2011-02-01 06:16:13 +11:00
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#include <assert.h>
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2010-12-02 12:17:54 +11:00
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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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
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#include <sys/time.h>
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2011-02-01 06:16:13 +11:00
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#include <time.h>
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2011-03-24 16:09:31 +11:00
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#include <unistd.h>
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2011-02-01 06:16:13 +11:00
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#include "ai.h"
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#include "attack.h"
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2011-09-15 11:58:16 +10:00
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#include "data.h"
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2010-12-02 12:17:54 +11:00
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#include "io.h"
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2011-02-01 06:16:13 +11:00
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#include "flag.h"
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2010-12-02 12:17:54 +11:00
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#include "lf.h"
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#include "map.h"
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2011-02-01 06:16:13 +11:00
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#include "move.h"
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2010-12-02 12:17:54 +11:00
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#include "nexus.h"
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#include "objects.h"
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#include "save.h"
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2011-06-29 18:48:48 +10:00
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#include "spell.h"
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2011-02-01 06:16:13 +11:00
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#include "text.h"
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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
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#include "vault.h"
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2010-12-02 12:17:54 +11:00
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material_t *material = NULL,*lastmaterial = NULL;
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objectclass_t *objectclass = NULL,*lastobjectclass = NULL;
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objecttype_t *objecttype = NULL,*lastobjecttype = NULL;
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2011-03-10 16:47:18 +11:00
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brand_t *firstbrand = NULL,*lastbrand = NULL;
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2011-02-16 05:21:33 +11:00
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obmod_t *firstobmod = NULL,*lastobmod = NULL;
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2010-12-02 12:17:54 +11:00
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celltype_t *firstcelltype = NULL,*lastcelltype = NULL;
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2011-03-04 12:22:36 +11:00
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command_t *firstcommand = NULL,*lastcommand = NULL;
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2010-12-02 12:17:54 +11:00
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race_t *firstrace = NULL,*lastrace = NULL;
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* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
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raceclass_t *firstraceclass = NULL,*lastraceclass = NULL;
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2011-02-01 06:16:13 +11:00
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job_t *firstjob = NULL,*lastjob = NULL;
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2011-03-10 16:47:18 +11:00
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skill_t *firstskill = NULL,*lastskill = NULL;
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2011-06-22 16:01:48 +10:00
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habitat_t *firsthabitat = NULL,*lasthabitat = NULL;
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2010-12-02 12:17:54 +11:00
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map_t *firstmap = NULL,*lastmap = NULL;
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- [+] 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
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map_t *heaven = NULL;
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2011-06-22 16:01:48 +10:00
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region_t *firstregion = NULL,*lastregion = NULL;
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regionoutline_t *firstregionoutline = NULL,*lastregionoutline = NULL;
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regiontype_t *firstregiontype = NULL,*lastregiontype = NULL;
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2010-12-07 18:34:26 +11:00
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knowledge_t *knowledge = NULL, *lastknowledge = NULL;
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2011-03-10 16:47:18 +11:00
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hiddenname_t *firsthiddenname = NULL, *lasthiddenname = NULL;
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* [+] 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
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npcname_t *npcname;
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int numnpcnames;
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2010-12-02 12:17:54 +11:00
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2011-09-28 04:56:58 +10:00
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int maxmonhitdice = 0; // highest number of hitdice for any monster
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2011-08-20 14:14:39 +10:00
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double presin[360];
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double precos[360];
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void (*precalclos)(lifeform_t *) = NULL;
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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
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extern vault_t *firstvault;
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* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
extern flag_t *retflag[];
|
|
|
|
extern int nretflags;
|
|
|
|
|
2011-04-01 10:54:44 +11:00
|
|
|
glyph_t playerglyph,tempglyph;
|
|
|
|
|
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
|
|
|
double startticks,lastticks;
|
|
|
|
struct timeval starttv, tv,newtv;
|
|
|
|
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
extern int enteringmap;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// maintains unique lifeform ID numbers
|
|
|
|
long nextlfid = 0;
|
|
|
|
|
|
|
|
int SCREENW = DEF_SCREENW;
|
|
|
|
int SCREENH = DEF_SCREENH;
|
|
|
|
|
|
|
|
// object return list
|
|
|
|
object_t *retobs[MAXPILEOBS+1];
|
|
|
|
int retobscount[MAXPILEOBS+1];
|
|
|
|
int nretobs = 0;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
FILE *logfile;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
prompt_t prompt;
|
|
|
|
|
|
|
|
char msghist[MAXHISTORY][BUFLEN];
|
|
|
|
int nmsghist = 0;
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
enum ERROR reason; // global for returning errors
|
2011-02-01 06:16:13 +11:00
|
|
|
void *rdata; // globel for returning data
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
lifeform_t *player = NULL;
|
|
|
|
int gameover;
|
|
|
|
|
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 obdb = B_FALSE;
|
|
|
|
|
2011-03-18 12:25:18 +11:00
|
|
|
enum GAMEMODE gamemode = GM_FIRST;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-08-25 19:01:28 +10:00
|
|
|
long curtime = 0; // # current game clock (in seconds)
|
|
|
|
long gamedays = 0; // # game days passed since start of game
|
|
|
|
long gamesecs = 0; // # game seconds passed since start of game
|
|
|
|
long timeleft = 0; // # secs remaining for which we need to process events
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
extern int statdirty;
|
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
extern int noredraw;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
int needredraw = B_TRUE;
|
|
|
|
int numdraws = 0;
|
|
|
|
|
2011-04-11 15:05:45 +10:00
|
|
|
// for xp list debugging
|
|
|
|
extern race_t **raceposs;
|
|
|
|
extern int *xpposs;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
int main(int argc, char **argv) {
|
2010-12-02 12:17:54 +11:00
|
|
|
int newworld = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *o;
|
2011-03-11 12:25:38 +11:00
|
|
|
char welcomemsg[BUFLEN];
|
2011-03-24 16:09:31 +11:00
|
|
|
int ch;
|
|
|
|
FILE *playerfile = NULL;
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
int x,y,i;
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
cell_t *c;
|
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
|
|
|
vault_t *v;
|
2011-09-12 09:52:14 +10:00
|
|
|
enum SKILLLEVEL slev;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
atexit(cleanup);
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
while ((ch = getopt(argc, argv, "f:")) != -1) {
|
|
|
|
switch (ch) {
|
|
|
|
case 'f':
|
|
|
|
playerfile = fopen(optarg, "rt");
|
|
|
|
if (!playerfile) {
|
|
|
|
fprintf(stderr, "cannot open player file: %s\n",optarg);
|
|
|
|
exit(1);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 'h':
|
|
|
|
case '?':
|
|
|
|
default:
|
|
|
|
usage(argv[0]);
|
|
|
|
exit(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// init params
|
2011-02-01 06:16:13 +11:00
|
|
|
if (init()) {
|
|
|
|
exit(1);
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// load whatever maps are available
|
|
|
|
loadall();
|
|
|
|
|
|
|
|
// init graphics
|
|
|
|
initgfx();
|
|
|
|
|
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
|
|
|
// warn about vault problems.
|
|
|
|
for (v = firstvault ; v ; v = v->next) {
|
|
|
|
if (!v->valid) {
|
|
|
|
msg("warning: invalid vaultfile '%s'",v->filename); more();
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
// init prompt
|
|
|
|
for (i = 0; i < MAXCHOICES; i++) {
|
|
|
|
choice_t *c;
|
|
|
|
c = &prompt.choice[i];
|
|
|
|
c->text = NULL;
|
|
|
|
c->desc = NULL;
|
|
|
|
c->longdesc = NULL;
|
|
|
|
}
|
|
|
|
|
2010-12-07 18:34:26 +11:00
|
|
|
|
|
|
|
// if no player (ie. didn't load a game), add them
|
2010-12-02 12:17:54 +11:00
|
|
|
if (!player) {
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
char *user,pname[BUFLEN],buf[BUFLEN];
|
2011-03-24 16:09:31 +11:00
|
|
|
job_t *j = NULL;
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
race_t *startrace = NULL;
|
2011-02-01 06:16:13 +11:00
|
|
|
char ch;
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
object_t *o;
|
2011-02-01 06:16:13 +11:00
|
|
|
cell_t *where;
|
2011-04-14 09:44:29 +10:00
|
|
|
int dir;
|
2011-04-11 15:05:45 +10:00
|
|
|
flag_t *f;
|
2011-09-01 03:33:35 +10:00
|
|
|
region_t *wregion, *dregion,*hregion;
|
2011-06-22 16:01:48 +10:00
|
|
|
map_t *dmap;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-06-22 16:20:24 +10:00
|
|
|
// populate scroll, potion, etc names
|
|
|
|
genhiddennames();
|
|
|
|
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
// read from rc file if required
|
2011-03-24 16:09:31 +11:00
|
|
|
if (playerfile) {
|
|
|
|
char *p;
|
|
|
|
while (!feof(playerfile)) {
|
|
|
|
fgets(buf, BUFLEN, playerfile);
|
|
|
|
buf[strlen(buf)-1] = '\0';
|
|
|
|
if (strstr(buf, "job:") == buf) {
|
|
|
|
p = buf + strlen("job:");
|
|
|
|
j = findjobbyname(p);
|
|
|
|
if (j) break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fseek(playerfile, 0, SEEK_SET);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2011-03-24 16:09:31 +11:00
|
|
|
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
|
|
|
|
if (!startrace) {
|
|
|
|
race_t *r;
|
2011-03-24 16:09:31 +11:00
|
|
|
// ask for race
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
initprompt(&prompt, "Select your race:");
|
|
|
|
ch = 'a';
|
|
|
|
for (r = firstrace ; r ; r = r->next) {
|
|
|
|
if (hasflag(r->flags, F_PLAYABLE)) {
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
addchoice(&prompt, ch++, r->name, NULL, r, r->desc);
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
startrace = NULL;
|
|
|
|
while (!startrace) {
|
|
|
|
getchoicestr(&prompt, B_FALSE, B_TRUE);
|
|
|
|
startrace = prompt.result;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!j) {
|
|
|
|
// ask for job
|
2011-03-24 16:09:31 +11:00
|
|
|
initprompt(&prompt, "Select your job:");
|
|
|
|
ch = 'a';
|
|
|
|
for (j = firstjob ; j ; j = j->next) {
|
2011-06-29 18:48:48 +10:00
|
|
|
if (!hasflag(j->flags, F_NOPLAYER)) {
|
2011-10-07 13:38:58 +11:00
|
|
|
addchoice(&prompt, ch++, (j->id == J_GOD) ? "Diety (for debugging)" : j->name, NULL, j, j->desc);
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
2011-03-24 16:09:31 +11:00
|
|
|
}
|
|
|
|
j = NULL;
|
|
|
|
while (!j) {
|
* [+] 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
|
|
|
getchoicestr(&prompt, B_FALSE, B_TRUE);
|
2011-03-24 16:09:31 +11:00
|
|
|
j = prompt.result;
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
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
|
|
|
// make the initial level
|
2011-09-01 03:33:35 +10:00
|
|
|
newworld = B_TRUE;
|
|
|
|
// create world map.
