp should always dry up after one use! - [+] plants shouldn't leave footprints! - [+] fix overcomplicated code in updateknowncells - [+] you always "see" allies following you down/up stairs, even if they are behind you. - [+] remove dtresist slash from skeletons - their bone skin reduces this already. - [+] leave dtresist pierce because it's hard to hit them. - [+] confirm gold amount when donating to shops - [+] increase piety by half of any gold donated to temples - [+] move hp, mp, sp to same line as target, and make them into bars - [+] HP:[ 11 / 11 ] - [+] makebar(window,min,max, loss,barcol, losscol) - [+] print the prefix: "HP:[" - [+] construct the bar string to fit into 10 chars: " 11 / 11 " - [+] print it one char at a time, setting bg as follows: - [+] background: - [+] 0 - min is barcol - [+] min+1 - min+loss is losscol - [+] rest is black - [+] print the suffix: "] " - [+] remember last dam amount for hp. - [+] show mp and stamina like this too. - [+] update viewpoint sooner when moving vertically - [+] if you can't comprehend the contents of a spellbook, don't ID it! - [+] hpbar: pass textcol and texcolwithbg - [+] show f_stability in @e - [+] don't identify tech inside shops if it's beyond your skill level - [+] bug: "a cursed +-1 ring of dexterity" - [+] enraged or deaf lfs shouldn't respond to chats - [+] drawbar: show mp/sp text in orange if it's at 0. - [+] allow vegetarians to eat frozen corpses. - [+] anything flying + stunned loses flying. - [+] chance for monsters to throw missiles is reduced when acc < C - [+] use same code as firearms - [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-06 04:03:47 +11:00
void drawbar(WINDOW *win, char *title, int cur, int max, int realmax, int lossamt, enum COLOUR textcol, enum COLOUR textcolwithbg, int barbg, int lossbg);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
void drawglyph(glyph_t *g, int x, int y);
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
//void drawunviscell(cell_t *cell, int x, int y);
//void drawcellwithcontents(cell_t *cell, int x, int y);
2010-12-02 12:17:54 +11:00
void drawcursor(void);
void drawlevelfor(lifeform_t *lf);
void drawmsg(void);
void drawscreen(void);
void drawstatus(void);
2011-02-01 06:16:13 +11:00
int drop(object_t *o, int count);
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
void dumpbuildingusage(void);
- [+] add more vrare vaults to reduce likelihood of cockatrice lair! - [+] bazaar - [+] money vault hsould be vrare - [+] so should traproom - [+] rename giant rat to "dire rat" - [+] don't show anything other than object description and throwing for unknown tech - [+] shouldn't be able to rest in a tent if it's not known! - [+] eyebat corpse increase maxmp? - [+] blessed missiles should nearly always hit undead * [+] too easy to dodge thrown missiles? - [+] spell and wand of culinary abundance - [+] if a carnivorous animal kills you: "Eaten by a xxx" * [+] bug: stairsperlev is only ever used in making DUNGEONS. generecise this ?? - [+] safetorest - should ignore monsters feigning death - [+] broken nose should reduce smell range - [+] fresh and stale bread should be interchangable in cooking - [+] make scroll of permenance act on you, not your objects - [+] tweak object rarity yet agian... - [+] bug: hole in roof above player start pos is immediately destroyed. - [+] change pickaxe to be like resting - [+] wait first, then if not interrupted, do the dig. - [+] add cell->hp, celltype->hp. around 100. - [+] f_digging, x, y, digperturn - [+] interrupt() will stop this. - [+] each turn, lower hp of cell by 1. - [+] make wlaking bakwards take less time based on athletics skill!!! - [+] at adept, takes no extra time? - [+] better racial display - [+] ? for extra info. - [+] hitdice - [+] general attribs (str etc) - [+] don't show description until you press '?' - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid index issues - [+] remove VULNS from "effects" unless temporary - [+] isresistantto() etc need to have "int onlytemp" - [+] remove VULNS from manual BONTEXT flags - [+] CRASH IN DTVULN CODE!! - [+] limit '?r' display ?? - [+] what to show - [+] show races you have encountered - [+] show races you know about through Lore (adept level) - [+] show playable races????? - [+] structs - [+] race->encountered - [+] need to save this. - [+] make EFFECTS only show TEMPORARY effects or ones which don't come from race? - [+] automate bondesc/pendesc based on flags! - [+] vulnarabilities / resist / immun - [+] vision range!! (visrangemod) - [+] size? restricted armour. - [+] stayinroom - [+] f_humanoid (can use weapons) - [+] tamable - [+] seeindark - [+] caneatraw - [+] enhancesmell - [+] caneatraw - [+] vegeatrian - [+] cernivore - [+] fastmetab - [+] startskill - [+] tremorsense - [+] silentmove - [+] deaf - [+] flying / levitating - [+] awareness - [+] nocturnal / diurnal - [+] heavyblow - [+] packattack - [+] dodges - [+] autocreateob - [+] MPMOD - [+] HPMOD - [+] MEDITATES - [+] PHOOTMEM - [+] canwill "Spells: xx, x, x, x" - [+] spells: - [+] animate stone - "power" walls turn into stone golems - [+] implement spell - [+] golem - [+] r_golemstone - [+] knockback attack - [+] high str - [+] fists - [+] corpsetype and iunsummonob = boulder - [+] spell power modification - subtract spell level. - [+] when i go down a drain, make sure the new map links to THE DRAIN I WENT DOWN. not some otehr one. - [+] some monsters shouldn't sleep! add new flag: f_nosleep - [+] make spanner help disarm traps!
