nexus/move.c

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#include <assert.h>
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#include <ctype.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
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#include "ai.h"
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#include "attack.h"
#include "defs.h"
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#include "flag.h"
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
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#include "god.h"
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#include "io.h"
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#include "lf.h"
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#include "map.h"
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#include "move.h"
#include "nexus.h"
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#include "objects.h"
* [+] F_prone if you're knocked down - [+] make sheilds very good against projectiles - [+] make smoke just REDUCE vision, not block it. - [+] noncorporeal should stop grabs! * [+] don't say 'a javelin is damaged' when you throw it, just apply the damge - [+] increase damage bonus with every lore level. +10% each time (ie. up to 50% at top) * [+] give accuracy + critical bonus for lore levles too - [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle] - [+] Show Pain on botl. * [+] more staves - [+] low hitpoint warning for pets (or make them shriek, whine, etc) - [+] CRITKNOCKDOWN * [+] FINISH GRIZZLY - [+] undead should be immune to poison!! - [+] make code to auto add flags to undead. - [+] if you ever move a door (ie. airblast), automatically open it. - [+] young wolf shouldn't be able to open a door! * [+] You throw a dart at the carpet snake. Your dart misses you.--More-- - [+] no sprinting while burdneed - [+] blood should be drawn BELOW stairs - [+] weilded torch should do 1d4 fire damage (counts as a club) * [+] The skeleton touches a leather belt then recoils in pain!The skeleton drops a blessed leather belt.The skeleton puts on a leather belt. - [+] don't show "you can cast it at power level xxx" for abilities * [+] more item randomising - [+] make grey ooze splatter into acid - [+] "the vine grabs you" if you walk onto an entangling vine. - [+] don't start monsters within player's los - [+] properly randomise sticks to snakes - [+] stirge - [+] leech (like stirge but can charge/leap, and slightly more hp / damage) - [+] treesnake - [+] constrictor - [+] cobra - [+] stickes to snakes - make caster's weapon revert. - [+] A something comes into view. - [+] is invisibility code working properly when you see someone use the invis spell? - [+] don't include cosmetic objects in 'you see xxx' * [+] monsters: don't use spells if you don't have lof. - [+] pets not following around corners if you move diagonally. fixed a little. - [+] summon small animals (2-3 x SZ_SMALL) * [+] jet of water - [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc) - [+] lightning storm (lightbning everyone within los, and more damage) - [+] summon large animals (SZ_LARGE, horse, bear etc)
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#include "spell.h"
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#include "text.h"
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extern lifeform_t *player;
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extern int statdirty;
extern int needredraw;
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extern enum GAMEMODE gamemode;
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extern enum ERROR reason;
extern void *rdata;
extern long curtime;
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
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extern condset_t ccwalkable;
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extern WINDOW *gamewin, *msgwin;
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int canandwillmove(lifeform_t *lf, int dir, enum ERROR *error) {
if (isplayer(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!
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if (ispossiblemove(lf, dir)) {
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return B_TRUE;
}
} else {
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!
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if (ispossiblemove(lf, dir) && willmove(lf, dir, error)) {
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return B_TRUE;
}
}
return B_FALSE;
}
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!
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int isorthogonal(int dir) {
switch (dir) {
case D_N:
case D_E:
case D_S:
case D_W:
case DC_N:
case DC_E:
case DC_S:
case DC_W:
return B_TRUE;
}
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!
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return B_FALSE;
}
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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!