|
|
|
|
wregion = addregion(RG_WORLDMAP, NULL, -1);
|
|
|
|
assert(wregion);
|
|
|
|
addmap();
|
|
|
|
createmap(firstmap, 1, wregion, NULL, D_NONE, NULL);
|
|
|
|
// create first dungeon
|
|
|
|
dregion = findregionbytype(RG_FIRSTDUNGEON);
|
|
|
|
assert(dregion);
|
|
|
|
dmap = addmap();
|
|
|
|
createmap(dmap, 1, dregion, firstmap, D_DOWN, NULL);
|
|
|
|
// create heaven
|
|
|
|
hregion = addregion(RG_HEAVEN, NULL, -1);
|
|
|
|
assert(hregion);
|
|
|
|
heaven = addmap();
|
|
|
|
createmap(heaven, 1, hregion, NULL, D_NONE, NULL);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// find staircase
|
2011-06-22 16:01:48 +10:00
|
|
|
where = findobinmap(dmap, OT_STAIRSUP);
|
2011-02-01 06:16:13 +11:00
|
|
|
assert(where);
|
2011-03-22 18:06:28 +11:00
|
|
|
// make sure no lifeforms are there
|
|
|
|
if (where->lf) {
|
|
|
|
killlf(where->lf);
|
|
|
|
}
|
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
|
|
|
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
// add player in the starting position
|
|
|
|
//where = real_getrandomadjcell(where, WE_WALKABLE, B_ALLOWEXPAND, LOF_DONTNEED, NULL);
|
|
|
|
where = findobinmap(dmap, OT_PLAYERSTART);
|
|
|
|
if (!where) {
|
|
|
|
dblog("fatal error: couldn't find player start position!");
|
|
|
|
msg("fatal error: couldn't find player start position!");
|
|
|
|
more();
|
|
|
|
exit(1);
|
|
|
|
}
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
real_addlf(where, startrace->id, 1, C_PLAYER); // this will assign 'player'
|
- [+] 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
|
|
|
addflag(player->flags, F_CANWILL, OT_A_PRAY, NA, NA, NULL);
|
2011-08-31 06:10:43 +10:00
|
|
|
addflag(player->flags, F_CANWILL, OT_A_TRAIN, NA, NA, NULL);
|
2011-09-12 09:52:14 +10:00
|
|
|
addflag(player->flags, F_CANWILL, OT_A_DEBUG, NA, NA, NULL); /////////
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
o = hasob(where->obpile, OT_PLAYERSTART);
|
|
|
|
killob(o);
|
- [+] 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
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
user = getenv("USER");
|
|
|
|
if (user) {
|
2011-07-29 08:45:34 +10:00
|
|
|
char pname[MAXPNAMELEN];
|
|
|
|
snprintf(pname, MAXPNAMELEN, "%s", getenv("USER"));
|
|
|
|
addflag(player->flags, F_NAME, NA, NA, NA, pname);
|
2011-02-01 06:16:13 +11:00
|
|
|
} else {
|
|
|
|
addflag(player->flags, F_NAME, NA, NA, NA, "Anonymous");
|
|
|
|
}
|
|
|
|
givejob(player, j->id);
|
2011-06-29 18:48:48 +10:00
|
|
|
// extra choices for some jobs
|
|
|
|
if (j->id == J_WIZARD) {
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
skill_t *sk;
|
2011-09-13 09:52:21 +10:00
|
|
|
initprompt(&prompt, "Select your primary spell specialty:");
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
addchoice(&prompt, 'a', getskillname(SK_SS_AIR), NULL, findskill(SK_SS_AIR), NULL);
|
|
|
|
addchoice(&prompt, 'c', getskillname(SK_SS_COLD), NULL, findskill(SK_SS_COLD), NULL);
|
|
|
|
addchoice(&prompt, 'f', getskillname(SK_SS_FIRE), NULL, findskill(SK_SS_FIRE), NULL);
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
addchoice(&prompt, 'w', getskillname(SK_SS_WILD), NULL, findskill(SK_SS_WILD), NULL);
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
getchoice(&prompt);
|
|
|
|
sk = (skill_t *) prompt.result;
|
2011-09-13 09:52:21 +10:00
|
|
|
giveskilllev(player, sk->id, PR_BEGINNER);
|
* [+] 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
|
|
|
switch (sk->id) {
|
|
|
|
case SK_SS_AIR:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_MIST, NA, NA, NULL);
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
addflag(player->flags, F_CANSEETHROUGHMAT, MT_GAS, NA, NA, NULL);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
break;
|
|
|
|
case SK_SS_COLD:
|
2011-08-31 06:10:43 +10:00
|
|
|
addflag(player->flags, F_CANCAST, OT_S_CHILL, NA, NA, NULL);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
break;
|
|
|
|
case SK_SS_FIRE:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_SPARK, NA, NA, NULL);
|
|
|
|
break;
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
case SK_SS_WILD:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_MANASPIKE, NA, NA, NULL);
|
|
|
|
break;
|
* [+] 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
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
2011-09-13 09:52:21 +10:00
|
|
|
initprompt(&prompt, "Select your secondary spell school:");
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
addchoice(&prompt, 'd', getskillname(SK_SS_DIVINATION), NULL, findskill(SK_SS_DIVINATION), NULL);
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
addchoice(&prompt, 'g', getskillname(SK_SS_GRAVITY), NULL, findskill(SK_SS_GRAVITY), NULL);
|
- move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you. A potion of sleep
hits you.
A potion of sleep shatters! You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
description below!
- [+] in getchoicestr:
- [+] remember desc_end_y
- [+] if our typed text doesn't match, and desc_end_y is set
- [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
first level!!!!!
- [+] put in debugging to show if we ever destroy a staircase
- [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
certain %age. ie. f_modmaxhp 80% to get lower.
- [+] jobs can no longer have F_HITDICE
- [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??
- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
- [+] can fly
- [+] vuln to electric attacks
- [+] vuln++ to fire
- [+] ---str
- [+] cyborg
- [+] +str, +int, +dex, +con
- [+] ---cha
- [+] -wis
- [+] vulnerable to lightning, water,cold
- [+] cannot use any magic, or med-high chance of spell failure
- [+] bleeds oil rather than water
- [+] see exact hp damage (f_extrainfo)
- [+] tech usage.
- [+] remember race in highscores.
2011-09-19 11:47:35 +10:00
|
|
|
addchoice(&prompt, 'm', getskillname(SK_SS_MODIFICATION), NULL, findskill(SK_SS_MODIFICATION), NULL);
|
|
|
|
addchoice(&prompt, 's', getskillname(SK_SS_SUMMONING), NULL, findskill(SK_SS_SUMMONING), NULL);
|
|
|
|
addchoice(&prompt, 't', getskillname(SK_SS_TRANSLOCATION), NULL, findskill(SK_SS_TRANSLOCATION), NULL);
|
2011-09-13 09:52:21 +10:00
|
|
|
getchoice(&prompt);
|
|
|
|
sk = (skill_t *) prompt.result;
|
|
|
|
giveskilllev(player, sk->id, PR_NOVICE);
|
|
|
|
switch (sk->id) {
|
|
|
|
case SK_SS_DIVINATION:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_SIXTHSENSE, NA, NA, NULL);
|
|
|
|
break;
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
case SK_SS_GRAVITY:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_TRUESTRIKE, NA, NA, NULL);
|
|
|
|
break;
|
2011-09-13 09:52:21 +10:00
|
|
|
case SK_SS_MODIFICATION:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_HOLDPORTAL, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
case SK_SS_SUMMONING:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_FLOATINGDISC, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
case SK_SS_TRANSLOCATION:
|
|
|
|
addflag(player->flags, F_CANCAST, OT_S_APPORTATION, NA, NA, NULL);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
|
2011-04-11 15:05:45 +10:00
|
|
|
}
|
* [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
their victim is ADJACENT.
- [-] XP CALC
- [+] funnelweb and redback are the same.
- [+] check this is right...... i want funnel web to be worse.
- [+] make hitconfer check in calcxpval take lifetime into account
- [+] ALSO assign an xp rating to each hitconferred flag.
- [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition:
"a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
nothing happens??
* [+] throw code
- [+] wizard: ask for school specialty at start, from: fire, ice, xxx
? You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai: if we are going to player's last known loc (via targetcell),
abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends. this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
You miss the eyebat. You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
stairs
- [+] genericise: trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
pain!
The skeleton drops a blessed fuming aqua potion [tried].
The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
- [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm. like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
- [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
from that school
2011-04-23 14:27:42 +10:00
|
|
|
|
2011-04-11 15:05:45 +10:00
|
|
|
// read cheat info from player file
|
2011-03-24 16:09:31 +11:00
|
|
|
if (playerfile) {
|
|
|
|
if (parseplayerfile(playerfile, player)) {
|
|
|
|
// error!
|
|
|
|
exit(0);
|
|
|
|
}
|
|
|
|
fclose(playerfile);
|
2011-04-11 15:05:45 +10:00
|
|
|
// TODO: note that we're cheaing
|
2011-03-24 16:09:31 +11:00
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
// player needs hunger
|
|
|
|
addflag(player->flags, F_HUNGER, 0, NA, NA, NULL);
|
|
|
|
|
2011-04-14 09:44:29 +10:00
|
|
|
// kill any other lifeforms around the caster, to make room for pets.
|
|
|
|
for (dir = DC_N; dir <= DC_NW; dir++) {
|
|
|
|
cell_t *c;
|
|
|
|
c = getcellindir(player->cell, dir);
|
|
|
|
if (c && c->lf) {
|
|
|
|
killlf(c->lf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-04-11 15:05:45 +10:00
|
|
|
// pet / npc / follower
|
|
|
|
f = lfhasflag(player, F_HASPET);
|
|
|
|
if (f) {
|
|
|
|
cell_t *c;
|
|
|
|
race_t *r;
|
|
|
|
lifeform_t *pet;
|
|
|
|
r = findracebyname(f->text);
|
|
|
|
assert(r);
|
|
|
|
|
|
|
|
// create it
|
|
|
|
c = getrandomadjcell(player->cell, WE_WALKABLE, B_ALLOWEXPAND);
|
|
|
|
assert(c);
|
|
|
|
pet = addlf(c, r->id, 1);
|
|
|
|
// mark us as its master
|
* [+] 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
|
|
|
petify(pet, player);
|
2011-04-11 15:05:45 +10:00
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
getplayernamefull(pname);
|
2011-10-07 07:12:13 +11:00
|
|
|
snprintf(welcomemsg, BUFLEN, "Greetings %s, welcome to nexus!", pname);
|
2011-02-01 06:16:13 +11:00
|
|
|
// 00:00 - 23:59
|
2011-08-25 19:01:28 +10:00
|
|
|
curtime = rnd(0,DAYSECS-1);
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
} else {
|
2011-09-01 03:33:35 +10:00
|
|
|
snprintf(welcomemsg, BUFLEN, "Welcome back!");
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
// start game - this will cause debug messages to now
|
|
|
|
// go to the log file instead of stdout.