2011-12-04 09:33:37 +11:00
void dumpoc(void);
void dumpskills(void);
* [+] 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
void dumpspells(void);
void dumpweps(void);
- [+] change how critical hits work - [+] must score a hit first THEN pass a critical hit % check. - [+] when asking for an object form the player's pack, default to NOT showing long format - [+] in askobject, pass in actionchar. remember choice for each actionchar. and use it as a default. - [+] warning system - [+] warnabout(char *warntext) - [+] if already confirmed it, keep going - [+] otherwise ask to confirm - [+] confirmations time out after some time... - [+] replace injury warnings - [+] reduce spell range - [+] big bug - way too many critical hits! - [+] askcoods: accept 'enter' to select a cell - [+] armour should never reduce damage under 1 - [+] for playable races, show bonus/penalties when selecting them. - [+] add f_hatesracewithflag with ashkari - [+] mammoan - no athletics! - [+] bug writing hiscores - need to escape 's. - [+] add v2 to F_ATTREQ - scaling. - [+] will scale up to 3 above/below - [+] v2 = 1 means "+/- v2 per point above/below" - [+] more than 3 below means you can't use it. modify "meetsattreq" - [+] more than 3 above gives no extra bonus. - [+] this is MANDATORY. add to checks. - [+] add messages if your skill it slightly too low - [+] STR scales damage, AGI scales tohit and crit chance - [+] make sure showlfstats takes this into account - [+] make sure rolltohit / getdamrange takes this into account - [+] what do I do with attreq IQ??? mus tmeet it. - [+] missile weapons: no scaling, must meet reqs - [+] reduce regular strength dam mod - [+] you only get attr bonuses if you are skilled with the weapon. - [+] crash: getrandomrace(NULL, NA) returning null! - [+] don't give away invisible creature locations in askcoords - [+] does fireat automatically re-calc lof based on obstacles? - [+] if so then change haslof in askcoords to be hasKNOWNlof! - [+] catlike race - ashkari - [+] bonus - [+] has climbing, listen - [+] jump ability - [+] agi+ - [+] unarmed attack is claws - [+] balance (stability?) - [+] eyesight, darkvision - [+] enhancesmell (only low) - [+] pens: - [+] hunger faster - [+] carnivore - [+] low-- wis (ie vuln to magic) - [+] vuln to magic - [+] vuln to water - [+] vuln to sound - [+] low str - [+] auto rage on dog/wolf/mouse/bird/chicken - [+] races CANT ahve certain flags - [+] apply this during giveskill()
2011-11-22 08:26:33 +11:00
void forceredraw(void);
* [+] 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
enum COLOUR getattrcolour(enum ATTRBRACKET brack);
2011-02-01 06:16:13 +11:00
char getchoice(prompt_t *prompt);
char getchoicestr(prompt_t *prompt, int useshortcuts, int showlallatstart);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
int getkey(int escseqok);
* [+] bug: secret doors revealed when we walk away from them. - [+] make lamps last heaps longer * [+] web spell * [+] spider monstrer * [+] funnelweb: * [+] redback: - [+] if you are wracked with pain, don't clear msg - [+] check rarity for spiders * [+] attack/defense mod if there is stickiness in your square - [+] replace "sticky" with "restrictive" * [+] make some mosnters start hidden - [+] adjust spot checks basd on distance - [+] ensure that attacking stops you hiding - [+] casting spells stops you from being hidden - [+] hidden mosnters shouldn't move unless their victim is ADJACENT. - [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless their victim is ADJACENT. - [-] XP CALC - [+] funnelweb and redback are the same. - [+] check this is right...... i want funnel web to be worse. - [+] make hitconfer check in calcxpval take lifetime into account - [+] ALSO assign an xp rating to each hitconferred flag. - [+] hardcode this. * [+] entangle spell - [+] reveal secret doors if you see them get damaged. * [+] make askcoords list restrivitce objects - [+] ACTUALLY make vines not damaged by struggling * [+] object descriptions, a/an needs to change if showing condition: "a battered entangling vine" - [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't happen! - [+] The human diety reads a blessed scroll of create monster! -- but nothing happens?? * [+] throw code - [+] wizard: ask for school specialty at start, from: fire, ice, xxx ? You get this + WILD. - [+] describe varpower spells - [+] fix mp cost for varpower spells - [+] we're not stopping running at staircases anymore for some reason. - [+] CHARGE ability (like swoop but don't return to original positino) - [+] need to honor f_canlearn when displaying new skills to learn! - [+] ai: if we are going to player's last known loc (via targetcell), abandon if we can SEE the player! - [+] make shatter() into a function - [+] oil potion makes oil puddle whan smashed - [+] make flammable objects be able to convert to others - [+] replace 'magic item usage' with 'channeling' - [+] a cloud of darkness descends. this is a *cursed* wand of light. - [+] spiders shouldn't be able to be stuck in a web! * [+] spells should be able to have MULTIPLE schools. - [+] don't bleed into