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// ie. moving into a wall isn't possible
// moving into a lf/door IS possible since you will attack/open it
// moving while grabbed IS possible since you'll try to break free
int ispossiblemove(lifeform_t *lf, int dir) {
enum ERROR error;
if (moveclear(lf, dir, &error)) {
return B_TRUE;
} else {
object_t *inway = NULL;
switch (error) {
case E_OFFMAP:
if (lf->cell->map->region->id == BH_WORLDMAP) {
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
return B_TRUE;
}
break;
case E_CANTMOVE:
case E_GRABBEDBY:
case E_TOOHEAVY:
case E_LFINWAY:
return B_TRUE;
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
case E_DOORINWAY:
// if ai lifeforms CANT open doors, they will attack them
if (canopendoors(lf) || !isplayer(lf) || lfhasflag(lf, F_RAGE)) {
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
return B_TRUE;
}
//}
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
break;
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
case E_OBINWAY:
inway = (object_t *)rdata;
if (inway && ispushable(inway)) {
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
// player can always try pushing...
if (isplayer(lf)) {
return B_TRUE;
} else {
// for ai, move is only 'possible' if
// we are strong enough to push the object.
if (canpush(lf, inway, dir)) {
return B_TRUE;
}
}
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
}
break;
default:
break;
2011-03-04 12:22:36 +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
return B_FALSE;
2011-02-01 06:16:13 +11:00
}
// lf is the one moving, lf2 is the one who is being forced to swap
int canswapwith(lifeform_t *lf, lifeform_t *lf2) {
// can't swap places when enraged
if (lfhasflag(lf, F_RAGE)) {
return B_FALSE;
}
// player can never be forced to swap
if (isplayer(lf2)) {
return B_FALSE;
}
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
// mosnters don't swap with people who have F_NOSWAP.
if (!isplayer(lf) && lfhasflag(lf2, F_NOSWAP)) {
return B_FALSE;
}
// cannot swap if lf's cell is dangerous to lf2
if (celldangerous(lf2, lf->cell, B_FALSE, NULL)) {
return B_FALSE;
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
// allies can always swap
if (areallies(lf, lf2)) {
return B_TRUE;
}
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
if (isplayer(lf)) {
if (isunconscious(lf2)) {
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
if (getlfsize(lf2) <= getlfsize(lf)) {
return B_TRUE;
}
} else if (!areenemies(lf, lf2) && isknownpeaceful(lf2)) {
// player can swap with peaceful lfs
// if they are a lot smaller
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
//if (getlfsize(lf) - getlfsize(lf2) >= 2) {
// return B_TRUE;
//}
return B_TRUE;
}
}
return B_FALSE;
}
// will populate rdata
// onlyifknown = true means "check for _known_ dangerous objects"
// onlyifknown = false means "check for _any dangerous objects, doesn't matter if we know about them"
int celldangerous(lifeform_t *lf, cell_t *cell, int onlyifknown, enum ERROR *error) {
enum ATTRBRACKET wis;
int include_nonobvious = B_FALSE;
flag_t *f;
object_t *o;
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
rdata = NULL;
// default
if (error) {
*error = E_OK;
}
// never dangerous if there's someone there, since we'll
// attack them instead of moving!
