nexus/map.h

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2010-12-02 12:17:54 +11:00
#include "defs.h"
cell_t *addcell(map_t *map, int x, int y);
habitat_t *addhabitat(enum HABITAT id, char *name, enum CELLTYPE emptycell, enum CELLTYPE solidcell, int thingchance, int obchance, int vaultchance, int maxvisrange, enum OBTYPE upstairtype, enum OBTYPE downstairtype);
* [+] always add webs if there are randomly generated spiders on a level - [+] non-wood doors - [+] iron - [+] only interrupt rest for hunger if it's 'starving' or 'vhungry' - [+] limit the amount of jumping we can do from athletics skill. - [+] no message when i lockpick with a -6 combat knife. - [+] make small corpses give much less nutrition! - [+] high unarmed skill should give you unarmed attacks with a 1-handed weapon. - [+] dual weild - [+] if you have twoweapon skill, when you weild a weapon, say "weild as secondary weapon? y/n" - [+] in attackcell(), check if we have a weapon in our second hand AND are skilled in twoweaponing - [+] if so, get an attack with both, but with an accuracy penalty (until adept level) - [+] make sure shiedl code doesn't accept weapons! - [+] knockback() can now knock back other lfs that you hit on the way * [+] faster resting obs (only via R) - [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake up when at full hp/mp/etc - [+] implement F_TRAINING with traincounter - [+] don't say 'rest until nearby allies ar eheald' if they aren't damaged - [+] make listen dififculty check dependant on distance to noise - [+] doesn't make sense for druid to be a vegetarian. use "can only eat meat when hungry" - [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg) - [+] @@ - show both weapons if dualweilding. - [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS - [+] create monster - "giant ant" making "giant antlion"! - [+] giant porcupine - [+] implement - [+] should attack ants on sight - f_hatesrace - [+] if race=hatesrace or baserace = hatesrace, will attack it. - [+] gust of wind - blow obs away! - [+] thorns (grow spikes, attackers take dmg) - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname - [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
void addhomeobs(lifeform_t *lf);
2010-12-02 12:17:54 +11:00
map_t *addmap(void);
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
lifeform_t *addmonster(cell_t *c, enum RACE rid, char *racename, int randomjobok, int amt, int autogen, int *nadded);
2011-05-20 06:30:58 +10:00
object_t *addrandomob(cell_t *c);
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 addrandomthing(cell_t *c, int obchance, int *nadded);
- [+] 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
region_t *addregion(enum REGIONTYPE rtype, region_t *parent, int outlineid, int depthmod, int createdby);
regionoutline_t *addregionoutline(enum REGIONTYPE rtype);
regionthing_t *addregionthing(regionoutline_t *ro, int depth, int x, int y, enum REGIONTHING whatkind, int value, char *what);
- [+] 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
regiontype_t *addregiontype(enum REGIONTYPE id, char *name, int pluralname, enum HABITAT defaulthabitat, int maxdepth, int stairsperlev, int deeperdir, int major, int depthmod);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
void adjustcellglyphforlight(cell_t *c, glyph_t *col);
int autodoors(map_t *map, int roomid, int minx, int miny, int maxx, int maxy, int doorpct, int dooropenchance);
void breakwall(cell_t *c);
2011-02-01 06:16:13 +11:00
int cellhaslos(cell_t *c1, cell_t *dest);
int cellisfixedvaultwall(cell_t *c);
int cellokforreachability(cell_t *startcell, cell_t *c, int srcroomid, int dir, int wantfilled, int *insameroom);
- [+] 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 clearcell(cell_t *c);
- [+] 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 clearcell_exceptflags(cell_t *c, ...);
- [+] 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 damagecell(cell_t *c, int amt, enum DAMTYPE damtype);
int doelementspread(cell_t *c);
- [+] 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 fix_reachability(map_t *m);
int fix_unreachable_cell(cell_t *badcell);
void floodfill(cell_t *startcell);
2010-12-02 12:17:54 +11:00
cell_t *getcellat(map_t *map, int x, int y);