walls - [+] in @M, use colours to show which spells are too hard so far (ie cost > maxmp) * [+] in @M, use schools that you know * [+] after loading game, barbarian is getting an extra attack? You miss the eyebat. You punch the eyebat. - [+] show objects on top of stairs - [+] stuck mosnters must pass a saving throw to follow you up/down stairs - [+] genericise: trytomove(lf) * [+] add more snakes - [+] undead can't eat or drink? or MOST undead can't. * [+] why can MONSTERS shoot webs through things? (but I can't) - [+] barkskin - doesn't reduce max mp enough? - [+] The skeleton touches a fuming aqua potion [tried] then recoils in pain! The skeleton drops a blessed fuming aqua potion [tried]. The skeleton drinks a fuming aqua potion! - [+] why can't i use abilites anymore? - [+] infinite loop bug due to ai only having one ignorecell. - [+] make sleet storms rust all armour - [+] make a kind of walkdam that hits armour - [+] add this as well as walkdam for: acid, fire, water - [+] Takeoff isn't prompting properly. only showing weapons! * [+] waterproof obs (ie cloak) * [+] walkdambp doesn't hurt body if you have a cloak NATURE SPELLS: - [+] mending, heals 1d6 damage - [+] spark - [+] purify food - [+] sticks to snakes - [+] calm animals (power_d4 hd) * [+] charm animal (works on one animal up to power hit dice, temporary) - [+] airblast - [+] barkskin (power +2 AR, firevuln, ongoing) - [+] soften earth (makes ground into mud) - [+] warp wood (damages wooden objects) - [+] repel insects - [+] reduce poison - [+] web - [+] windshield - [+] call lightning, air - [+] resist elements, ongoing - [+] passwall - [+] poisonbolt - [+] quench (puts out a fire) - [+] sleet storm (lowers movement, vision) - [+] healing - [+] cure poison * [+] calming scent - [+] dig - [+] entangle - [+] levitate - [+] flamepillar - [+] hailstorm. like sleetstorm but hurts more. power d 6. - [+] burning wave - [+] gaseous form * [+] knowledge skills: * [+] force makespellchoicelist() to show spells in level order. * [+] druid - [+] check OBJECT rarity list (dumplev) - [+] fix bug where heaps of books suddently appear from dlev 3 onwards - [+] gain skills on level up for some jobs - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one from that school
2011-04-23 14:27:42 +10:00
enum COLOUR getskilllevelcolour(enum SKILLLEVEL slev);
void handle_ctrl_y(int arg);
2010-12-02 12:17:54 +11:00
void handleinput(void);
2011-03-04 12:22:36 +11:00
void doheading(WINDOW *win, int *y, int x, char *what);
void doheadingsmall(WINDOW *win, int y, int x, char *format, char *heading);
2011-02-01 06:16:13 +11:00
void initgfx(void);
void initprompt(prompt_t *p, char *q1);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
int keycodetokey(int keycode, int escseqok);
- [+] redo throw hit%. even inept sk_throwing should have 40% or so to hit at point blank range. - [+] only reduce hit% after first cell? - [+] increase change of player ko with yumi - [+] tranq dart and nanodart should be rodshaped. - [+] genericise purification - [+] F_PURIFIESTO v0 = newobject - [+] add toadstool -> shiitake - [+] posion potion -> water - [+] acid potion -> water - [+] rum -> water - [+] DONT make the original object type known now - [+] higher level purify food lets you select a cell! - [+] need f_targettedspell v1 & v2 to specify power. - [+] druid should get to pick one of 3 spells (from each available level) upon levelup, not anything! - [+] implement f_levspellschoolfromx - [+] TEST! - [+] implement secondary weapon swap with 'x' - [+] initial press: unweild curwep. if successful, mark as secondayr. - [+] subsequent presses: find secondary wep (or fail). remember cur. weild secondary. if successful, remove scondary flag and mark old cur wep as secondary - [+] when you move an object, it loses secondary flag. - [+] BUG: I had TWO regions with rtype->id == RG_CAVE!!! - [+] have added debug code - [+] think this is fixed - need to remove created regions when i regenerate a map. - [+] should be able to sell gems to jewelery store - [+] sm_sellitems - [+] shopsell() - [+] shop has f_cansellobclass xxx, val[0] = pct of full price you can sell for. normally 50% but 75% for gems. - [+] allow COUNT - modified askobjectwithflag ? - [+] OR add an extra *sellshop option to doaskobject ?? - [+] if this is set, only allow selection of objects which match the shop's f_shopsell flags - [+] ie. replace wantflags[] - [+] when passing this, don't also pass wantflag args!!! - [+] rename shopsell flag to f_shopacceptsflag - [+] accept F_NONE in shopacceptsflag - [+] make shopdonate use the same code - [+] make donating to shops lower their prices ? - [+] for each 100 value you donate, reduce prices by 1% - [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech skill - [+] change shopsell to use applyshoppricemod - [+] applyshoppricemod needs a new arg - up or down - [+] check code in objects.c for naming too! listobs()
2012-02-07 13:50:17 +11:00
void listobs(WINDOW *win, object_t **mylist, int *sellist, int *selcount, int firstob, int *counter, int lastline, int *y, char *myletters, int forpickup, int showpoints, object_t *sellshop);