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
timeleft = 0; // reset game timer
|
2010-12-02 12:17:54 +11:00
|
|
|
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
enteringmap = B_FALSE; // no time passes for lfs on a different map to the player.
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// calculate initial light
|
|
|
|
calclight(player->cell->map);
|
|
|
|
// pre-calc line-of-sight for player
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
//precalclos(player);
|
2011-09-12 09:52:14 +10:00
|
|
|
player->facing = D_ALL;
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
setlosdirty(player);
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
// don't want any mosnters starting within los/lof of player
|
2011-09-12 09:52:14 +10:00
|
|
|
slev = getskill(player, SK_CARTOGRAPHY);
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
for (y = 0; y < player->cell->map->h; y++) {
|
|
|
|
for (x = 0; x < player->cell->map->w; x++) {
|
|
|
|
c = getcellat(player->cell->map, x, y);
|
2011-09-12 09:52:14 +10:00
|
|
|
if (c && (haslos(player, c) || haslof(player->cell, c, LOF_WALLSTOP, NULL))) {
|
|
|
|
setcellknown(c, slev);
|
|
|
|
if (c->lf && !isplayer(c->lf) && !ispetof(c->lf, player)) {
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
killlf(c->lf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
needredraw = B_TRUE;
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
|
2011-05-20 06:30:58 +10:00
|
|
|
// start game
|
|
|
|
gamemode = GM_GAMESTARTED;
|
|
|
|
|
|
|
|
// redo light and player los
|
|
|
|
calclight(player->cell->map);
|
2011-09-12 09:52:14 +10:00
|
|
|
player->facing = rnd(DC_N, DC_NW);
|
2011-05-20 06:30:58 +10:00
|
|
|
precalclos(player);
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// show level
|
|
|
|
drawscreen();
|
|
|
|
|
2011-03-11 12:25:38 +11:00
|
|
|
msg("%s",welcomemsg);
|
|
|
|
more();
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// MAIN LOOP
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
// basic flow is:
|
|
|
|
//
|
|
|
|
// donextturn() - process a turn for a lifeform
|
- [+] 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
|
|
|
// startlfturn() Rest effects, Damage from floor objects, etc
|
2011-02-01 06:16:13 +11:00
|
|
|
// lifeform takes action
|
|
|
|
// checkdeath() - check for object/player death. remove dead things.
|
|
|
|
// timeeffectsworld() Fires burn out, ice melts, etc
|
|
|
|
// Also keeps lf->timespent values under control.
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// redraw screen
|
|
|
|
//
|
|
|
|
// checkendgame() - has the game ended yet?
|
|
|
|
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
gameover = B_FALSE;
|
|
|
|
while (!gameover) {
|
2011-02-01 06:16:13 +11:00
|
|
|
map_t *curmap;
|
|
|
|
curmap = player->cell->map;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// default to no redraw - donextturn() will change this if needed.
|
|
|
|
needredraw = B_FALSE;
|
|
|
|
numdraws = 0;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// someone has a turn - this will then call taketime
|
2011-02-01 06:16:13 +11:00
|
|
|
donextturn(curmap);
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// show level (if required)
|
|
|
|
//if (haslos(player, curmap->lf->cell)) {
|
2010-12-02 12:17:54 +11:00
|
|
|
drawscreen();
|
2011-08-18 06:57:43 +10:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
//dblog("**** END of turn, numdraws = %d", numdraws);
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// check end of game
|
|
|
|
checkendgame();
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// identify all objects
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
identify(o);
|
|
|
|
}
|
|
|
|
// show possessions
|
|
|
|
dofinaloblist(player->pack);
|
2010-12-02 12:17:54 +11:00
|
|
|
// print tombstone
|
|
|
|
tombstone(player);
|
2011-02-01 06:16:13 +11:00
|
|
|
return B_FALSE;
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
celltype_t *addcelltype(int id, char *name, char glyph, int colour, int solid, int transparent, enum MATERIAL mat, int floorheight) {
|
2010-12-02 12:17:54 +11:00
|
|
|
celltype_t *a;
|
|
|
|
|
|
|
|
// add to the end of the list
|
|
|
|
if (firstcelltype == NULL) {
|
|
|
|
firstcelltype = malloc(sizeof(celltype_t));
|
|
|
|
a = firstcelltype;
|
|
|
|
a->prev = NULL;
|
|
|
|
} else {
|
|
|
|
// go to end of list
|
|
|
|
a = lastcelltype;
|
|
|
|
a->next = malloc(sizeof(celltype_t));
|
|
|
|
a->next->prev = a;
|
|
|
|
a = a->next;
|
|
|
|
}
|
|
|
|
lastcelltype = a;
|
|
|
|
a->next = NULL;
|
|
|
|
|
|
|
|
// set props
|
|
|
|
a->id = id;
|
2011-02-01 06:16:13 +11:00
|
|
|
a->name = strdup(name);
|
2011-04-01 10:54:44 +11:00
|
|
|
a->glyph.ch = glyph;
|
|
|
|
a->glyph.colour = colour;
|
2010-12-02 12:17:54 +11:00
|
|
|
a->solid = solid;
|
|
|
|
a->transparent = transparent;
|
2011-02-01 06:16:13 +11:00
|
|
|
a->material = findmaterial(mat);
|
2011-06-09 18:58:35 +10:00
|
|
|
a->floorheight = floorheight;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
a->flags = addflagpile(NULL, NULL);
|
|
|
|
|
|
|
|
return a;
|
|
|
|
}
|
|
|
|
|
2011-03-04 12:22:36 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
void checkdeath(void) {
|
|
|
|
lifeform_t *lf, *nextlf;
|
|
|
|
int x,y;
|
|
|
|
for (lf = player->cell->map->lf; lf ; lf = nextlf) {
|
|
|
|
nextlf = lf->next;
|
|
|
|
|
2011-04-08 13:18:54 +10:00
|
|
|
// check for object death
|
|
|
|
removedeadobs(lf->pack);
|
2011-02-01 06:16:13 +11:00
|
|
|
// check for death
|
|
|
|
if (lf->hp <= 0) {
|
|
|
|
// die!
|
|
|
|
die(lf);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for object death on map
|
|
|
|
for (y = 0; y < player->cell->map->h; y++) {
|
|
|
|
for (x = 0; x < player->cell->map->w; x++) {
|
|
|
|
cell_t *c;
|
|
|
|
c = getcellat(player->cell->map, x, y);
|
|
|
|
if (c) {
|
|
|
|
removedeadobs(c->obpile);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
void checkendgame(void) {
|
|
|
|
if (!player->alive) {
|
2011-06-20 13:16:30 +10:00
|
|
|
gamemode = GM_GAMEOVER;
|
2010-12-02 12:17:54 +11:00
|
|
|
gameover = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void cleanup(void) {
|
2011-04-11 15:05:45 +10:00
|
|
|
|
|
|
|
free(xpposs);
|
|
|
|
free(raceposs);
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
fclose(logfile);
|
|
|
|
cleanupgfx();
|
2011-02-16 05:21:33 +11:00
|
|
|
|
|
|
|
// free maps
|
|
|
|
// free knowledge
|
2011-03-10 16:47:18 +11:00
|
|
|
// free brands
|
2011-02-16 05:21:33 +11:00
|
|
|
// free obtypes
|
|
|
|
// free objects
|
|
|
|
// free materials
|
|
|
|
// free races
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange. for melee fighters (default), it's 0. for
spells/archers, it's higiher.
- [+] if we are further away than bestrange, move towards.
- [+] if we are closer than bestrange, move away
- [+] AND: move to wantrange before doing spells etc
- [+] if we have a ranged attack and wantrange is default, increase
it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
acceptable!
* [+] mflag_push for monsters
http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent
* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
- [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
15).
- [+] CRASH flagpile corrupt
- [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
- [+] ex: your tracks don't last as long
- [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
- [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
- [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 12:12:00 +10:00
|
|
|
void dbtimestart(char *text) {
|
|
|
|
gettimeofday(&tv, NULL);
|
|
|
|
starttv = tv;
|
|
|
|
dblog("START\t%s", text);
|
|
|
|
}
|
|
|
|
|
|
|
|
void dbtime(char *text) {
|
|
|
|
double ticks;
|
|
|
|
gettimeofday(&newtv, NULL);
|
|
|
|
ticks = ((newtv.tv_sec - tv.tv_sec) * 1000000) + (newtv.tv_usec - tv.tv_usec);
|
|
|
|
dblog("+%f\t%s", ticks, text);
|
|
|
|
tv = newtv;
|
|
|
|
}
|
|
|
|
|
|
|
|
void dbtimeend(char *text) {
|
|
|
|
double ticks;
|
|
|
|
gettimeofday(&newtv, NULL);
|
|
|
|
ticks = ((newtv.tv_sec - starttv.tv_sec) * 1000000) + (newtv.tv_usec - starttv.tv_usec);
|
|
|
|
dblog("FINISHED %s (total time %f)", text, ticks);
|
|
|
|
}
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
void dobresnham(int d, int xinc1, int yinc1, int dinc1, int xinc2, int yinc2, int dinc2, int *xinc, int *yinc, int *dinc) {
|
|
|
|
if (d < 0) {
|
|
|
|
*xinc = xinc1;
|
|
|
|
*yinc = yinc1;
|
|
|
|
*dinc = dinc1;
|
|
|
|
} else {
|
|
|
|
*xinc = xinc2;
|
|
|
|
*yinc = yinc2;
|
|
|
|
*dinc = dinc2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
void donextturn(map_t *map) {
|
|
|
|
lifeform_t *who;
|
2011-02-16 05:21:33 +11:00
|
|
|
int db = B_FALSE;
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
map_t *oldpmap;
|
|
|
|
|
|
|
|
oldpmap = player->cell->map;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
who = map->lf;
|
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
if (who) {
|
|
|
|
if (db) dblog("**** donextturn for: id %d %s", who->id, who->race->name);
|
2011-05-27 10:41:34 +10:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
assert(who->timespent == 0);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
- [+] 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
|
|
|
startlfturn(who);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// calculate light
|
|
|
|
calclight(map);
|
|
|
|
// pre-calculate line of sight for this lifeform
|
- [+] make "fear" be used to flee, not attack
- [+] CRASH in linkexit()
- [+] make most monsters either have sk_perception at least novice.