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
int getcellclimbdifficulty(cell_t *c);
int getcellclimbdifficultyavg(cell_t *c);
2010-12-02 12:17:54 +11:00
int getcelldist(cell_t *src, cell_t *dst);
2011-02-01 06:16:13 +11:00
int getcelldistorth(cell_t *src, cell_t *dst);
- [+] 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 getcellglyph(glyph_t *g, cell_t *c, lifeform_t *viewer);
enum CELLTYPE getcellempty(cell_t *c);
enum CELLTYPE getcellsolid(cell_t *c);
enum CELLTYPE getmapempty(map_t *m);
enum CELLTYPE getmapsolid(map_t *m);
- [+] 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
enum DEPTH getcellwaterdepth(cell_t *c, lifeform_t *lf);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
cell_t *get_closest_adjcell(cell_t *src, cell_t *dst);
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
int getdoorlockdiff(int depth);
int getdoorsecretdiff(int depth);
2011-05-20 06:30:58 +10:00
flag_t *getmapcoords(map_t *m, int *x, int *y);
int getmapdifficulty(map_t *m);
map_t *getmapindir(map_t *src, int dir);
- [+] 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
int getmapmaxvisrange(map_t *m);
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
void getradiuscells(cell_t *centre, int radius, int dirtype, int outsideonly, enum LOFTYPE needlof, int wantcentre, cell_t **retcell, int *ncells, int scatterdensity);
int getroomid(cell_t *c);
- [+] 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 getroomedge(map_t *m, int roomid, int minx, int miny, int maxx, int maxy, int whichside, cell_t **retcell, int *ncells, int onlywantsolid);
object_t *gettopobject(cell_t *where, int forglyph);
2011-02-01 06:16:13 +11:00
void calclight(map_t *map);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int calcroompos(map_t *map, int w, int h, int xmargin, int ymargin, int *bx, int *by, int force);
int compassdir(int orthdir);
2010-12-02 12:17:54 +11:00
int countadjcellsoftype(cell_t *cell, int id);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int countadjrooms(cell_t *cell);
int countadjcellswithflag(cell_t *cell, enum FLAG fid, int dirtype);
int countadjdoors(cell_t *cell);
int countadjwalls(cell_t *cell);
- [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level)
2011-11-08 12:19:25 +11:00
int countcellexits(cell_t *cell, int dirtype);
int countcellexitsfor(lifeform_t *lf);
int countmapobs(map_t *m, enum OBTYPE oid);
- [+] 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
int countmapobswithflag(map_t *m, enum FLAG flagid);
int countmapobswithflagval(map_t *m, enum FLAG flagid, int val0, int val1, int val2, char *text);
int countstairs(map_t *m, int dir);
- [+] 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 createcave(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
void createdungeon(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
void createfakes(map_t *map, cell_t *cell);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
void createforest(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob, int nclearings);
void createhabitat(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
- [+] 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 createheaven(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
void createmap(map_t *map, int depth, region_t *region, map_t *parentmap, int exitdir, object_t *entryob);
void createpit(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
void createregionlink(map_t *m, cell_t *c, object_t *o, char *obname, enum REGIONTYPE newregiontype, region_t *parent);
- [+] 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
void createregionthing(map_t *map, regionthing_t *rt);
void createriver(map_t *m);