- [+] dancing weapons should injerit object's size. - [+] animals shouldn't be smart enough to avoid sharp objects on the grond. - [+] make all animals have wisdom = LOW - [+] make most undead have wisdom = VLOW - [+] make most undead have CHA = EXLOW - [+] warn if races are missing any STARTATTs - [+] warn if races have duplice sTARTATTS - [+] reduce unyon hit points - [+] drop monster hitdice sides to 6 - [+] change goblin colours - [+] replace quickblade with uchigatana. dael 7-8 damage. very rare. - [ ] apply correct rarity to weapons - [+] balance katana now that i've modified blades! - [+] and add wakazashi. - [+] add altdam bash to most swords - [+] add f->text to altdam - [+] add "noobstext" to askobject() - [+] why did ninja start with 0 mp ? - [+] if you read a manual for a skill yo ucan't learn, have some kind of message to say it didnt work - [+] map shouldn't be magical - [+] cloth should 'heat up' (it just catches on fire) - [+] give A_FIT to all mosnters, for stamina when we polymorph into them! - [+] fix bug where celldangerous() fails on a lifeform's own cell - [+] reflexive dodging should also dodge dangerous objects which appear on top of you! - [+] do this in startlfturn(), before other effects! - [+] air spell - refraction - boosts EV - [+] move jolt to L2 - [+] don't announce initial damage taking object from perfect to battered. - [+] propel missile - [+] doesnt anger lumara - [+] for monsters: aispellok true if we have an OC_MISISLE which we're strong enough to able to throw. - [+] minrange 2
2012-03-20 21:26:33 +11:00
if (cell->lf && (cell->lf != lf)) {
return B_FALSE;
}
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (lf && isplayer(lf) && godprayedto(R_GODMERCY)) {
wis = AT_VHIGH;
} else {
wis = getattrbracket(getattr(lf, A_WIS), A_WIS, NULL);
}
- [+] allies should always give out info without payment - [+] ....but only about their home level! - [+] f_startmapid - [+] cave entrances should make noise - [+] drip - [+] echoing - [+] cope with multiple f_makesnoise flags on objects (pick one randomly) - [+] showlfstats skill display bug - "MORE" keystroke doesn't fall through. - [+] You impale the chicken! The chicken turns to face you. - [+] shouldn't turn to face if your'e dead! - [+] nulllify spell not populating seenbyplayer - [+] crash in createfakes() - [+] animals hsould still walk onto SHARP objects. - [+] secret doors showing up as empty remembered cells when you look away from them (and have lowish cartography) - [+] don't call remove_deadends on vaults. - [+] when walking down stairs to level 3: - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)', depth 2), but it has no free stairs - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them. - [+] FIXED. countstairs() was including too much. now using countmapobs(map, stairtype) instead. - [+] The goblin rogue a half-sized leather armour (null). - [+] fixed crash when you cast rage on someone who is eating. - [+] crash when catching a glowbug in a flask - [+] use canreachbp code when selecting armour to damage as well.... ie newt can't hit your helmet! - [+] BUG: "tunnel doing up" went down! - [+] for monsters:auto raise lf stats to match starting weapons - [+] crash in aigetspelltarget() for CLIMB - [+] should deactiveate all spells on polymorph - [+] allow usage of FEIGNDEATH while prone. - [+] make coprses non-stackable - [+] CRASH in animatedead - [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 11:20:57 +11:00
// obvious things that you can see
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (!onlyifknown || (haslos(lf, cell) && !lfhasflag(lf, F_UNDEAD))) {
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
// water needing creature out of water?
if (lfhasflag(lf, F_NEEDSWATER)) {
if (!hasobwithflag(cell->obpile, F_DEEPWATER)) {
if (error) {
*error = E_DANGEROUS;
}
return B_TRUE;
}
}
for (o = cell->obpile->first ; o ; o = o->next) {
if (onlyifknown && !canseeob(lf, o)) continue;
if (hasflag(o->flags, F_TRAP)) {
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
if (o->type->id == OT_PENTAGRAM) {
// this is only dangerous for the player, and only if they have
// above average wisdom
if (isplayer(lf) && (wis >= AT_GTAVERAGE)) {
object_t *oo;
// any blessed objects in your pack?