- [+] show success rate when studying scrolls
- [+] bug: unable to drink from fountains anymore
- [+] always use multidrop - this will free up 'D'
- [+] forest tree cluster maps are not working - only a single tree in
each cluster!
- [+] crash - ghost adding footprint to solid cell!
- [+] amberon's wrath for attacking peaceful should happen once per
ATTACK, not once per HIT
- [+] show cells outside LOS as blue or darkgrey
- [+] Don't place normal rooms next to the edge of the map either!!
- [+] getradiuscells(scatter) needs an option to include density
- [+] then make absolute zero have high density
* [+] summoning spells on pentagram will summon a demon instead
- [+] "confusion" / "baffle" mental spell - l2
- [+] add 'concussion' injury (head bash) - confusion effect.
- [+] iswoozy checks for this.
- [+] severed limbs -"frominjury" so taht you can heal them
- [+] linkexit() needs to be able to handle making THREE turns:
- [+] when looking for turnpos, remember each up/down celll
- [+] if we don't find one ("annot find a way to link up") , go
through each up/down cell and look left/right
- [+] fix is in place.
- [+] tested.
- [+] bug: doors being placed on top of rock walls!!! think this is
related to fix_deadends.
- [+] assert statement added.
* [+] bug: no up stairs generated on first dungeon map! was being
removed by clearcell() for overlapping rooms.
- [+] mass stun spell - l4. stuns all in los ?
* [+] make "stun" / massstun durations be 2-4 depending on power
- [+] "restricted" jobs/races?
- [+] don't put shopkeepers in pubs
- [+] make a per-map maxvisrange. the deeper you go, the lower this
gets (ie . it is darker, less ambientlight)
- [+] limit getvisrange(lf) by getmapmaxvisrange()
- [+] map->habitat->maxvisrange. set this during createhabitat()
- [+] reduce maxvisrange
- [+] reduce it to 6
- [+] why can i still see 1 cell?
- [+] why can i still always see my own cell?
- [+] when in pitch black for a certain amount of time, your vision
adjusts to maxrange=1
- [+] ie. getnightvisrange(lf) should be modified by
lf->eyeadjustment
- [+] reset if you can ever see a lit cell.
- [+] when this happens to the player:
- [+] msgs about this
- [+] also force light recalc
- [+] only recalc light when dirty
- [+] if we call "haslos()" for a lf and they have losdirty,
precalclos first.
- [+] vis range problems
- [+] sunglasses/footballhelm visrangereduce isn't working anymore
- [+] it's reducing maxvisrange(lf).
- [+] BUT - my maxvisrange is 5, which is still higher than the
ambient range.
- [+] need to apply reductions AFTER ambient light
- [+] NOW eyeadjustment isn't working. because cell lit is
l_temp, not l_notlit.
- [+] but if this is the case, why can't i see? anwer: because
my visrange has been reduced to 0 due to no ambient light!
- [+] so.... how do i make lightt sources override this?
- [+] maybe say: if a cell is lit, i can see it, even if it's
outside my ambient light.
- [+] falling over isn't reducing your visrange anymore
- [+] why doesn't eyeadjust make the screen update?
- [+] is regular "haslos" code ever used anymore????
- [+] now i can't see lit cells in the darkness again....fixed
- [+] after you calm something, give it xpval0
- [+] show message when calm animals fails
- [+] check all spell sc_resistmag oskillcheck difficulties
- [+] diff should be 20 + (spelllev*2) + power
- [+] l1 spell should be diff 20
- [+] l2 should be diff 24
- [+] ...
- [+] l7 should be diff 34
- [+] bleeding injuries should make armour "bloodstained" (5% chance
per turn)
- [+] msgs for "the sun is starting to set" and "the sun is starting to
rise"
- [+] make 6am, 18pm be constants
- [+] add crushed windpipe - lower Fitness, cannot sprint
* [+] CRASH when going down stairs! another overlapping room bug i
think.
- [+] cockatrices and chickens should cluck
- [+] canwill param: race:xxx;
- [+] define it
- [+] use this in "createmonster"
- [+] use this in "polymorph" when on self
- [+] then remove f_forcepoly
- [+] TEST
- [+] make playerstart vaults able to appear randomly (just don't place
the the "playerstart" object)
- [+] redo texttospellopts() to make it more friendly
- [+] give a list of what we want as args, rather than passing lots
of nulls
- [+] "pw:", &localpowervar etc
- [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during
losehp.
- [+] rename turneffectslf() to startlfturn()
- [+] show hunger level as a bar in @@
- [+] warn before becoming burdened.
- [+] warn when you ARE burdened. at the end of moveob()
- [+] l6 - absolute zero (turn everyone around you to ice, freeze all
obs, turn ground to ice)
- [+] some monsters leave non-meat food behind?
- [+] cactus -> cactus juice/fruit
- [+] dreamfungus -> sleeping powerder
- [+] silver weapons (5% chance on eligible weapons)
- [+] hurt vampires
- [+] vulnerable to mat??? - then use fromob in losehp()
- [+] f_matvuln mt_xxx multiplier
- [+] add some silver weapons
- [+] f_canbediffmat mt_silver 10%
- [+] if f_canbediffmat is true, sometimes change material to
this on creation
- [+] getobname - if material is differnet, show this
- [+] dagger
- [+] sword
- [+] arrow
- [+] bolt
- [+] dart
- [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
|
|
|
//precalclos(who);
|
|
|
|
// cope with eyesight adjusting to the dark
|
|
|
|
do_eyesight_adjust(who);
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// update gun targets
|
|
|
|
autotarget(who);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// keep looping until they actually do something or are dead!
|
|
|
|
while (who->timespent == 0) {
|
|
|
|
if (isdead(who)) {
|
|
|
|
// skip turn
|
|
|
|
taketime(who, SPEED_DEAD);
|
|
|
|
} else {
|
|
|
|
// do we need to run away from something?
|
|
|
|
if (!flee(who)) {
|
|
|
|
int donormalmove = B_TRUE;
|
|
|
|
flag_t *f;
|
|
|
|
|
|
|
|
// casting a spell?
|
|
|
|
if (donormalmove) {
|
|
|
|
f = lfhasflag(who, F_CASTINGSPELL);
|
|
|
|
if (f) {
|
|
|
|
donormalmove = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
f->val[2]--;
|
|
|
|
if (f->val[2] <= 0) {
|
|
|
|
char *p;
|
|
|
|
char buf[BUFLEN];
|
|
|
|
int lfid,mapid,x,y,power;
|
|
|
|
long obid;
|
|
|
|
lifeform_t *targlf;
|
|
|
|
object_t *targob;
|
2011-09-01 03:33:35 +10:00
|
|
|
cell_t *targcell = NULL;
|
2011-08-25 09:48:29 +10:00
|
|
|
map_t *targmap;
|
|
|
|
enum OBTYPE sid;
|
|
|
|
|
|
|
|
sid = f->val[0];
|
|
|
|
power = f->val[1];
|
|
|
|
|
|
|
|
|
|
|
|
// finished!
|
|
|
|
p = f->text;
|
|
|
|
p = readuntil(buf, p, ';');
|
|
|
|
lfid = atoi(p);
|
|
|
|
p = readuntil(buf, p, ';');
|
|
|
|
obid = atol(p);
|
|
|
|
p = readuntil(buf, p, ';');
|
|
|
|
mapid = atoi(p);
|
|
|
|
p = readuntil(buf, p, ';');
|
|
|
|
x = atoi(p);
|
|
|
|
p = readuntil(buf, p, ';');
|
|
|
|
y = atoi(p);
|
|
|
|
|
|
|
|
if (lfid >= 0) {
|
|
|
|
targlf = findlf(NULL, lfid);
|
2011-06-29 18:48:48 +10:00
|
|
|
} else {
|
2011-08-25 09:48:29 +10:00
|
|
|
targlf = NULL;
|
|
|
|
}
|
|
|
|
if (obid >= 0) {
|
|
|
|
targob = findobidinmap(who->cell->map, obid);
|
|
|
|
} else {
|
|
|
|
targob = NULL;
|
|
|
|
}
|
|
|
|
if (mapid >= 0) {
|
|
|
|
targmap = findmap(mapid);
|
|
|
|
targcell = getcellat(targmap, x, y);
|
|
|
|
}
|
|
|
|
taketime(who, getspellspeed(who));
|
|
|
|
dospelleffects(who, sid, power, targlf, targob, targcell, B_UNCURSED, NULL, B_FALSE);
|
|
|
|
killflagsofid(who->flags, F_CASTINGSPELL);
|
|
|
|
} else {
|
|
|
|
if (isplayer(who)) {
|
|
|
|
objecttype_t *sp;
|
|
|
|
sp = findot(f->val[0]);
|
|
|
|
msg("You continue casting %s.", sp->name);
|
|
|
|
} else if (cansee(player, who)) {
|
|
|
|
flag_t *f2;
|
|
|
|
char lfname[BUFLEN];
|
|
|
|
// still going...
|
|
|
|
getlfname(who, lfname);
|
|
|
|
f2 = lfhasflag(who,F_SPELLCASTTEXT);
|
|
|
|
if (f2 && strlen(f2->text)) {
|
|
|
|
msg("%s %s.", lfname, f2->text);
|
|
|
|
} else {
|
|
|
|
msg("%s continues casting a spell.", lfname);
|
|
|
|
}
|
2011-06-29 18:48:48 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// eating?
|
|
|
|
if (donormalmove) {
|
|
|
|
f = lfhasflag(who, F_EATING);
|
|
|
|
if (f) {
|
|
|
|
object_t *o;
|
|
|
|
o = findobbyid(who->pack, atol(f->text));
|
|
|
|
if (!o) {
|
|
|
|
o = findobidinmap(who->cell->map, atol(f->text));
|
|
|
|
}
|
|
|
|
if (o && caneat(who, o) && (getoblocation(o) == who->cell)) {
|
|
|
|
eat(who,o);
|
|
|
|
donormalmove = B_FALSE;
|
|
|
|
} else {
|
|
|
|
killflag(f);
|
|
|
|
}
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
// resting?