- [+] monster: triclops. perception. vuln to light. - [+] flying creatures shoudl fall to the ground when unconscious - [+] (this might kill them) - [+] animate statue - bring statue to life - [+] excavate - radial, obliterate walls + obs, doesn't affect lfs - [+] test unicode wall glyph! 0x2588 - [+] use unicode for gas - [+] change f_glyph so that v1 = symbol, instead of text = symbol - [+] change code - [+] change definitions (macro) - [+] test - [+] implement puff = UNI_SHADELIGHT - [+] implement cloud = bolded - [+] if good, extend to staem etc - [+] blue background for lfs in the water - [+] prone in water means effective lower height - [+] glass/ice cells not shattering properly - [+] make magic barriers be solid too - [+] combine lockpick code in io.c and objects.c into the lockpick() function. - [+] first ask what to use (if required) - [+] then ask what dir (if required) - [+] then ask what to unlock (if reuiqred) - [+] then do it - [+] locked containers - [+] picklocks prompts to try them. - [+] in addob, use non-inheritable f_lockedchance for both doors and chests? - [+] v0 = chance v1 = mod per depth - [+] doors: - [+] base 20% chance locked - [+] every 5 levels, add 10% chance - [+] add this to chests / safeboxes - [+] operate doesn't let you open them - [+] bugs in linkexits and linkexit - [+] linkexits: wasn't checking the correct exit cell!!! - [+] lnkexit: wasn't blanking the startcell GRATINGS: - [+] flags: - [+] addflag(lastot->flags, F_OPPOSITESTAIRS, OT_HOLEINROOF, NA, NA, NULL); - [+] climbable d_down NA - [+] BUT you can't climb it if it's locked. - [+] usestairs() - if you climb a grating and it has no maplink: - [+] use createregionlink(map, cell, grating_object, NULL, RG_SEWER, map->region) - [+] make stench affect enhancedsmell creatures more. - [+] excavate should only affect SOLID matter. - [+] going down a drain: - [+] "You walk down a staircase" should be "climb down a drain" - [+] deep slime in sewers sohuldn't spread - [+] deep slime should spread to a slime puddle if it does.... - [+] fix background glyph colour for slime - [+] killed by drowning should really be "drowned in %s" SEWER HABITAT - [+] permenant stench - [+] if you're in a sewer cell and are not nauseated, add it. - [+] nauseated doesn't expire in sewers. - [+] add RG_SEWER - [+] new regiontype - RG_SEWER - [+] map: - [+] pick size 2 - 5 - [+] start at x=2,y=2 - [+] add square 3x3 rooms in gridlike layout (but need space for 5) - [+] connect rooms to orthogonally adjacent ones with passages - [+] use addexits(). no exits on outer walls. - [+] fill all empty cells with low floor and water (but NOt the one with the exit!) - [+] any solid with orthogonally adjacent water changes to a walkway - [+] cope with different x/y room counts - [+] cope with differnet vert/horz corridor sizes. - [+] horz = 2 - [+] vert = 1 - [+] random room size - [+] allow objectclasses to have f_rarity - [+] modify getrandomobcalss - [+] but DONT make objects inherit it!!! - [+] this is used to override selection hased on habitat - modify getrandomobcalss appropriately - [+] random objects/treasure: - [+] add these only in non-water cells?? - [+] move all obs from water clls to random land cells - [+] frequent - [+] vomit - [+] soggy paper - [+] rotted food (add f_tainted to it) - [+] common - [+] wep/arm - [+] all wep/arm are shoddy in sewers - [+] uncommon - [+] rings (higher than normal chance - they were lost down sinks) - [+] occasional tech - [+] bug: playerstart3 vault filled with walls when made randomly! - [+] death speech text for intelligent monsters - [+] 'aaargh!' - [+] 'this isn't over!' - [+] BUG: linkexits() - gettings exits in the wrong place. maybe not taking rotation into account??? - [+] for example in playerstart_5 vault, found an 'exit' at the x: - [+] this comes from the map flag f_roomexit, x, y - [+] the flag may have bene added from autodoors() - [+] have changed code so that f_roomexti uses text field to say who added it
2011-11-29 13:25:04 +11:00
void createroom(map_t *map, int roomid, int x1, int y1, int x2, int y2, int forcewalls);
int calcposandmakeroom(map_t *map, int roomid, int overrideminw, int overrideminh, int xmargin, int ymargin, int *retx, int *rety, int *retw, int *reth, int doorpct, int forcewalls);
void createsewer(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
void createstomach(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
void createswamp(map_t *map, int depth, map_t *parentmap, int exitdir, object_t *entryob);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int createvault(map_t *map, int roomid, vault_t *v, int *retw, int *reth, int *retx, int *rety);
2010-12-02 12:17:54 +11:00
int dirtox(int dt, int dir);
int dirtoy(int dt, int dir);