- move all definitions into data.c / data.h - [+] monsters should start sprinting if targetlf is sprinting && we can sprint && we aren't sprinting * [+] The kobold throws a potion of sleep at you. A potion of sleep hits you. A potion of sleep shatters! You are showered in glass shards! * [+] in getchoicestr, when there is only one valid choice, show its description below! - [+] in getchoicestr: - [+] remember desc_end_y - [+] if our typed text doesn't match, and desc_end_y is set - [+] blank out those lines - [+] in ], show letters and let you view amrour - [+] Still occasionally have bugs where no up stairs are placed in the first level!!!!! - [+] put in debugging to show if we ever destroy a staircase - [+] test when it happens again..... - [+] for "pentagram pulses black", if you can't see the estination, still say "your xxx flies away" - [+] change listen code: you can only hear one _footstep_ noise per turn, but any number of other things. - [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a certain %age. ie. f_modmaxhp 80% to get lower. - [+] jobs can no longer have F_HITDICE - [+] instead, they have F_MAXHPMOD - [+] why am i getting wet and drowning while flying?? - [+] show f_canwill SPELLS under abilities, not spells?? - More playable races - [+] need f_playablerace - [+] can pick when you start the game (before you pick job) - [+] human - [+] implement f_jobattrmod - [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT. - [+] ALL PLAYABLE RACES must have FULL sets of STARTATT * [+] elf * [+] dwarf - [+] aviad (birdfolk) - [+] can fly - [+] vuln to electric attacks - [+] vuln++ to fire - [+] ---str - [+] cyborg - [+] +str, +int, +dex, +con - [+] ---cha - [+] -wis - [+] vulnerable to lightning, water,cold - [+] cannot use any magic, or med-high chance of spell failure - [+] bleeds oil rather than water - [+] see exact hp damage (f_extrainfo) - [+] tech usage. - [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
char *makedesc_god(lifeform_t *god, char *retbuf);
- [+] allow user to DISABLE auto dodge fatal attacks ?. enable through "reflexive dodging" ability - [+] first rotation in a turn takes no time - [+] exploit: if you walk diagonally next to a monster, it moves to your previous space! - [+] fix: aigetlastknownpos should return the cell that trails point to, not the cell _with_ the trails. - [+] only recognise weapon quality (masterwork etc) if you are skilled in that weapon or perception - [+] cope with mosnter necromancers, etc - [+] parserace should look for necromancer etc. - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc - [+] move specialty mage code into "givejobspecialty" - [+] Make wizard's job name depend on primary spell school. - [+] "Demonologist", "Firemage", "Icemage", "Necromancer", "Skymage", "Wizard" (wild) - [+] instead of getjob() then j->name, use "getjobname(lf)" - [+] f_jobname - [+] i should never "hear voices chanting" from an abandoned temple - [+] for monsters, show "its bite inflicts poison" in io.c racial knowledge - [+] casting healing on myself pleased Glorana twice! - [+] one from casting a life spell - [+] one from casting healing. - [+] move ones from spell.c to castspell() - [+] new flag: f_pleasesgod v0=godid, v1=howmuch - [+] add to other spell objects: - [+] f_pleasesgod - [+] GODFIRE - spelllevel * 2 - [+] GODDEATH = spelllevel - [+] GODLIFE = spelllevel*2 - [+] GODNATURE: spelllevle*2 - [+] show this in describespell - [+] for god healing effects, use gainhp() so that it says "Your HP is fully restored." - [+] change F_RESISTMAG to be percentage rather than 1-20 - [+] make some gods' pleasure boost power of related spells - [+] 1 per each positive levle of getpietylev() - [+] glorana: life - [+] hecta: death - [+] only apply auto shortcuts for players. - [+] subjob_t - [+] addsubjob() - [+] killsubjob() - [+] show subjobs in job descriptions. - [+] data.c: addsubjob(.... - [+] in job defs: - [+] f_canhavesubjob sj_xxx - [+] use this to determine whether to ask about them - [+] redo getjobname - [+] remove f_job->Text - [+] speak with dead should only work on corpses of races which can talk. - [+] warrior subclasses - [+] "Scourge" - [+] gains magic resistance as you level up - [+] == 5 + (level * 3) % - [+] nospells - [+] no mana - [+] paladin - [+] blessed gear - [+] can will turn undead - [+] healing magic - [+] god = glorana. - [+] cannot use spells if glorana is angry. - [+] battlemage - [+] starts with one spell school (fire/ice/air) - [+] canlearn fire/ice/air spell schools - [+] limited to adept in all schools - [+] slightly less hp - [+] no warrior abilities
2012-02-24 17:45:23 +11:00
char *makedesc_job(job_t *j, char *retbuf);