for (oo = lf->pack->first ; oo ; oo = oo->next) {
if (oo->blessknown && isblessed(oo)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
}
- [+] press ] then \ - CRASH. - [+] if sound is behind walls: - [+] you hear a muffled explosion - [+] int canhear() needs one more optional argument: &numwallspassed - [+] if supplied, fill it in. - [+] in noise(), check numwallspassed. if there were any, then say 'muffled'. or maybe if more than 2? play around with this. - [+] listen skill should also give more info about NON monster sounds - [+] ie. direction, distance. - [+] set user->changinglev when CHECKING stairs in the same way as when we use them. - [+] monk abil - iron fist - use all remaining stamina as damage + knockback * [+] HITCONFER - this should only work if you were attacked through a BITE or CLAW etc. - [+] bug... werewolves etc not attacking properly after shapehifting - [+] some tech/tools should be usable with hands (ie. watch). f_operwithouthands - [+] werewolves sohuld keep f_hitconfer after shapeshifting - [+] done - [+] summoned creatures from ai should never attack their masters!!! - [+] only the PLAYER can be infected by a werewolf? or only HUMANS ? - [+] when a werewolf changes to animal form, no longer hide true race as 'human' - [+] lycanthropy? - [+] how to get it: - [+] drink were-xxx blood (->potion of lycanthropy, never appears randomly) - [+] bitten by a lycanthrope (chance) with hitconfer and fail a con check - [+] change f_lycanthrope so text = racename. - [+] effects when you get it: - [+] right away, add diseased with lycanthropy. incubatino infinite ? - [+] if you are incubating lycanthropy, you always change at the full moon (and get rage, and lose control). - [+] at this point, complete the incubation and... - [+] add f_hatesall - [+] lose control for a while - [+] after you change back the first time, you can change at will. (but there is a risk each time of losing control) - [+] player regains control - [+] remove aicontrolled, hatesall, rage - [+] actually add f_lycanthrope, text=xxx, v0=4 - [+] when f_lycanthrope v0 drops to 0 or less... - [+] canwill shapeshift with race:xxx - [+] how to remove it - [+] remove curse scroll - [+] drink holy water - [+] these will: - [+] cure any incubating curse - [+] cure any f_poisoned curse - [+] cure lycanthropy, and any flags FROMLYCANTHROPY - [+] other effect - [+] wont/cant walk into holy circle? - [+] holy circle hurts you - [+] shouldn't be able to get critical hits on you (ie. injuries) if you ahve heavenly armour - [+] bug in f_poisoned text. i think i've fixed this now. Died on level 2 of the dungeon. Killed by venom poisoning from 5-10 - [+] donated objects count towards xp! - [+] -50% of value if not known. - [+] -25% of value if not id'd - [+] donating objects will anger felix
2012-07-11 14:10:21 +10:00
} else if (o->type->id == OT_HOLYCIRCLE) {
if (isundead(lf) || lfhasflag(lf, F_LYCANTHROPE)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
- [+] press ] then \ - CRASH. - [+] if sound is behind walls: - [+] you hear a muffled explosion - [+] int canhear() needs one more optional argument: &numwallspassed - [+] if supplied, fill it in. - [+] in noise(), check numwallspassed. if there were any, then say 'muffled'. or maybe if more than 2? play around with this. - [+] listen skill should also give more info about NON monster sounds - [+] ie. direction, distance. - [+] set user->changinglev when CHECKING stairs in the same way as when we use them. - [+] monk abil - iron fist - use all remaining stamina as damage + knockback * [+] HITCONFER - this should only work if you were attacked through a BITE or CLAW etc. - [+] bug... werewolves etc not attacking properly after shapehifting - [+] some tech/tools should be usable with hands (ie. watch). f_operwithouthands - [+] werewolves sohuld keep f_hitconfer after shapeshifting - [+] done - [+] summoned creatures from ai should never attack their masters!!! - [+] only the PLAYER can be infected by a werewolf? or only HUMANS ? - [+] when a werewolf changes to animal form, no longer hide true race as 'human' - [+] lycanthropy? - [+] how to get it: - [+] drink were-xxx blood (->potion of lycanthropy, never appears randomly) - [+] bitten by a lycanthrope (chance) with hitconfer and fail a con check - [+] change f_lycanthrope so text = racename. - [+] effects when you get it: - [+] right away, add diseased with lycanthropy. incubatino infinite ? - [+] if you are incubating lycanthropy, you always change at the full moon (and get rage, and lose control). - [+] at this point, complete the incubation and... - [+] add f_hatesall - [+] lose control for a while - [+] after you change back the first time, you can change at will. (but there is a risk each time of losing control) - [+] player regains control - [+] remove aicontrolled, hatesall, rage - [+] actually add f_lycanthrope, text=xxx, v0=4 - [+] when f_lycanthrope v0 drops to 0 or less... - [+] canwill shapeshift with race:xxx - [+] how to remove it - [+] remove curse scroll - [+] drink holy water - [+] these will: - [+] cure any incubating curse - [+] cure any f_poisoned curse - [+] cure lycanthropy, and any flags FROMLYCANTHROPY - [+] other effect - [+] wont/cant walk into holy circle? - [+] holy circle hurts you - [+] shouldn't be able to get critical hits on you (ie. injuries) if you ahve heavenly armour - [+] bug in f_poisoned text. i think i've fixed this now. Died on level 2 of the dungeon. Killed by venom poisoning from 5-10 - [+] donated objects count towards xp! - [+] -50% of value if not known. - [+] -25% of value if not id'd - [+] donating objects will anger felix
2012-07-11 14:10:21 +10:00
return B_TRUE;
}
}
f = hasflag(o->flags, F_PIT);
if (f && (f->val[0] == D_DOWN)) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (!isairborne(lf, NULL)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
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
f = hasflag(o->flags, F_DEEPWATER);
if (f) {
// non swimming creature in water?