void dumpmap(map_t *map, int showrooms);
- [+] 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 expand_cave(map_t *map, int numpasses);
void explodesinglecell(cell_t *c, int dam, int killwalls, object_t *o, cell_t *centre);
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
void explodecells(cell_t *c, int dam, int killwalls, object_t *o, int range, int dirtype, int wantannounce);
- [+] 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 finalisemap(map_t *map, object_t *entryob);
void finalisemonster(lifeform_t *lf, lifeform_t *leader, flagpile_t *wantflags, int idx);
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
celltype_t *findcelltype(enum CELLTYPE cid);
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
celltype_t *findcelltypebyname(char *name);
habitat_t *findhabitat(enum HABITAT id);
habitat_t *findhabitatbyname(char *name);
2010-12-02 12:17:54 +11:00
map_t *findmap(int mid);
2011-02-01 06:16:13 +11:00
map_t *findmapofdepth(int depth);
- [+] 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
object_t *findmapobwithflag(map_t *m, enum FLAG flagid);
object_t *findmapobwithflagval(map_t *m, enum FLAG flagid, int val0, int val1, int val2, char *text);
2011-05-20 06:30:58 +10:00
cell_t *findmapentrypoint(map_t *m, int side, lifeform_t *lf);
object_t *findobidinmap(map_t *m, long id);
cell_t *findobinmap(map_t *m, enum OBTYPE oid);
* [+] 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
regionoutline_t *findoutline(int id);
- [+] 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
regiontype_t *findrandomregiontypewithname(char *name);
region_t *findregion(int regionid);
region_t *findregionbytype(enum REGIONTYPE rtid);
- [+] 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
regionthing_t *findregionlink(enum REGIONTYPE rtid);
map_t *findregionmap(int regionid, int depth);
- [+] 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
regionthing_t *findregionthing(int id, region_t **retregion);
regiontype_t *findregiontype(enum REGIONTYPE rtype);
- [+] 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
regiontype_t *findregiontypebyname(char *name);
room_t *findroom(map_t *m, int roomid);
map_t *findsurfaceexitmap(map_t *m);
2010-12-07 18:34:26 +11:00
void forgetcells(map_t *map, int amt);
2010-12-02 12:17:54 +11:00
cell_t *getcellindir(cell_t *cell, int dir);
vault_t *getcellvault(cell_t *c);
* [+] 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
cell_t *getclosestroomcell(lifeform_t *lf, int roomid);
2010-12-02 12:17:54 +11:00
int getnewdigdir(cell_t *cell, int lastdir, int turnpct, int *moved);
int getobchance(int habitat);
int getthingchance(int habitat);
- [+] 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
cell_t *getrandomadjcell(cell_t *c, int wantempty, int allowexpand);
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
cell_t *real_getrandomadjcell(cell_t *c, int wantempty, int allowexpand, enum LOFTYPE needlof, enum OBTYPE *dontwantob, lifeform_t *preferlos);
2010-12-02 12:17:54 +11:00
cell_t *getrandomcell(map_t *map);
cell_t *getrandomcelloftype(map_t *map, enum CELLTYPE id);
2010-12-02 12:17:54 +11:00
int getrandomdir(int dirtype);
- [+] 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
int getrandomdirexcept(int dirtype, int exception);
2010-12-02 12:17:54 +11:00
cell_t *getrandomroomcell(map_t *map, int roomid);
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
void getroomcells(map_t *m, int roomid, cell_t **retcell, int *ncells);
2011-03-04 12:22:36 +11:00
int getslipperyness(cell_t *c, object_t **slipob);
cell_t *getstairdestination(object_t *o, int *madenewmap);
object_t *hasenterableobject(cell_t *c);
- [+] 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
object_t *hascloseddoor(cell_t *c);
int hascrushableob(cell_t *c, lifeform_t *lf);
2011-02-01 06:16:13 +11:00
lifeform_t *haslf(cell_t *c);