- move all definitions into data.c / data.h - [+] monsters should start sprinting if targetlf is sprinting && we can sprint && we aren't sprinting * [+] The kobold throws a potion of sleep at you. A potion of sleep hits you. A potion of sleep shatters! You are showered in glass shards! * [+] in getchoicestr, when there is only one valid choice, show its description below! - [+] in getchoicestr: - [+] remember desc_end_y - [+] if our typed text doesn't match, and desc_end_y is set - [+] blank out those lines - [+] in ], show letters and let you view amrour - [+] Still occasionally have bugs where no up stairs are placed in the first level!!!!! - [+] put in debugging to show if we ever destroy a staircase - [+] test when it happens again..... - [+] for "pentagram pulses black", if you can't see the estination, still say "your xxx flies away" - [+] change listen code: you can only hear one _footstep_ noise per turn, but any number of other things. - [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a certain %age. ie. f_modmaxhp 80% to get lower. - [+] jobs can no longer have F_HITDICE - [+] instead, they have F_MAXHPMOD - [+] why am i getting wet and drowning while flying?? - [+] show f_canwill SPELLS under abilities, not spells?? - More playable races - [+] need f_playablerace - [+] can pick when you start the game (before you pick job) - [+] human - [+] implement f_jobattrmod - [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT. - [+] ALL PLAYABLE RACES must have FULL sets of STARTATT * [+] elf * [+] dwarf - [+] aviad (birdfolk) - [+] can fly - [+] vuln to electric attacks - [+] vuln++ to fire - [+] ---str - [+] cyborg - [+] +str, +int, +dex, +con - [+] ---cha - [+] -wis - [+] vulnerable to lightning, water,cold - [+] cannot use any magic, or med-high chance of spell failure - [+] bleeds oil rather than water - [+] see exact hp damage (f_extrainfo) - [+] tech usage. - [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
char *makedesc_ob(object_t *o, char *retbuf);
char *makedesc_race(enum RACE rid, char *retbuf, int showextra, int forplayersel);
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to cmoe from lore:arcana instead - [+] rename magic skillls to sorcery:fire etc? - [+] adjust spell power calculation to take lack of sorcery skill int oaccount - [+] allow '\' during getchoice() and getchoicestr() - [+] so that we can see what we have identified - [+] lower metabolism while lmeditating - [+] poisonous mushrooms - [+] toadstool - poisonous - [+] shiitake - normal - [+] recognise via cooking skill - [+] if you add a blood ob, 1 randmo piece of armour in the pile becomes bloodstained - [+] accuracy boost when attacking something who has grabbedyou - [+] lessen gravitiy should prvent falls * [+] bug: - [+] add job descriptions - [+] handle ESC in askchar - [+] You attack the helpless the xat! You flatten the xat! - [+] "the helpless the xat" - [+] shoiuldn't use "flatten" sinec we're not killing it - [+] You attack the helpless xat! You kill the xat! - [+] ...but it wasn't dead! - [+] flame pillar scroll no longer works - [+] not asking for target. - [+] use castspell - [+] cope with 'ESC' presses during normal travel - [+] allow "maycancel" in askchar - [+] make wizards NOT automatically know wild magic - [+] is F_MPMOD working? check with elf wizard....... - [+] now it is. - [+] bug: create an elf, go over it, v - CRASH in makedesc_race. - [+] removeob() should update burdened status - [+] ie drinking a potion - [+] wizards start with a staff and a pointy hat - [+] don't "stir in your slumber" if meditating - [+] elves should have higher mp - [+] dwarves should have lower mp - [+] when monsters fail to open a door, abandon their targetcell - [+] might be able to jsut make failing a dooropen count as a move failure. - [+] HiGrv didn't stop me from moving? i passed the skill check, need to have a msg telling me this. - [+] race descriptions. - [+] add the descriptions - [+] ? in @@ shows info on them. - [+] (add ?=help in the bottom when in @ mode regardless of showall) - [+] make clouds expand as they disappate - [+] modify gethitstokill() to take "useevasion" and "usearmour" as a parameter - [+] at adept lore, you get threat comparison. at skilled level you get exact hit turns. - [+] make threat calculation use gethitstokill - [+] TEST new threat calc * [+] way too easy to notice traps on chests from 4-5 cells away, with only novice perception - [+] make cloudkill create puff of poison gas rather than a cloud - [+] attacking should count as movement (ie dont regen stamina) - [+] need more body bash criticals. - [+] torso bruised (acc penalty) - [+] torso bruised badly (higher acc penalty, low dam penalty) - [+] ribs broken (huge acc penalty, med dam penalty) - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3 turns) - [+] should stop flying when you lose ocnsciousness... - [+] warn before moving with f_pain as well. maybe cahnge confirm_injiury_action ??? - [+] extra warrior skill: aimed strike - [+] -50%acc - [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
char *makedesc_skill(enum SKILL skid, char *retbuf, enum SKILLLEVEL levhilite);