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (!isairborne(lf, NULL) && !lfhasflag(lf, F_AQUATIC)) {
if ((getobdepth(o, lf) >= DP_HEAD)) {
if (getskill(lf, SK_SWIMMING) - isburdened(lf) <= 0) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
if (isvulnto(lf->flags, DT_WATER, B_FALSE)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
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
}
* [+] 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
f = obrestrictsmovement(o, lf);
if (f) {
// always avoid if possible
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
f = hasflag(o->flags, F_WALKDAM);
if (f) {
- [+] add more vrare vaults to reduce likelihood of cockatrice lair! - [+] bazaar - [+] money vault hsould be vrare - [+] so should traproom - [+] rename giant rat to "dire rat" - [+] don't show anything other than object description and throwing for unknown tech - [+] shouldn't be able to rest in a tent if it's not known! - [+] eyebat corpse increase maxmp? - [+] blessed missiles should nearly always hit undead * [+] too easy to dodge thrown missiles? - [+] spell and wand of culinary abundance - [+] if a carnivorous animal kills you: "Eaten by a xxx" * [+] bug: stairsperlev is only ever used in making DUNGEONS. generecise this ?? - [+] safetorest - should ignore monsters feigning death - [+] broken nose should reduce smell range - [+] fresh and stale bread should be interchangable in cooking - [+] make scroll of permenance act on you, not your objects - [+] tweak object rarity yet agian... - [+] bug: hole in roof above player start pos is immediately destroyed. - [+] change pickaxe to be like resting - [+] wait first, then if not interrupted, do the dig. - [+] add cell->hp, celltype->hp. around 100. - [+] f_digging, x, y, digperturn - [+] interrupt() will stop this. - [+] each turn, lower hp of cell by 1. - [+] make wlaking bakwards take less time based on athletics skill!!! - [+] at adept, takes no extra time? - [+] better racial display - [+] ? for extra info. - [+] hitdice - [+] general attribs (str etc) - [+] don't show description until you press '?' - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid index issues - [+] remove VULNS from "effects" unless temporary - [+] isresistantto() etc need to have "int onlytemp" - [+] remove VULNS from manual BONTEXT flags - [+] CRASH IN DTVULN CODE!! - [+] limit '?r' display ?? - [+] what to show - [+] show races you have encountered - [+] show races you know about through Lore (adept level) - [+] show playable races????? - [+] structs - [+] race->encountered - [+] need to save this. - [+] make EFFECTS only show TEMPORARY effects or ones which don't come from race? - [+] automate bondesc/pendesc based on flags! - [+] vulnarabilities / resist / immun - [+] vision range!! (visrangemod) - [+] size? restricted armour. - [+] stayinroom - [+] f_humanoid (can use weapons) - [+] tamable - [+] seeindark - [+] caneatraw - [+] enhancesmell - [+] caneatraw - [+] vegeatrian - [+] cernivore - [+] fastmetab - [+] startskill - [+] tremorsense - [+] silentmove - [+] deaf - [+] flying / levitating - [+] awareness - [+] nocturnal / diurnal - [+] heavyblow - [+] packattack - [+] dodges - [+] autocreateob - [+] MPMOD - [+] HPMOD - [+] MEDITATES - [+] PHOOTMEM - [+] canwill "Spells: xx, x, x, x" - [+] spells: - [+] animate stone - "power" walls turn into stone golems - [+] implement spell - [+] golem - [+] r_golemstone - [+] knockback attack - [+] high str - [+] fists - [+] corpsetype and iunsummonob = boulder - [+] spell power modification - subtract spell level. - [+] when i go down a drain, make sure the new map links to THE DRAIN I WENT DOWN. not some otehr one. - [+] some monsters shouldn't sleep! add new flag: f_nosleep - [+] make spanner help disarm traps!