* [+] need to set "needredraw" every time we exit: - [+] make eating take longer - depends on lf size and food sizes * [+] stop eating if something attacks you! - [+] change spell code to cope with caster = NULL!! - [+] why are rooms never more than 2 high * [+] traps * [+] eating bug again * [+] disarm trap skill? - [+] lots of needredraw bugs - [+] bug with cursor jumping around lots - [+] draw darkened visible cells in blue * [+] shadow cloak - [+] tree shouldn't prevent resting! - [+] make plants not attack druids * [+] cooking - [+] stop eating if your eating object is no longer with you * [+] FLAG CORRUPTION BUG - [+] pet walking back and forth on rotted objects - [+] purified food shouldn't decay anymore. - [+] plants shouldn't sleep - [+] RESTING on statbar not being cleared. the add of f_interrupted was clearing statdirty before f_asleep got removed in killflag(). - [+] AI: don't eat if in battle - [+] reduce projectile damage - [+] show raceclass in statbars - [+] smoke should make you cough. - [+] when going up levle, only prompt for spells you can cast?? (don't show "NOTCASTABLE") - [+] Your young hawk dies. The stirge releases something! - [+] sleeping thigns shoudn't follow you up/down stairs. - [+] when throw'ng an object, don't let it stack (otherwise we might destroy too much) - [+] don't draw "c - " for nopickup objects. - [+] saving throw for traps if you know about it. - [+] druid - get xp for calming animals - [+] rogue- get xp for picking locks, disarming traps. - [+] metal should be immune to most damage types * [+] make heavy blow need HEAVY weapon, not bashing. - [+] can't rest/train while levitating! - [+] gas traps only go off once. - [+] bug: The goblin throws a boulder at you. A boulder misses you. - [+] don't give short sword skill to wizard. - [+] hearing range based on listen skill * [+] coldness disease: - [+] CRASH when swapping places - [+] bug: i can teleport into an impassable object! - [+] add: "really target (your ally)?" - [+] give wizards school-based skill instead of manaspike + wildmagic - [+] LevUp still not being cleared!!! * [+] why is air wizard being prompted for call lightning at level 2??? * [+] summon weapon (summoning) - [+] hold portal (mod) - [+] reveal hidden - [+] stench (death) - [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3) - [+] grease (modific) creates oil in a circle - [+] fear (death) - [+] seeinvis (div) - [+] locate obejct (div) tells you where a seen objcet is. - [+] swap places (transl) "twiddle" - [+] fire brand (fire, melee attaks deal fire damage) - [+] iceedge - [+] lore (div, temporary knowledge from a particular school?) - [+] icicle (cold, deals cold dam and knocks enemies away) * [+] chill (ice, 1d3 damage per exposed body part) - [+] hail storm (ice, big damage in area) - [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
int hasknownobject(cell_t *c);
2011-02-01 06:16:13 +11:00
int hasobject(cell_t *c);
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
object_t *hastrailof(obpile_t *op, lifeform_t *lf, enum OBTYPE oid, flag_t **tflag, lifeform_t *viewer);
void initmap(void);
void initmaplayout(void);
2011-02-01 06:16:13 +11:00
int isadjacent(cell_t *src, cell_t *dst);
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
int isdark(cell_t *c);
2011-02-01 06:16:13 +11:00
int isdiggable(cell_t *c);
int isdoor(object_t *o, int *isopen);
int isempty(cell_t *c);
* [+] 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 isinscanrange(cell_t *c, void **thing, char *desc, glyph_t *glyph);
2011-02-01 06:16:13 +11:00
int islit(cell_t *c);
2010-12-02 12:17:54 +11:00
int isloopdirok(cell_t *cell, int dir);
int isnewcellok(cell_t *cell, char *err);
int isnighttime(void);
2010-12-02 12:17:54 +11:00
int isonmap(map_t *map, int x, int y);
int isoutdoors(map_t *m);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int isroom(cell_t *c);
2010-12-02 12:17:54 +11:00
int iswallindir(cell_t *cell, int dir);
* [+] 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 killcell(cell_t *c);
void killcelltype(celltype_t *ct);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
void killfakes(map_t *map, cell_t *cell);
* [+] 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 killmap(map_t *m);
- [+] 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 killregion(region_t *r);
int linkexit(cell_t *c, int wantfilled, int *ncellsadded);
int linkexits(map_t *m, int roomid);
* [+] 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 linkholes(map_t *map);
object_t *linkportal(object_t *srcportal, int wantdepth);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int linkstairs(object_t *o, object_t *o2);