- move all definitions into data.c / data.h - [+] monsters should start sprinting if targetlf is sprinting && we can sprint && we aren't sprinting * [+] The kobold throws a potion of sleep at you. A potion of sleep hits you. A potion of sleep shatters! You are showered in glass shards! * [+] in getchoicestr, when there is only one valid choice, show its description below! - [+] in getchoicestr: - [+] remember desc_end_y - [+] if our typed text doesn't match, and desc_end_y is set - [+] blank out those lines - [+] in ], show letters and let you view amrour - [+] Still occasionally have bugs where no up stairs are placed in the first level!!!!! - [+] put in debugging to show if we ever destroy a staircase - [+] test when it happens again..... - [+] for "pentagram pulses black", if you can't see the estination, still say "your xxx flies away" - [+] change listen code: you can only hear one _footstep_ noise per turn, but any number of other things. - [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a certain %age. ie. f_modmaxhp 80% to get lower. - [+] jobs can no longer have F_HITDICE - [+] instead, they have F_MAXHPMOD - [+] why am i getting wet and drowning while flying?? - [+] show f_canwill SPELLS under abilities, not spells?? - More playable races - [+] need f_playablerace - [+] can pick when you start the game (before you pick job) - [+] human - [+] implement f_jobattrmod - [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT. - [+] ALL PLAYABLE RACES must have FULL sets of STARTATT * [+] elf * [+] dwarf - [+] aviad (birdfolk) - [+] can fly - [+] vuln to electric attacks - [+] vuln++ to fire - [+] ---str - [+] cyborg - [+] +str, +int, +dex, +con - [+] ---cha - [+] -wis - [+] vulnerable to lightning, water,cold - [+] cannot use any magic, or med-high chance of spell failure - [+] bleeds oil rather than water - [+] see exact hp damage (f_extrainfo) - [+] tech usage. - [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
char *makedesc_spell(objecttype_t *ot, char *retbuf);
- [+] 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
void makespellchoicelist(prompt_t *pr, lifeform_t *lf, char *ques, char *ques2, enum SPELLSCHOOL wantschool, int wantunknown, int wantlowmp, int wanttoohard,int mpcutoff);
2010-12-02 12:17:54 +11:00
void more(void);
2011-02-01 06:16:13 +11:00
void warn(char *format, ... );
2010-12-02 12:17:54 +11:00
void msg(char *format, ... );
2011-03-04 12:22:36 +11:00
void msgnocap(char *format, ... );
2011-02-01 06:16:13 +11:00
void msg_real(char *format, ... );
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
int needsbold(enum COLOUR col);
2011-02-01 06:16:13 +11:00
void nothinghappens(void);
2010-12-02 12:17:54 +11:00
void dblog(char *format, ... );
void dblog_nocr(char *format, ... );
2010-12-02 12:17:54 +11:00
void redraw(void);
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
void redrawpause(void);
void redrawresume(void);
void restoregamewindows(void);
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
int screenglyphmatches(int x, int y, glyph_t *g);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
void setcol(WINDOW *win, enum COLOUR col);
void unsetcol(WINDOW *win, enum COLOUR col);
* [+] 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
void setobcolour(WINDOW *win, object_t *o, int set);
int showhiscoreline(void *hilitescore, int ncols, char **argv, char **colname);
2011-02-01 06:16:13 +11:00
void showlfarmour(lifeform_t *lf);
void showlfstats(lifeform_t *lf, int showall);
* [+] 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
void textwithcol(WINDOW *win, char *buf);
- [+] bug: wrapprint() needs to cope with long lines which wrap!!! - [+] in progress... - [+] currently hanging - fixed. - [+] once done, make it not add spaces - [+] add spaces manually in showlfstats. - [+] once done, change all code to use wrapprint instead of textwithcol - [+] still an issue - everything in my inventory is coming up bold! - [+] missing the last word again.... - [+] remove requirement that you have to be able to pick up an object to eat it * [+] make ninja weapons be "exotic" or ninjitsu - [+] ghost missing melee attacks - [+] make oil lamps last HEAPS longer too - [+] @ should include weapon bonuses for skill/str - [+] "headless bones" when you kill a skeleton?? - [+] allow for change of verb instead of always using "Killed by xxx" - [+] only call maketried() for the player - [+] don't show 'really attack the peaceful something' if you can't see it! - [+] vault: suply closet - [+] 1 sq room with tools - [+] why is hecta's pain hitting the player? - [+] make it so you can only Offer to gods you ahve prayeed to? - [+] recalc light on: - [+] darkness/light spells - [+] eye destroyed - [+] prevent tumble/jump while grabbed - [+] prompt to drop when wearing new armour - [+] canine tracking should be a potion, not a scroll - [+] some '?' help commands not working. - [+] add f_critprotection to armour - [+] crash when tumbling into an lf - [+] incrase cellknown time when no cartography skill - [+] change disarm and trip into abilities: - [+] disarm - [+] trip - [+] ninja - [+] skills: - [+] athletics (enouhg to tumble) - [+] throwing - [+] unarmed - [+] long blades - [+] stealth - [+] objects: - [+] smoke bombs - [+] shuriken - another missle. higher dam than darts. - [+] how will this be different from the rogue class??? - [+] disarm - [+] trip. maybe make trip polearms confer this ability? - [+] flip .
