nexus/attack.h

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2010-12-02 12:17:54 +11:00
#include "defs.h"
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int applyarmourdamage(lifeform_t *lf, object_t *wep, int dam, enum DAMTYPE damtype);
void applyarmourdamreduction(lifeform_t *lf, object_t *wep, int reduceamt, int *dam, enum DAMTYPE damtype);
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int attackcell(lifeform_t *lf, cell_t *c);
int attacklf(lifeform_t *lf, lifeform_t *victim, object_t *wep, flag_t *damflag);
int attackob(lifeform_t *lf, object_t *o, object_t *wep, flag_t *damflag);
void confereffects(flagpile_t *fp, lifeform_t *victim);
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int getarmourdamreduction(lifeform_t *lf, object_t *wep, int dam, enum DAMTYPE damtype);
char *getattackverb(lifeform_t *lf, object_t *wep, enum DAMTYPE damtype, int dam, int maxhp);
//object_t *getattackwep(lifeform_t *lf, obpile_t **unarmedpile, flag_t **unarmedflag);
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enum DAMTYPE getdamtype(object_t *wep);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
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int getextradamlf(lifeform_t *lf, int *dam, enum DAMTYPE *damtype, int *ndam);
int getextradamwep(object_t *wep, int *dam, enum DAMTYPE *damtype, int *ndam);
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
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char *getkillverb(lifeform_t *victim, object_t *wep, enum DAMTYPE damtype, int dam, int maxhp);
void getdamrange(flag_t *f, int *min, int *max);
//void getdamrangeunarmed(flag_t *f, int *min, int *max);
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float getdamreducepct(float armourrating);
int getdamroll(object_t *o, lifeform_t *victim, flag_t *damflag);
//int getunarmeddamroll(flag_t *f);
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float getstrdammod(lifeform_t *lf);
//obpile_t *getunarmedweapon(lifeform_t *lf, flag_t **uflag);
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
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int isphysicaldam(enum DAMTYPE damtype);
int rolltohit(lifeform_t *lf, lifeform_t *victim, object_t *wep, int *critical);
void wepeffects(flagpile_t *fp, cell_t *where, flag_t *damflag, int dam);