|
|
|
|
if (donormalmove) {
|
|
|
|
f = isresting(who);
|
|
|
|
if (!f) {
|
|
|
|
f = lfhasflag(who, F_TRAINING);
|
|
|
|
}
|
|
|
|
if (f) {
|
|
|
|
// check for interrupt of resting...
|
|
|
|
if (isplayer(who) && checkforkey()) {
|
|
|
|
msg("Stopped %s.",(f->id == F_TRAINING) ? "training" : "resting");
|
2011-10-07 07:12:13 +11:00
|
|
|
stopresting(who);
|
2011-08-25 09:48:29 +10:00
|
|
|
} else {
|
|
|
|
if (isplayer(who)) {
|
|
|
|
if (++who->turnsskipped >= 10) {
|
|
|
|
//msg("Time passes...");
|
|
|
|
msg(".");
|
|
|
|
who->turnsskipped = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
rest(who, B_TRUE);
|
|
|
|
donormalmove = B_FALSE;
|
|
|
|
}
|
|
|
|
}
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
}
|
2011-08-25 09:48:29 +10:00
|
|
|
|
|
|
|
|
|
|
|
if (donormalmove) {
|
|
|
|
// paralyzed etc?
|
|
|
|
if (isimmobile(who)) {
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
if (isplayer(who)) {
|
|
|
|
if (++who->turnsskipped >= 10) {
|
2011-05-20 06:30:58 +10:00
|
|
|
//msg("Time passes...");
|
|
|
|
msg(".");
|
* [+] 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
|
|
|
who->turnsskipped = 0;
|
|
|
|
}
|
|
|
|
}
|
2011-08-25 09:48:29 +10:00
|
|
|
rest(who, B_FALSE);
|
2011-04-06 17:27:55 +10:00
|
|
|
donormalmove = B_FALSE;
|
|
|
|
}
|
2011-08-25 09:48:29 +10:00
|
|
|
}
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
if (donormalmove) {
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
if (isplayer(who)) {
|
2011-08-25 09:48:29 +10:00
|
|
|
drawcursor();
|
|
|
|
// find out what player wants to do
|
|
|
|
handleinput();
|
|
|
|
} else {
|
|
|
|
//char lfname[BUFLEN];
|
|
|
|
//char buf[BUFLEN];
|
|
|
|
// do ai move
|
|
|
|
//real_getlfname(who, lfname, B_FALSE);
|
2011-09-01 03:33:35 +10:00
|
|
|
//snprintf(buf, BUFLEN, "aimove %s",lfname);
|
2011-08-25 09:48:29 +10:00
|
|
|
//dbtimestart(buf);
|
|
|
|
aiturn(who);
|
|
|
|
//dbtimeend(buf);
|
* [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
was clearing statdirty before f_asleep got removed in killflag().
- [+] AI: don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
show "NOTCASTABLE")
- [+] Your young hawk dies. The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
destroy too much)
- [+] don't draw "c - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you. A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 11:49:35 +10:00
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-10-06 09:08:13 +11:00
|
|
|
|
|
|
|
// moved into a new map? stop turn.
|
|
|
|
if (who->cell->map != map) {
|
|
|
|
break;
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
if (hasflag(player->flags, F_ASLEEP)) {
|
|
|
|
needredraw = B_FALSE;
|
|
|
|
}
|
- [+] 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
|
|
|
|
|
|
|
if (!isdead(who)) endlfturn(who);
|
2011-10-06 09:08:13 +11:00
|
|
|
} // end 'if (who)'
|
- [+] 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
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// check for death etc
|
|
|
|
checkdeath();
|
|
|
|
|
|
|
|
//////////////////////////////////
|
|
|
|
// effects which happen every GAME TICK
|
|
|
|
// ie. object hp drain etc
|
|
|
|
//////////////////////////////////
|
|
|
|
|
2011-02-16 05:21:33 +11:00
|
|
|
// note: can't use 'who->' below since 'who' might have died
|
* [+] 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
|
|
|
// and been de-alloced during checkdeath() above if they
|
|
|
|
// died.
|
2011-08-25 09:48:29 +10:00
|
|
|
//timeeffectsworld(player->cell->map);
|
|
|
|
timeeffectsworld(map, B_TRUE);
|
* [+] 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
|
|
|
|
|
|
|
// the previous call to timeeffectsworld might cause the player to
|
|
|
|
// change levels (ie. falling down through one or more pits).
|
|
|
|
//
|
|
|
|
// if this happens, we need to call it again to make sure that ->timespent
|
|
|
|
// values don't get out of whack.
|
|
|
|
while (player->cell->map != oldpmap) {
|
|
|
|
oldpmap = player->cell->map;
|
2011-08-25 09:48:29 +10:00
|
|
|
timeeffectsworld(player->cell->map, B_FALSE);
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
2011-09-28 04:56:58 +10:00
|
|
|
void gethitdicerange(int depth, int *min, int *max, int range, int oodok) {
|
|
|
|
int mid;
|
|
|
|
|
|
|
|
// adjust depth for out-of-depth monsters
|
|
|
|
if (oodok && (onein(6))) {
|
|
|
|
depth++;
|
|
|
|
// repeated chances of incing level
|
|
|
|
while (onein(6)) {
|
|
|
|
depth++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mid = (depth/2);
|
|
|
|
|
|
|
|
*min = mid - range; limit(min, 0, maxmonhitdice);
|
|
|
|
*max = mid + range; limit(max, *min, maxmonhitdice);
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-04-06 17:27:55 +10:00
|
|
|
enum COLOUR getpctcol(float num, float max) {
|
|
|
|
float pct;
|
|
|
|
pct = (num / max) * 100;
|
|
|
|
if (pct > 100) {
|
|
|
|
return C_BOLDBLUE;
|
|
|
|
} else if (pct == 100) {
|
|
|
|
return C_BOLDGREEN;
|
|
|
|
} else if (pct >= 75) {
|
|
|
|
return C_GREEN;
|
|
|
|
} else if (pct >= 50) {
|
|
|
|
return C_BROWN;
|
|
|
|
} else if (pct >= 25) {
|
- [+] 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
|
|
|
return C_YELLOW;
|
2011-04-06 17:27:55 +10:00
|
|
|
} else { // ie. < 25%
|
- [+] 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
|
|
|
return C_RED;
|
2011-04-06 17:27:55 +10:00
|
|
|
}
|
|
|
|
return C_ORANGE;
|
|
|
|
}
|
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
void getrarityrange(int depth, int *min, int *max, int range, int oodok) {
|
2011-02-01 06:16:13 +11:00
|
|
|
int mid;
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
int num;
|
|
|
|
|
|
|
|
// adjust depth for out-of-depth things
|
|
|
|
if (oodok && (onein(6))) {
|
|
|
|
// repeated 1/3 chances of incing level
|
|
|
|
num = rnd(1,6) - 4;
|
|
|
|
while (num > 0) {
|
|
|
|
depth += num;
|
|
|
|
num = rnd(1,6) - 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
mid = 100 - (depth * 3);
|
|
|
|
*min = mid - range; if (*min < 0) *min = 0;
|
2011-09-01 03:33:35 +10:00
|
|
|
// *max = mid + range; if (*max > 100) *max = 100;
|
2011-03-04 12:22:36 +11:00
|
|
|
*max = 100;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-04-14 09:44:29 +10:00
|
|
|
//if (*min > 85) *min = 85;
|
2011-02-01 06:16:13 +11:00
|
|
|
if (*max < 25) *max = 25;
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
int init(void) {
|
2011-08-20 14:14:39 +10:00
|
|
|
int i;
|
2010-12-02 12:17:54 +11:00
|
|
|
// random numbers
|
|
|
|
srand(time(NULL));
|
|
|
|
|
2011-08-20 14:14:39 +10:00
|
|
|
// precalc sin/cos
|
|
|
|
for (i = 0; i < 360; i++) {
|
|
|
|
double rads;
|
|
|
|
rads = i * (M_PI / 180);
|
|
|
|
presin[i] = sin(rads);
|
|
|
|
precos[i] = cos(rads);
|
|
|
|
}
|
|
|
|
|
|
|
|
precalclos = precalclos_new;
|
|
|
|
|
2011-03-18 12:25:18 +11:00
|
|
|
gamemode = GM_INIT;
|
2011-04-01 10:54:44 +11:00
|
|
|
|
|
|
|
playerglyph.ch = '@';
|
|
|
|
playerglyph.colour = C_GREY;
|
|
|
|
tempglyph.ch = '@';
|
|
|
|
tempglyph.colour = C_GREY;
|
* [+] 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
|
|
|
|
|
|
|
// load npc names
|
|
|
|
loadnpcnames();
|
2011-03-04 12:22:36 +11:00
|
|
|
|
|
|
|
initcommands();
|
2010-12-02 12:17:54 +11:00
|
|
|
initobjects();
|
2011-03-10 16:47:18 +11:00
|
|
|
initskills();
|
2011-02-01 06:16:13 +11:00
|
|
|
initjobs();
|
2010-12-02 12:17:54 +11:00
|
|
|
initrace();
|
|
|
|
|
2011-06-22 16:01:48 +10:00
|
|
|
initmap();
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2011-03-18 12:25:18 +11:00
|
|
|
gamemode = GM_VALIDATION;
|
2011-02-01 06:16:13 +11:00
|
|
|
if (validateobs()) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
if (validateraces()) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// open log file
|
|
|
|
logfile = fopen("log.txt","wt");
|
|
|
|
fprintf(logfile, "\n\n\n====== NEW LOGFILE ====\n");
|
|
|
|
|
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
|
|
|
// load in vaults
|
|
|
|
loadvaults();
|
|
|
|
|
2011-06-22 16:01:48 +10:00
|
|
|
// validate regions
|
|
|
|
if (validateregions()) {
|
|
|
|
printf("Errors found in map outlines - check log for details. Bailing out.");
|
|
|
|
exit(1);
|
|
|
|
}
|
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
void calcbresnham(map_t *m, int x1, int y1, int x2, int y2, cell_t **retcell, int *numpixels) {
|
|
|
|
int xinc1,xinc2,yinc1,yinc2,dinc1,dinc2,d;
|
|
|
|
int xinc,yinc,dinc;
|
|
|
|
int i;
|
|
|
|
int x,y;
|
|
|
|
initbresnham( x1, y1, x2, y2, &xinc1, &yinc1, &dinc1, &xinc2, &yinc2, &dinc2, numpixels, &d);
|
|
|
|
x = x1;
|
|
|
|
y = y1;
|
|
|
|
for (i = 0; i < *numpixels; i++) {
|
|
|
|
retcell[i] = getcellat(m, x, y);
|
2011-09-12 09:52:14 +10:00
|
|
|
if (!retcell[i]) { // we've gone off the map - stop here
|
|
|
|
*numpixels = i;
|
|
|
|
return;
|
|
|
|
}
|
2011-03-24 16:09:31 +11:00
|
|
|
dobresnham(d, xinc1, yinc1, dinc1, xinc2, yinc2, dinc2, &xinc, &yinc, &dinc);
|
|
|
|
// move to next cell
|
|
|
|
d += dinc;
|
|
|
|
x += xinc;
|
|
|
|
y += yinc;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void initbresnham(int x1, int y1, int x2, int y2, int *xinc1, int *yinc1, int *dinc1, int *xinc2, int *yinc2, int *dinc2, int *numpixels, int *d) {
|
|
|
|
int deltax,deltay;
|
|
|
|
|
|
|
|
deltax = (x2 - x1);
|
|
|
|
if (deltax < 0) deltax = -deltax;
|
|
|
|
deltay = (y2 - y1);
|
|
|
|
if (deltay < 0) deltay = -deltay;
|
|
|
|
|
|
|
|
if (deltax >= deltay) {
|
|
|
|
*numpixels = deltax + 1;
|
|
|
|
*d = (deltay*2) - deltax;
|
|
|
|
*dinc1 = deltay << 1;
|
|
|
|
*dinc2 = (deltay-deltax) << 1;
|
|
|
|
*xinc1 = 1;
|
|
|
|
*xinc2 = 1;
|
|
|
|
*yinc1 = 0;
|
|
|
|
*yinc2 = 1;
|
|
|
|
} else {
|
|
|
|
*numpixels = deltay + 1;
|
|
|
|
*d = (deltax*2) - deltay;
|
|
|
|
*dinc1 = deltax << 1;
|
|
|
|
*dinc2 = (deltax - deltay) << 1;
|
|
|
|
*xinc1 = 0;
|
|
|
|
*xinc2 = 1;
|
|
|
|
