nexus/flag.h

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#include "defs.h"
// functions
flag_t *addflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text);
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flag_t *addtempflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int timeleft);
flag_t *addflag_real(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int lifetime, int known, long obfromid);
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flagpile_t *addflagpile(lifeform_t *owner, object_t *o);
* [+] 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
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void copyflag(flagpile_t *dst, flagpile_t *src, enum FLAG id);
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void copyflags(flagpile_t *dst, flagpile_t *src, int lifetime);
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
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int countflags(flagpile_t *fp);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
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int flagcausesredraw(lifeform_t *lf, enum FLAG fid);
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int flagstacks(enum FLAG fid);
* [+] 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)
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int modcounter(flagpile_t *fp, int amt);
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flag_t *hasflag(flagpile_t *fp, int id);
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flag_t *hasflagknown(flagpile_t *fp, int id);
flag_t *hasflag_real(flagpile_t *fp, int id, int wantknown, flag_t *exception);
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flag_t *hasflagval(flagpile_t *fp, int id, int val1, int val2, int val3, char *text);
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flag_t *hasflagvalknown(flagpile_t *fp, int id, int val1, int val2, int val3, char *text);
flag_t *hasflagval_real(flagpile_t *fp, int id, int val1, int val2, int val3, char *text, int wantknown);
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int killflagsofid(flagpile_t *fp, enum FLAG fid);
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void killflag(flag_t *f);
void killflagpile(flagpile_t *fp);
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void makeflagknown(flagpile_t *fp);
* [+] 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)
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int modcounter(flagpile_t *fp, int amt);
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void sumflags(flagpile_t *fp, int id, int *val0, int *val1, int *val2);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
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void timeeffectsflag(flag_t *f, int howlong);
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void timeeffectsflags(flagpile_t *fp);