2011-10-19 10:08:14 +11:00
void textwithcol_real(WINDOW *win, char *buf, int resetcolatend);
2010-12-02 12:17:54 +11:00
void tombstone(lifeform_t *lf);
2011-02-01 06:16:13 +11:00
void updatestatus(void);
Monster AI improvements: - [+] replace f_target with f_targetlf - [+] wantrange. for melee fighters (default), it's 0. for spells/archers, it's higiher. - [+] if we are further away than bestrange, move towards. - [+] if we are closer than bestrange, move away - [+] AND: move to wantrange before doing spells etc - [+] if we have a ranged attack and wantrange is default, increase it. - [+] in movetowards/away, cells in the wrong dir should NEVER be acceptable! * [+] mflag_push for monsters http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst er-ai-part-three.html - [+] randomly use ranged attacks when adjacent * [+] show trail in askcoords - [+] when throwing, pass range to askcoords - [+] max monsters per room is depth + 1 * [+] why do humans take ages to appear? - [+] fireball spell is slow - [+] why can i throw objects through magic barriers? - [+] add a bonus for mastery of cartography - magic mapping every 50 turns. - [+] crash with monsters moving off edge of world map - [+] make magic barriers be ON stairs, not around them. - [+] handle DIAGONAL entry to maps - [+] OR make this impossible. - [+] druid should get auto nature knoeldge as they levle up (levs 5 10 15). - [+] CRASH flagpile corrupt - [+] happening during AI movement. - [+] make lightning storm only hit enemies - [+] store last known movement dir in TARGETLF and PETOF. - [+] limit monsters per room not working?!?! - [+] make askcoords let you show object piles with . - [+] make askcoords say "A magical barrier (+xx other objects)" - [+] combine getlastknownmovedir into getlastknowncell * [+] BUG: secret doors are showing up as . again! * [+] implement trails (footprints & scent) * [+] aimovetowardslf(lf, wantattack) * [+] make pets use wantdist code? - [+] what does expert/master tracking give you? - [+] ex: your tracks don't last as long - [+] ms: you don't leave tracks. - [+] change f_reducemovement from multiplier to addition - [+] comma still showing up scents and footprints incorrectly!!!!!!!! Initial shallow/deep water: - [+] restrict movement - [+] check for drowning in turneffectslf AND movelf - [+] warn before walking onto dangerous objects. - [+] change how walkdam works for deepwater. - [+] don't use walkdam flags. - [+] don't make splashes of water on top of deepwater. * [+] deep water will drown you if - [+] don't leave footprints in either - [+] create steam on fire damage, but don't CONVERT to it. - [+] f_waterbreathing - [+] can't drown in water - [+] extra damage from cold/elec if in deep/shallow water Initial swimming implementation * [+] sacred/cursed ground - [+] vending machine - [+] don't transfer f_rarity flag when making objects / lifeforms. Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
int updateviewfor(cell_t *cell);
- [+] change how critical hits work - [+] must score a hit first THEN pass a critical hit % check. - [+] when asking for an object form the player's pack, default to NOT showing long format - [+] in askobject, pass in actionchar. remember choice for each actionchar. and use it as a default. - [+] warning system - [+] warnabout(char *warntext) - [+] if already confirmed it, keep going - [+] otherwise ask to confirm - [+] confirmations time out after some time... - [+] replace injury warnings - [+] reduce spell range - [+] big bug - way too many critical hits! - [+] askcoods: accept 'enter' to select a cell - [+] armour should never reduce damage under 1 - [+] for playable races, show bonus/penalties when selecting them. - [+] add f_hatesracewithflag with ashkari - [+] mammoan - no athletics! - [+] bug writing hiscores - need to escape 's. - [+] add v2 to F_ATTREQ - scaling. - [+] will scale up to 3 above/below - [+] v2 = 1 means "+/- v2 per point above/below" - [+] more than 3 below means you can't use it. modify "meetsattreq" - [+] more than 3 above gives no extra bonus. - [+] this is MANDATORY. add to checks. - [+] add messages if your skill it slightly too low - [+] STR scales damage, AGI scales tohit and crit chance - [+] make sure showlfstats takes this into account - [+] make sure rolltohit / getdamrange takes this into account - [+] what do I do with attreq IQ??? mus tmeet it. - [+] missile weapons: no scaling, must meet reqs - [+] reduce regular strength dam mod - [+] you only get attr bonuses if you are skilled with the weapon. - [+] crash: getrandomrace(NULL, NA) returning null! - [+] don't give away invisible creature locations in askcoords - [+] does fireat automatically re-calc lof based on obstacles? - [+] if so then change haslof in askcoords to be hasKNOWNlof! - [+] catlike race - ashkari - [+] bonus - [+] has climbing, listen - [+] jump ability - [+] agi+ - [+] unarmed attack is claws - [+] balance (stability?) - [+] eyesight, darkvision - [+] enhancesmell (only low) - [+] pens: - [+] hunger faster - [+] carnivore - [+] low-- wis (ie vuln to magic) - [+] vuln to magic - [+] vuln to water - [+] vuln to sound - [+] low str - [+] auto rage on dog/wolf/mouse/bird/chicken - [+] races CANT ahve certain flags - [+] apply this during giveskill()