*yinc1 = 1;
|
|
|
|
*yinc2 = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (x1 > x2) {
|
|
|
|
*xinc1 = - *xinc1;
|
|
|
|
*xinc2 = - *xinc2;
|
|
|
|
}
|
|
|
|
if (y1 > y2) {
|
|
|
|
*yinc1 = - *yinc1;
|
|
|
|
*yinc2 = - *yinc2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-03-04 12:22:36 +11:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
int isplayerturn(void) {
|
2010-12-07 18:34:26 +11:00
|
|
|
if (!player) return B_FALSE;
|
|
|
|
|
2011-04-08 13:18:54 +10:00
|
|
|
if (isplayer(player->cell->map->lf)) {
|
2010-12-02 12:17:54 +11:00
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2011-03-04 12:22:36 +11:00
|
|
|
int limit(int *what, int min, int max) {
|
|
|
|
int limited = B_FALSE;
|
* [+] 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
|
|
|
if (min != NA) {
|
|
|
|
if (*what < min) {
|
|
|
|
*what = min;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
2011-03-04 12:22:36 +11:00
|
|
|
}
|
* [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
- [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
1-handed weapon.
- [+] dual weild
- [+] if you have twoweapon skill, when you weild a weapon, say
"weild as secondary weapon? y/n"
- [+] in attackcell(), check if we have a weapon in our second hand
AND are skilled in twoweaponing
- [+] if so, get an attack with both, but with an accuracy penalty
(until adept level)
- [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
eat meat when hungry"
- [+] @@ - combine acc+dmg. ie. "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse. implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
- [+] implement
- [+] should attack ants on sight - f_hatesrace
- [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
- [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 13:12:52 +10:00
|
|
|
if (max != NA) {
|
|
|
|
if (*what > max) {
|
|
|
|
*what = max;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
2011-03-04 12:22:36 +11:00
|
|
|
}
|
|
|
|
return limited;
|
|
|
|
}
|
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
int limitf(float *what, float min, float max) {
|
2011-08-20 14:14:39 +10:00
|
|
|
int limited = B_FALSE;
|
|
|
|
if (min != NA) {
|
|
|
|
if (*what < min) {
|
|
|
|
*what = min;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (max != NA) {
|
|
|
|
if (*what > max) {
|
|
|
|
*what = max;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return limited;
|
|
|
|
}
|
|
|
|
|
|
|
|
int limitd(double *what, double min, double max) {
|
2011-06-09 18:58:35 +10:00
|
|
|
int limited = B_FALSE;
|
|
|
|
if (min != NA) {
|
|
|
|
if (*what < min) {
|
|
|
|
*what = min;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (max != NA) {
|
|
|
|
if (*what > max) {
|
|
|
|
*what = max;
|
|
|
|
limited = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return limited;
|
|
|
|
}
|
|
|
|
|
* [+] 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 loadnpcnames(void) {
|
|
|
|
FILE *f;
|
|
|
|
char buf[BUFLEN];
|
|
|
|
int i = 0;
|
|
|
|
f = fopen("data/npcnames.txt", "rt");
|
|
|
|
if (!f) return B_TRUE;
|
|
|
|
|
|
|
|
// count lines...
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
numnpcnames = 0;
|
|
|
|
while (!feof(f)) {
|
|
|
|
buf[strlen(buf)-1] = '\0'; // strip newline
|
|
|
|
if (strlen(buf)) {
|
|
|
|
numnpcnames++;
|
|
|
|
}
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
}
|
|
|
|
|
|
|
|
// alloc mem
|
|
|
|
npcname = malloc(numnpcnames * sizeof(npcname_t));
|
|
|
|
|
|
|
|
// back to start
|
|
|
|
fseek(f, 0, SEEK_SET);
|
|
|
|
|
|
|
|
// now read in names
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
while (!feof(f)) {
|
|
|
|
buf[strlen(buf)-1] = '\0'; // strip newline
|
|
|
|
if (strlen(buf)) {
|
|
|
|
capitalise(buf);
|
|
|
|
npcname[i].name = strdup(buf);
|
|
|
|
npcname[i].valid = B_TRUE;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
int onein(int howmany) {
|
2011-06-22 16:01:48 +10:00
|
|
|
if (howmany <= 0) return B_FALSE;
|
* [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
the damge
- [+] increase damage bonus with every lore level. +10% each time
(ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
- [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake. Your dart misses
you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
skeleton drops a blessed leather belt.The skeleton puts on a
leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 17:34:07 +10:00
|
|
|
if (rnd(1,howmany) == 1) return B_TRUE;
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2011-03-24 16:09:31 +11:00
|
|
|
int parseplayerfile(FILE *f, lifeform_t *lf) {
|
|
|
|
// add extra obs etc from f
|
|
|
|
char *pp;
|
|
|
|
char localbuf[BUFLEN];
|
|
|
|
char buf[BUFLEN];
|
|
|
|
int goterror = B_FALSE;
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
while (!feof(f)) {
|
|
|
|
if (buf[strlen(buf)-1] == '\n') {
|
|
|
|
buf[strlen(buf)-1] = '\0';
|
|
|
|
}
|
|
|
|
//dblog("got line: [%s]",buf);
|
|
|
|
if (strstr(buf, "skill:") == buf) {
|
|
|
|
skill_t *sk;
|
|
|
|
enum SKILLLEVEL slev;
|
|
|
|
strcpy(localbuf, buf + strlen("skill:"));
|
|
|
|
pp = strtok(localbuf, " ");
|
|
|
|
if (!pp) {
|
|
|
|
dblog("ERROR in playerfile. unknown skill level in this line:\n%s\n",buf);
|
|
|
|
goterror = B_TRUE;
|
|
|
|
}
|
|
|
|
slev = findskilllevbyname(pp);
|
|
|
|
|
|
|
|
pp += (strlen(pp) + 1);
|
|
|
|
if (!pp) {
|
|
|
|
dblog("ERROR in playerfile. missing skill name in this line:\n%s\n",buf);
|
|
|
|
goterror = B_TRUE;
|
|
|
|
}
|
|
|
|
sk = findskillbyname(pp);
|
|
|
|
if (sk) {
|
|
|
|
giveskilllev(lf, sk->id, slev);
|
|
|
|
} else {
|
|
|
|
dblog("ERROR in playerfile. unknown skill (%s) in this line:\n%s\n",pp, buf);
|
|
|
|
goterror = B_TRUE;
|
|
|
|
}
|
|
|
|
} else if (strstr(buf, "ob:") == buf) {
|
|
|
|
object_t *o;
|
|
|
|
strcpy(localbuf, buf + strlen("ob:"));
|
|
|
|
o = addob(lf->pack, localbuf);
|
|
|
|
if (o) {
|
|
|
|
identify(o);
|
|
|
|
} else {
|
|
|
|
dblog("ERROR in playerfile. unknown object in this line:\n%s\n",buf);
|
|
|
|
goterror = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
fgets(buf, BUFLEN, f);
|
|
|
|
}
|
|
|
|
return goterror;
|
|
|
|
}
|
|
|
|
|
* [+] 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 pctchance(int pct) {
|
|
|
|
if (rnd(1,100) <= pct) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
float pctof(float pct, float num) {
|
|
|
|
return ((pct / 100.0) * num);
|
|
|
|
}
|
|
|
|
|
2011-04-06 17:27:55 +10:00
|
|
|
|
2010-12-07 18:34:26 +11:00
|
|
|
// get a random number between min and max
|
2010-12-02 12:17:54 +11:00
|
|
|
int rnd(int min, int max) {
|
|
|
|
int res;
|
|
|
|
res = (rand() % (max - min + 1)) + min;
|
|
|
|
return res;
|
|
|
|
}
|
2011-03-22 18:06:28 +11:00
|
|
|
|
|
|
|
|
|
|
|
int roll(char *string) {
|
|
|
|
int ndice,nsides,bonus;
|
|
|
|
int roll;
|
|
|
|
texttodice(string, &ndice,&nsides,&bonus);
|
|
|
|
roll = rolldie(ndice, nsides) + bonus;
|
|
|
|
return roll;
|
|
|
|
}
|
|
|
|
|
2010-12-07 18:34:26 +11:00
|
|
|
// get a random number
|
|
|
|
int rolldie(int ndice, int sides) {
|
|
|
|
int i;
|
|
|
|
int res = 0;
|
|
|
|
for (i = 0; i < ndice; i++) {
|
|
|
|
res += rnd(1,sides);
|
|
|
|
}
|
|
|
|
|
|
|
|
return res;
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
int rollhitdice(lifeform_t *lf) {
|
|
|
|
flag_t *f;
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
int ndice, nsides = 4, plus = 0;
|
|
|
|
int myroll = 0;
|
2011-03-10 16:47:18 +11:00
|
|
|
float mod;
|
2011-05-27 12:50:59 +10:00
|
|
|
int db = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
f = hasflag(lf->flags, F_HITDICE);
|
|
|
|
if (f) {
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
myroll = roll(f->text);
|
2011-02-01 06:16:13 +11:00
|
|
|
} else {
|
|
|
|
ndice = 1;
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
nsides = 4;
|
2011-02-01 06:16:13 +11:00
|
|
|
plus = 0;
|
2011-09-28 04:56:58 +10:00
|
|
|
myroll = roll(DEF_HITDICE);
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
2011-03-10 16:47:18 +11:00
|
|
|
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
mod = 100 + getstatmod(lf, A_CON);
|
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
|
|
|
if (db) dblog("rollhitdice() - mod is +%0.0f%%",mod);
|
2011-03-10 16:47:18 +11:00
|
|
|
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
|
|
|
|
if (db) dblog("TOTAL: %d",myroll);
|
|
|
|
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
// modify for fitness/con
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
myroll = pctof(mod, myroll);
|
|
|
|
if (db) dblog(" -> modified to: %d",myroll);
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
|
|
|
|
limit(&myroll, 1, NA);
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
return myroll;
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
int rollmpdice(lifeform_t *lf, int wantmax) {
|
2011-02-01 06:16:13 +11:00
|
|
|
flag_t *f;
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
int ndice, plus,roll,i;
|
2011-03-16 15:45:46 +11:00
|
|
|
float mod;
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
f = hasflag(lf->flags, F_MPDICE);
|
|
|
|
if (f) {
|
|
|
|
ndice = f->val[0];
|
|
|
|
if (f->val[1] == NA) plus = 0;
|
|
|
|
else plus = f->val[1];
|
|
|
|
} else {
|
|
|
|
return 0;
|
|
|
|
}
|
2011-03-16 15:45:46 +11:00
|
|
|
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
mod = 100 + getstatmod(lf, A_IQ);
|
2011-03-16 15:45:46 +11:00
|
|
|
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
if (wantmax) {
|
|
|
|
roll = (ndice * 4) + plus;
|
|
|
|
} else {
|
|
|
|
roll = rolldie(ndice, 4) + plus;
|
|
|
|
}
|
* [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats. use drawmsg() rather
than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light. it gets blind, starts fleeing. but
because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
the original text.