void makedoor(cell_t *cell, int openchance);
2011-03-10 16:47:18 +11:00
void makelit(cell_t *c, enum LIGHTLEV how, int howlong);
void makelitradius(cell_t *c, int radius, enum LIGHTLEV how, int howlong);
- [+] BUG: trying to go down stairs from L7 (6?) - [+] You walk down the staircase... ERROR - can't find opposite end of stairs/portal! - [+] You walk down the staircase... ERROR - unlinked stairs! - [+] This is related to the fact that all the staircases came from Jimbo's vault - [+] For some reason we're not linking them when they come for ma vault!!! - [+] "joining unliked stairs" section not working??? - [+] it calls getstairdestination, but this DOESNT call linkstairs! - [+] maby: call autolink everytime i add stairs ? or only do this during createvault ? - [+] automatically remove useless doors (ie. ones where all adjacent walkable cells are in the same room) - [+] in fix_reachability i'm drawing a corridor through vault/room walls. <- probably this one. - [+] don't allow auto reachability to enter rooms through the wrong side wall. - [+] TEST during regular playtests, see if maps look better. - [+] quality on doors. - [+] sturdy / plain / shoddy doors. this impacts the hp - [+] stone doors (solid / plain /crumbling) - [+] metal ( reinforced / plain / rusty) - [+] only show this if perception >= beginner - [+] dungeon shapes - [+] new cell attribute - locked. - [+] calcroompos can't make rooms on locked cells. - [+] normal - [+] cross - [+] circle - [+] turret - [+] - premask out blocked cells before generation! - [+] minion code - if leader dies, - [+] minions drop morale - [+] and might either immediately flee - [+] need lastdamlf - [+] if wisdom >= gtaverage, automatically turn off lamps when you go to sleep - [+] "scratch"/"gnaw" etc should be based on actual damage hp amount, not percentage. - [+] change getattackverb() - [+] 1-2 - [+] 3-6 - [+] 8-12 - [+] 12-18 - [+] 18+ - [+] shop objects should start with all flags known. - [+] allow usage of godstones without id'ing them first. this will id them. - [+] weapon/armour shop should resize armour for you for a cost. - [+] chanelling bonus - [+] novice - [+] tell you when wand is low on charges (0-3) - [+] beginner - [+] let you determine exact remaining charges in wands once it is == 1! - [+] adept - [+] let you determine exact remaining charges in wands once it is <= 3! - [+] skilled: - [+] let you determine exact remaining charges in wands once it is <= 6! - [+] master - [+] lets you always see full amount of want charges. - [+] lets you convert your mp into wand charges? "imbue item"
2012-01-09 15:02:26 +11:00
void markroomwalls(map_t *m, room_t *r);
* [+] 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 mapentereffects(map_t *m);
void moveobtoclearcell(object_t *o);
- [+] non-player insects should never be able to break out of a web. - [+] stench should still affect non humanoid/animals if they have f_enhancesmell - [+] bug: god of fire should only be pleased by kills if you used fire. - [+] luck should affect whether you gain abils from eating corpses - [+] lower weight of four leaf clover - [+] bug: when dungeon had different wall type selected, still got scattered rock walls - [+] death spells shouldn't please hecta if they fail - [+] bjorn should restore stamina when you pray - [+] show your score when you didn't make the hiscore table. - [+] eating corpses for resistances - [+] f_eatconfer on race defs. fill in text for stacking, ie. resist becomes immunity if you already ahve it. - [+] must have f_mutable. - [+] have to eat mutant corpse first to enable this. - [+] you gain f_mutable. - [+] "Your body feels ready for mutation." - [+] thereafter...... - [+] for resistances, you first take maxhp/2 damage of the same type (with chance to ko rather than kill)! - [+] inherited by corpses - [+] eat shadowcat to see through smoke? this replaces the temporary smoke creation effects. - [+] add to some lfs - [+] dtresist (elemental based) - [+] attrmod (wyrm or giant corpses) - [+] when you create a new corpse object, take EATCONFERS from race! - [+] store owners shouldn't let you in if you have f_stench - [+] if