2011-12-04 09:33:37 +11:00
if ((f->val[0] != DT_WATER) || isvulnto(lf->flags, DT_WATER, B_FALSE)) {
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
// are we immune to this?
if (!lfhasflagval(lf, F_DTIMMUNE, f->val[0], NA, NA, NULL)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
}
}
}
// non-obvious things - only include these if we are wise enough
if (!onlyifknown) {
include_nonobvious = B_TRUE;
} else {
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
if (haslos(lf, cell)) {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (!lfhasflag(lf, F_UNDEAD)) {
include_nonobvious = B_TRUE;
}
}
}
if (include_nonobvious) {
for (o = cell->obpile->first ; o ; o = o->next) {
if (wis >= AT_GTAVERAGE) {
// don't walk onto crushable objects if you worship ekrub
if (isplayer(lf) && godprayedto(R_GODNATURE) && cancrush(lf, o) && !lfhasflag(lf, F_CAREFULMOVE)) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
} else if (wis >= AT_AVERAGE) {
// don't walk on sharp objects without boots
- [+] allies should always give out info without payment - [+] ....but only about their home level! - [+] f_startmapid - [+] cave entrances should make noise - [+] drip - [+] echoing - [+] cope with multiple f_makesnoise flags on objects (pick one randomly) - [+] showlfstats skill display bug - "MORE" keystroke doesn't fall through. - [+] You impale the chicken! The chicken turns to face you. - [+] shouldn't turn to face if your'e dead! - [+] nulllify spell not populating seenbyplayer - [+] crash in createfakes() - [+] animals hsould still walk onto SHARP objects. - [+] secret doors showing up as empty remembered cells when you look away from them (and have lowish cartography) - [+] don't call remove_deadends on vaults. - [+] when walking down stairs to level 3: - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)', depth 2), but it has no free stairs - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them. - [+] FIXED. countstairs() was including too much. now using countmapobs(map, stairtype) instead. - [+] The goblin rogue a half-sized leather armour (null). - [+] fixed crash when you cast rage on someone who is eating. - [+] crash when catching a glowbug in a flask - [+] use canreachbp code when selecting armour to damage as well.... ie newt can't hit your helmet! - [+] BUG: "tunnel doing up" went down! - [+] for monsters:auto raise lf stats to match starting weapons - [+] crash in aigetspelltarget() for CLIMB - [+] should deactiveate all spells on polymorph - [+] allow usage of FEIGNDEATH while prone. - [+] make coprses non-stackable - [+] CRASH in animatedead - [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 11:20:57 +11:00
if (hasflag(o->flags, F_SHARP)) {
if (!isairborne(lf, NULL) && !getequippedob(lf->pack, BP_FEET)) {
- [+] allies should always give out info without payment - [+] ....but only about their home level! - [+] f_startmapid - [+] cave entrances should make noise - [+] drip - [+] echoing - [+] cope with multiple f_makesnoise flags on objects (pick one randomly) - [+] showlfstats skill display bug - "MORE" keystroke doesn't fall through. - [+] You impale the chicken! The chicken turns to face you. - [+] shouldn't turn to face if your'e dead! - [+] nulllify spell not populating seenbyplayer - [+] crash in createfakes() - [+] animals hsould still walk onto SHARP objects. - [+] secret doors showing up as empty remembered cells when you look away from them (and have lowish cartography) - [+] don't call remove_deadends on vaults. - [+] when walking down stairs to level 3: - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)', depth 2), but it has no free stairs - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them. - [+] FIXED. countstairs() was