2011-11-22 08:26:33 +11:00
int warnabout(char *what);
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
int real_warnabout(char *what, int lifetime, int doquestion);
- [+] delvers should always want money for info, unless you are a delver too. - [+] mirror image (mental) - [+] varpower - [+] makes power 'clone' lfs who look the same as caster - [+] ie. same race. - [+] also same job/armour/weps? - [+] add f_noxp - [+] add f_nocorpse - [+] add f_summonedby so they vanish when the caster dies - [+] add f_phantasm - [+] vanish after _power_ hits, - [+] attacks do 0 damage - [+] don't announce innefectual attacks - [+] dont cast spells or use abilities - [+] petify() them if made by the player - [+] force them to stay close. - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm and was created by player - [+] mosnters try to attack them. - [+] once one gets hit enough times, it disappears - [+] if the caster dies or changes level, they disappear. - [+] can't talk to them - [+] their obejcts vanish when they die - [+] don't talk - [+] make Yumi more about forgiving silly mistakes and avoiding instakills - [+] remove liking of healing - [+] remove like of healing spells - [+] takes a long time to anger. - [+] aviod traps (bamf you away before they trigger) - [+] prayers: - [+] resist stoning (pray while appropriate creatures around) - [+] resist paralysis (pray while appropriate creatures around) - [+] sleep on enemies - [+] passive powers: - [+] always warn as if wisdom is high (passive) - [+] always save when killed right after using stairs (passive) "well, that seemed unfair." - [+] gift: - [+] auto sixth sense - [+] potions of restoration - [+] ring of miracles - [+] shouldn't be able to Offer while enraged. - [+] don't lose stamina while caffeinated - [+] new vault: pit with walkway around it - [+] bug: when worshipping yumi you get "you kill xxx" but they're still alive - [+] ... but they're still alive! - [+] ... for yumi, move KO chance from losehp() to attacklf(). - [+] do the check BEFORE setting 'fatal' - [+] pass forceko to losehp_real - [+] bug: adjustdamhardness should only trigger when ismeleedam() is true, not isphysicaldam() - [+] greatly reduce motel cost - [+] change order in attack.c: apply damage THEN announce, to deal with KO - [+] do it. - [+] test KO code. - [+] then check that feign death still works - [+] demonskin vest should be flammable or vulnerable to fire. - [+] time to get up should depend on size. - [+] less than human: shortnone - [+] human: normal - [+] larger than human: longer - [+] expert unarmed now gives you 'flip' - [+] reduce damage done by low-level monsters - [+] change resoration into a spell - [+] implement - [+] test - [+] new spell: ressurection - [+] corpses need to remember their lf's level - [+] test - [+] godstone of life - revives/restores all - [+] rename "confiscate" to "yoink", and make it take a random object at power 1, selected at power 2 - [+] gods should attack player if they are Enraged or Furious - [+] is STR calc to see if you can push a boulder still working? - [+] change to wizards: - [+] start at novice in all magic skills (but don't gain initial spells) - [+] killing undead should please glorana LOTS. because it's hard to gain piety with her otherwise. - [+] restoration spells/potion should hurt undead - [+] healing spells/potions should hurt undead - [+] immolate shouldnt work if there is aleady a fire tehre. CODE FOR WINNING THE GAME: - [+] get at least one godstone - [+] exit the dungeon - [+] find the portal to the realm of gods - [+] opposing god should appear once you pick up a godstone, and tell you what to do next. - [+] "come to the realm of gods and use it to destroy (related god)" - [+] "or if you lack the courage, give it to me!" - [+] "you will find a portal on the surface" - [+] use the portal to teleport to realm of gods - [+] implement text for all gods... - [+] god text in wt_god - should say 'but you werent meant to replace them!' - [+] EITHER: - [+] challenge and defeat the god related to this godstone (more points. "Crowned the god of xxx.") - [+] TEST - [+] offer the godstone to the godstone's opposing god (less points, "Ascended to demigod-hood.") - [+] implement - [+] TEST GODSTONES: - [+] klikirak: rage - [+] done - [+] (make this one have fire effects too) - [+] glorana: life - [+] Felix shouldn't be able to yoink the godstone off you! - [+] Write up the rest of the Godstone finding text..... - [+] magic - [+] battle - [+] life - [+] mercy - [+] you can't hurt gods unless you - [+] a) have their godstone - [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
void wingame(void);
char wrapprint(WINDOW *win, int *y, int *x, int newlineindent, char *format, ... );