you pick up a non-magical object (ie. a potion of water), and have detect magic, and it's not magic...you know it's uncursed, +0, etc. - [+] (assuming pot_water is known) - [+] other effects of alignment - [+] areenemies() - [+] good: - [+] other good creatures are still "peaceful" (remove f_hostile on creation) - [+] evil creatures are always hostile (even npcs) (add this flag in addlf()) - [+] no xp for attacking peaceful - [+] neutral: nothing special - [+] no xp for attacking peaveful - [+] evil: - [+] still get xp for attacking peaceful - [+] good creatures are always hostile (add this flag in addlf()) - [+] show alignment in @. maybe after "Race: xxx" - [+] add random alignments to some humanoid races - [+] should be able to jsut use f_align al_none "gne" - [+] lizardman - [+] all the playable races - [+] bonus when 'c'hating to your own alignment npcs - [+] move alignment question to givejob(), and make it random for mosnters - [+] add alignment to gods - [+] sandman - puts you to sleep. OR has lots of sleeping dust. - [+] glyph: brown 'y' - [+] miniature tornado of sand, humanoid visible inside - [+] can cast sleep, range 1 (or 2 and need lof?) - [+] corpse: smoke and sleeping dust? - [+] no attack. - [+] low hitdice (2) - [+] fairly high ar (10) - [+] madeof dirt
2012-02-10 17:44:12 +11:00
int orthdir(int compassdir);
- [+] 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
enum RACE parserace(char *name, flagpile_t *wantflags, enum JOB *wantjob, enum SUBJOB *wantsubjob);
int remove_deadends(map_t *m, int howmuch);
void set_scanned_glyph(int targettype, void *what, char *descappend, char *desc, glyph_t *glyph);
2011-05-20 06:30:58 +10:00
void setcellknown(cell_t *cell, int forcelev);
void setcellknownradius(cell_t *centre, int forcelev, int radius, int dirtype);
void setcelltype(cell_t *cell, enum CELLTYPE id);
int shattercell(cell_t *c, lifeform_t *fromlf, char *damstring);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
int unlinkstairsto(map_t *unlinkmap);
2010-12-07 18:34:26 +11:00
void updateknowncells(void);
int validateregions(void);
int validateregionthing(regionthing_t *thing);
VAULTS * [+] vaiultlegend_t * [+] vaultdef_t - [+] implement addlegend() - [+] implement addvault() - [+] function to read in a vault from a data file - [+] vs_noid - [+] vs_loadingmap - [+] vs_loadinglegend - [+] vs_loadingflags - [+] vs_loading - [+] load all vaultdefs in at start - [+] change createroom to calculate the posistion - [+] for each room, give a %chance of haivng a vault. (based on habitat?) * [+] createvault(map_t, roomid?, char *vaultid) - [+] mapdata with letters * [+] MSG up vault errors on load. - [+] Select job _before_ generating first map. * [+] make addob() handle door flags: * [+] addob() improvements * [+] wish bug: first object goes in pack, rest on ground. - [+] genericise getroomedge() - [+] finish 'autodoors' (at the end, add doors if none already done) - [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x, v1=y, v2=pct text=what * [+] "what" can be: * [+] scatter:y1:x2:y2:what:chance%:howmany * [+] some way to make the @map bit just say 'random room at least 2x4' - [+] make "scatter" able to take range instead of count. - [+] make "scatter"able to take x% instead of count. - [+] upsidedown chars no longer working with winch() - [+] ensure no DUPE ids - [+] make legend take percentages (optional) - [+] make "at" take negative values... OPTIONS - [+] autodoors - put doors on edges like with normal dungeon rooms. * [+] autopop - fill with obs/monsters like normal rooms VAULT FILES - [+] flooded room - [+] labyrinth - [+] vault (lots of money, locked secret doors) - [+] monster zoos (money and monsters) - [+] diningroom - lots of tables and chairs - [+] circleroom - [+] pillared room - [+] glass pillared room - [+] cockatrice lair (statues) - [+] traproom - need "random trap". need OC_TRAP. - [+] BUG: piranhas walking out of water sometimes....... - [+] add startatt x-y rather than just a bracket. use text field. - [+] make teleport auto move away form lfs - [+] add minotaur
2011-06-02 18:34:44 +10:00
int wallstoleftright(cell_t *c, int dir);
void writetextonground(lifeform_t *lf, cell_t *c, char *buf, int howlong);