- [+] when you level up, your psionic skill determines your chance of
learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 12:01:05 +10:00
|
|
|
roll = pctof(mod, roll);
|
- [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
- [+] rename magic skillls to sorcery:fire etc?
- [+] adjust spell power calculation to take lack of sorcery skill
int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
- [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
- [+] toadstool - poisonous
- [+] shiitake - normal
- [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat! You flatten the xat!
- [+] "the helpless the xat"
- [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat! You kill the xat!
- [+] ...but it wasn't dead!
- [+] flame pillar scroll no longer works
- [+] not asking for target.
- [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working? check with elf wizard.......
- [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
- [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
- [+] might be able to jsut make failing a dooropen count as a move
failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
to have a msg telling me this.
- [+] race descriptions.
- [+] add the descriptions
- [+] ? in @@ shows info on them.
- [+] (add ?=help in the bottom when in @ mode regardless of
showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
parameter
- [+] at adept lore, you get threat comparison. at skilled level you
get exact hit turns.
- [+] make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
- [+] torso bruised (acc penalty)
- [+] torso bruised badly (higher acc penalty, low dam penalty)
- [+] ribs broken (huge acc penalty, med dam penalty)
- [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
confirm_injiury_action ???
- [+] extra warrior skill: aimed strike
- [+] -50%acc
- [+] auto crit on the part you select (if you hit)
2011-10-13 08:15:48 +11:00
|
|
|
|
|
|
|
// modify via racial flags
|
|
|
|
getflags(lf->flags, retflag, &nretflags, F_MPMOD, F_NONE);
|
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
roll += retflag[i]->val[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
limit(&roll, 0, NA);
|
2011-02-01 06:16:13 +11:00
|
|
|
return roll;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2010-12-02 12:17:54 +11:00
|
|
|
void sortlf(map_t *map) {
|
|
|
|
int donesomething;
|
2011-02-01 06:16:13 +11:00
|
|
|
int db = B_FALSE;
|
|
|
|
lifeform_t *l,*nextl;
|
|
|
|
int iter = 0;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
// bubblesort
|
|
|
|
donesomething = B_TRUE;
|
2011-02-01 06:16:13 +11:00
|
|
|
dblog("doing sort...");
|
2010-12-02 12:17:54 +11:00
|
|
|
while (donesomething) {
|
|
|
|
donesomething = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
//dblog("ITER %d",iter++);
|
|
|
|
if (db) {
|
|
|
|
dblog("ITER %d",iter++);
|
|
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
|
|
dblog("- %s (timespent= %d) (sorted=%d)", (l == player) ? "player" : l->race->name, l->timespent,l->sorted);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (l = map->lf ; l->next ; l = nextl) {
|
|
|
|
nextl = l->next;
|
|
|
|
//if (!l->sorted && (l->timespent >= l->next->timespent) ) {
|
|
|
|
if (l->sorted) {
|
|
|
|
//dblog("skipping id %d %s, already sorted ",l->id, l->race->name);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (l->timespent >= l->next->timespent) {
|
2010-12-02 12:17:54 +11:00
|
|
|
lifeform_t *temp;
|
2011-02-01 06:16:13 +11:00
|
|
|
//dblog("moving id %d %s upwards",l->id, l->race->name);
|
2010-12-02 12:17:54 +11:00
|
|
|
// remember next element
|
|
|
|
temp = l->next;
|
|
|
|
|
|
|
|
// remove this element from list
|
2011-02-01 06:16:13 +11:00
|
|
|
// don't bother checking if (l->next == NULL) as we know
|
|
|
|
// this won't be true due to the for loop condition
|
2010-12-02 12:17:54 +11:00
|
|
|
if (l->prev == NULL) {
|
|
|
|
// first
|
|
|
|
map->lf = l->next;
|
2011-02-01 06:16:13 +11:00
|
|
|
l->next->prev = NULL;
|
2010-12-02 12:17:54 +11:00
|
|
|
} else {
|
|
|
|
// not first
|
|
|
|
l->prev->next = l->next;
|
2011-02-01 06:16:13 +11:00
|
|
|
l->next->prev = l->prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TESTING: re-add at correct position.
|
|
|
|
while (temp->next && (temp->next->timespent <= l->timespent)) {
|
|
|
|
//dblog("moving past %d %s (timespend=%d)...",temp->next->id, temp->next->race->name, temp->next->timespent);
|
|
|
|
temp = temp->next;
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
// re-add element afterwards
|
|
|
|
l->next = temp->next;
|
|
|
|
l->prev = temp;
|
|
|
|
temp->next = l;
|
2011-02-01 06:16:13 +11:00
|
|
|
if (l->next == NULL) {
|
|
|
|
map->lastlf = l;
|
|
|
|
} else {
|
|
|
|
l->next->prev = l;
|
|
|
|
}
|
|
|
|
|
|
|
|
l->sorted = B_TRUE;
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
donesomething = B_TRUE;
|
2011-02-01 06:16:13 +11:00
|
|
|
break;
|
2010-12-02 12:17:54 +11:00
|
|
|
} else {
|
|
|
|
l->sorted = B_TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
//dblog("finished sort.");
|
|
|
|
|
|
|
|
// reset sorted var for next time
|
|
|
|
for (l = map->lf ; l->next ; l = l->next) {
|
|
|
|
l->sorted = B_FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// sanity check
|
|
|
|
if (player->next) {
|
|
|
|
assert(player->next->prev == player);
|
|
|
|
}
|
|
|
|
if (player->prev) {
|
|
|
|
assert(player->prev->next == player);
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
|
|
|
if (db) {
|
|
|
|
dblog("AFTER SORT:");
|
|
|
|
for (l = map->lf ; l ; l = l->next) {
|
2011-02-01 06:16:13 +11:00
|
|
|
// if (haslos(player, l->cell)) {
|
2010-12-07 18:34:26 +11:00
|
|
|
dblog("- %s (timespent= %d) (sorted=%d)", (l == player) ? "player" : l->race->name, l->timespent,l->sorted);
|
2011-02-01 06:16:13 +11:00
|
|
|
// }
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
2011-03-04 12:22:36 +11:00
|
|
|
|
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
void timeeffectsworld(map_t *map, int updategametime) {
|
2011-08-24 18:15:09 +10:00
|
|
|
flag_t *retflag[MAXCANDIDATES];
|
|
|
|
int nretflags;
|
2011-02-01 06:16:13 +11:00
|
|
|
lifeform_t *l;
|
2011-02-16 05:21:33 +11:00
|
|
|
int db = B_FALSE;
|
2011-02-01 06:16:13 +11:00
|
|
|
object_t *o,*nexto;
|
|
|
|
int x,y;
|
|
|
|
long firstlftime;
|
2011-09-12 09:52:14 +10:00
|
|
|
enum SKILLLEVEL cartskill;
|
|
|
|
|
|
|
|
cartskill = getskill(player, SK_CARTOGRAPHY);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
2010-12-02 12:17:54 +11:00
|
|
|
// now go through the list and make the first element be 0
|
2011-02-01 06:16:13 +11:00
|
|
|
l = map->lf;
|
|
|
|
|
|
|
|
if (l) {
|
|
|
|
// if (db) dblog("first lf is: %s (id %ld)\n",l->race->name, l->id);
|
|
|
|
firstlftime = l->timespent;
|
|
|
|
assert(firstlftime >= 0);
|
|
|
|
} else {
|
|
|
|
dblog("no lifeforms on map!\n");
|
|
|
|
// no first lf!
|
|
|
|
firstlftime = 0;
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
//if (db) dblog("timespent = %d\n", timespent);
|
2011-02-16 05:21:33 +11:00
|
|
|
if (db) dblog("firstlftime = %d\n", firstlftime);
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
if (firstlftime > 0) {
|
2011-02-16 05:21:33 +11:00
|
|
|
if (db) dblog("making firstlf timespent = 0 (currently %d):", firstlftime);
|
2011-02-01 06:16:13 +11:00
|
|
|
//dumplf();
|
|
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
|
|
//dblog("shuffling id %d %s timespent=%d -> %d",l->id,l->race->name, l->timespent, l->timespent - firstlftime);
|
|
|
|
l->timespent -= firstlftime;
|
|
|
|
assert(l->timespent >= 0);
|
2011-04-06 17:27:55 +10:00
|
|
|
/*
|
2011-02-01 06:16:13 +11:00
|
|
|
if (isplayer(l)) {
|
|
|
|
statdirty = B_TRUE;
|
|
|
|
}
|
2011-04-06 17:27:55 +10:00
|
|
|
*/
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
}
|
|
|
|
//dblog("after shuffle:");
|
|
|
|
//dumplf();
|
|
|
|
} else {
|
2011-02-16 05:21:33 +11:00
|
|
|
if (db) dblog("firstlf timespent is not greater than 0. no shuffle.");
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
timeleft += firstlftime;
|
|
|
|
// now do effects based on time...
|
|
|
|
while (timeleft >= TICK_INTERVAL) {
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
flag_t *f;
|
|
|
|
int i;
|
2011-02-01 06:16:13 +11:00
|
|
|
|
|
|
|
timeleft -= TICK_INTERVAL;
|
|
|
|
|
|
|
|
// global time-based effects on map or map objects
|
|
|
|
for (y = 0; y < map->h; y++) {
|
|
|
|
for (x = 0; x < map->w; x++) {
|
|
|
|
cell_t *c;
|
|
|
|
c = getcellat(map, x, y);
|
* [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
getspellschoolknown() should return the HIGHEST known skill, not
the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
through right away
* [+] all towns should have:
- [+] give monks more psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance.
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
|
|
|
if (c) {
|
|
|
|
object_t *pit;
|
2011-09-12 09:52:14 +10:00
|
|
|
|
|
|
|
if (cartskill <= PR_INEPT) {
|
|
|
|
// if you are inept at cartography, you will forget
|
|
|
|
// cells outside your view which are far away.
|
|
|
|
if (c->knowntime > 0) {
|
|
|
|
c->knowntime--;
|
|
|
|
if (c->knowntime <= 0) {
|
|
|
|
c->known = B_FALSE;
|
|
|
|
c->knowntime = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
* [+] 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
|
|
|
pit = hasobwithflagval(c->obpile, F_PIT, D_DOWN, NA, NA, NULL);
|
|
|
|
if (pit) {
|
|
|
|
obsfallthrough(c, pit);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// go through each object in the cell...
|
|
|
|
for (o = c->obpile->first ; o ; o = nexto) {
|
|
|
|
nexto = o->next;
|
|
|
|
|
|
|
|
timeeffectsob(o);
|
|
|
|
} // end foreach object here
|
2011-03-10 16:47:18 +11:00
|
|
|
|
|
|
|
// expire light effects
|
|
|
|
if (c->littimer > 0) {
|
|
|
|
c->littimer--;
|
|
|
|
if (c->littimer == 0) {
|
|
|
|
c->lit = c->origlit;
|
|
|
|
}
|
|
|
|
}
|
2011-06-09 18:58:35 +10:00
|
|
|
|
2011-10-14 08:37:15 +11:00
|
|
|
// water/fire spreads...
|
|
|
|
if (doelementspread(c) && haslos(player, c)) {
|
2011-06-09 18:58:35 +10:00
|
|
|
needredraw = B_TRUE;
|
|
|
|
}
|
|
|
|
} // end if c
|
2011-02-01 06:16:13 +11:00
|
|
|
}
|
|
|
|
} // end for (y...
|
|
|
|
|
2011-06-09 18:58:35 +10:00
|
|
|
// now finish off water spread
|
|
|
|
noredraw = B_TRUE;
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
|
2011-08-24 18:15:09 +10:00
|
|
|
getflags(map->flags, retflag, &nretflags, F_NEWWATERDEPTH, F_NONE);
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
for (i = 0; i < nretflags; i++) {
|
|
|
|
cell_t *c;
|
|
|
|
f = retflag[i];
|
|
|
|
c = getcellat(map, f->val[0], f->val[1]);
|
|
|
|
if (c) {
|
|
|
|
if (f->val[2] > DP_NONE) {
|
|
|
|
o = hasobwithflag(c->obpile, F_DEEPWATER);
|
|
|
|
if (!o) {
|
|
|
|
o = addobfast(c->obpile, OT_WATERDEEP);
|
2011-06-09 18:58:35 +10:00
|
|
|
}
|
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
setwaterdepth(c, f->val[2]);
|
2011-06-09 18:58:35 +10:00
|
|
|
}
|
* [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment. default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly?? seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
were NOT hostile.
- [+] optimise:
- [+] use getflags() more often.
- [+] lookforobs() - redo code for ai wanting things.
* [+] precalclos - 28%
* [+] hasbetterweapon()
- [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix - male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
food, bears)
2011-08-10 12:40:29 +10:00
|
|
|
killflag(f);
|
2011-06-09 18:58:35 +10:00
|
|
|
}
|
|
|
|
noredraw = B_FALSE;
|
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
// now handle effects on lifeforms and/or their objects
|
|
|
|
for (l = map->lf ; l ; l = l->next) {
|
|
|
|
timeeffectslf(l);
|
|
|
|
}
|
|
|
|
|
|
|
|
//dblog("AFTER SORT AND ADJUST.....");
|
|
|
|
//dumplf();
|
|
|
|
} // end if timespent
|
|
|
|
|
2011-08-25 09:48:29 +10:00
|
|
|
if (updategametime) {
|
|
|
|
// inc game time
|
- [+] intelligent (ie. more than animal) ai shouldn't move if it will
cause damage
- [+] move_will_hurt()
- [+] ie. if in PAIN, or appropriate injury.
- [+] if you're deaf, use "the xx says something" rather than "the xx
says yy"
- [+] STILL reachability errors in dlev 6 (jimbos' lair not linked)
- [+] new forest habitat mechanism - clusters of trees
- [+] bashing injury if you are slammed into a wall?
- [+] jimbo didn't have a weapon! "+2 halberd" not working
- [+] if you don't have knowledge about a creature, still show items
(but only equipped ones)
- [+] listen skill should take longer to train
- [+] candle should last longer
- [+] carrot grants temp darkvision
- [+] shouldn't be able to eat stuff from floor while levitating
- [+] CHANGE f_hitdice to use text
- [+] fear spell from dretch always failing even on l1 player. why?
* [+] summondemon spell
- [+] adjust spell damage - 1d6 per level.
ice spells:
- [+] l4 - ice armour (higher power means more pieces of ice armour)
- [+] (power/3)+1 pieces of armour. ie. 1 - 4
- [+] order: body,helmet, gloves, feet
- [+] 4AC each.
* [+] l5 - shardshot (higher level ray damage, does less damage the
further away it goes)
- [+] l5 - snap freeze ? turn one lf to ice?
- [+] more things which use light attacks (ie. make glasses useful)
- [+] replace bp_righthand with bp_rightfinger
- [+] bug in blink spell: "Nothing seems to happen."
- [+] make metal resist bite/slash/chop, not be immune.
- [+] fix shatter spell on glass wall
* [+] bug: in jimbos vault and plaeyrstart2, exits are being added in
in appropriate places.
* [+] make player's starting point be a "prison_cell" vault.
- [+] earplugs - stop all sound.
- [+] make f_deaf an intrinsic (ie. announcements)
- [+] add the object
critical hits:
- [+] "you hit xxx" "xxx turns to flee" "xxx's leg is bruised"
- [+] need losehp to NOT trigger fightback in this case - we will
trigger it ourself after crithit.
- [+] pass this as a param?
- [+] critical eye hits
- [+] scraped eyelid (slash, lower accuracy)
- [+] black eye (bash, lower vision range and charisma)
- [+] destroyed eye (pierce, permenant lower vision range!)
- [+] injuries heal heaps faster when asleep
- [+] redo f_injured flag to use an "enum INJURY" IJ_xxx
- [+] change how it is applied
- [+] change how it is announced (io.c)
- [+] change how effects work (search for F_INJURY)
- [+] pierce
- [+] pierced artery: v.high bleed
- [+] stabbed heart (instant death, very unlikely)
- [+] slash:
- [+] cut flexor tendon (cannot weild ANY weapon)
- [+] slashed hamstring (fall. skillcehck every time you move,
vslow movement)
- [+] severed finger
- [+] finger drops to the ground
- [+] ring drops to the ground
- [+] (get nobodypart bp_rightfinger or bp_leftfinger)
- [+] bash:
- [+] dislocated arm (cannot weild anything heavy in that hand)
- [+] broken rib (reduced carrying capacity)
- [+] swelled ankle (cannot remove or put on boots)
2011-09-06 08:04:51 +10:00
|
|
|
curtime += (firstlftime*(TIMECONST));
|
2011-08-25 19:01:28 +10:00
|
|
|
// don't let it get higher than 23:59
|
|
|
|
while (curtime >= DAYSECS) {
|
|
|
|
curtime -= DAYSECS;
|
|
|
|
}
|
|
|
|
|
|
|
|
// inc total gametime passed
|
|
|
|
gamesecs += firstlftime;
|
|
|
|
while (gamesecs >= DAYSECS) {
|
|
|
|
gamesecs -= DAYSECS;
|
|
|
|
gamedays++;
|
|
|
|
}
|
2011-08-25 09:48:29 +10:00
|
|
|
}
|
- [+] 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
|
|
|
|
|
|
|
// if it's the player's turn, announce sun set/rise
|
|
|
|
if (isplayer(map->lf) && isoutdoors(map)) {
|
|
|
|
int h,m,s;
|
|
|
|
splittime(&h, &m, &s);
|
|
|
|
if (h == 6) {
|
|
|
|
msg("The sun is rising.");
|
|
|
|
} else if (h == 18) {
|
|
|
|
msg("The sun is setting.");
|
|
|
|
}
|
|
|
|
}
|
2010-12-02 12:17:54 +11:00
|
|
|
|
2011-02-01 06:16:13 +11:00
|
|
|
if (db) dblog("cur time is %ld\n",curtime);
|
2010-12-02 12:17:54 +11:00
|
|
|
}
|
2011-03-24 16:09:31 +11:00
|
|
|
|
|
|
|
void usage(char *progname) {
|
|
|
|
printf("usage: %s [ -f playerfile ]\n",progname);
|
|
|
|
printf("\t-f xx\tReads player details from file xx.\n");
|
|
|
|
}
|
|
|
|
|