including too much. now using countmapobs(map, stairtype) instead. - [+] The goblin rogue a half-sized leather armour (null). - [+] fixed crash when you cast rage on someone who is eating. - [+] crash when catching a glowbug in a flask - [+] use canreachbp code when selecting armour to damage as well.... ie newt can't hit your helmet! - [+] BUG: "tunnel doing up" went down! - [+] for monsters:auto raise lf stats to match starting weapons - [+] crash in aigetspelltarget() for CLIMB - [+] should deactiveate all spells on polymorph - [+] allow usage of FEIGNDEATH while prone. - [+] make coprses non-stackable - [+] CRASH in animatedead - [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 11:20:57 +11:00
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
} else if (wis >= AT_LOW) {
// avoid objects which produce light if we have sensitive eyes
if (obproduceslight(o) && !isblind(lf) && (lighthurtseyes(lf) || isvulnto(lf->flags, DT_LIGHT, B_FALSE)) ) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
// other checks - ie ones where the condition for knowing
// about the danger is based on more than just wisdom.
// avoid active landmines
f = hasflag(o->flags, F_EXPLODEONMOTION);
if (f) {
if ((wis >= AT_GTAVERAGE) || (getskill(lf, SK_TECHUSAGE) >= gettechlevel(o->type->id))) {
int avoidit = B_FALSE;
if (f->val[2] == B_IFACTIVATED) {
if (isactivated(o)) {
avoidit = B_TRUE;
}
} else {
avoidit = B_TRUE;
}
if (avoidit) {
if (error) {
*error = E_AVOIDOB;
rdata = o;
}
return B_TRUE;
}
}
}
}
}
return B_FALSE;
}
2011-02-01 06:16:13 +11:00
int cellwalkable(lifeform_t *lf, cell_t *cell, enum ERROR *error) {
object_t *o;
// default
if (error) {
*error = E_OK;
rdata = NULL;
}
if (!cell) {
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
if (error) *error = E_OFFMAP;
2010-12-02 12:17:54 +11:00
return B_FALSE;
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (lf && isclimbing(lf)) {
cell_t *rightcell,*leftcell,*frontcell;
int rightdir,leftdir,i;
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
int gotlf = B_FALSE;
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
// climbing rules: you can climb into a cell if:
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
// - it contains a lifeform and is in front of you
// OR
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
// - it is directly to your side
// - the target cell (beside you) is a wall
// - the cell in FRONT (ie. dir you are facing) of the target cell
// is NOT a wall
// OR
// - it is straight forward (ie. off the wall)
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
if (cell->lf && (cell->lf != lf)) {
if (getrelativedir(lf, getdirtowards(lf->cell, cell, lf, B_FALSE, DT_ORTH)) == RD_FORWARDS) {
if (error) *error = E_LFINWAY; // ok but still set reason
gotlf = B_TRUE;
}
}
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
if (!gotlf) {
rightdir = lf->facing;
leftdir = lf->facing;
for (i = 0; i < 2; i++) {
if (++rightdir > DC_NW) rightdir = DC_N;
if (--leftdir < DC_N) leftdir = DC_NW;
}
rightcell = getcellindir(lf->cell, rightdir);
leftcell = getcellindir(lf->cell, leftdir);
frontcell = getcellindir(lf->cell, lf->facing);
if ((cell != rightcell) && (cell != leftcell) && (cell != frontcell)) {
// not left/right/front
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (error) *error = E_BADCLIMBDIR;
return B_FALSE;
}
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
if (cell == frontcell) {
// in front
if (cell->type->solid) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (error) *error = E_BADCLIMBDIR;
return B_FALSE;
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
} else if (!cell->lf) {
// in front and not solid, and no lf there
if (error) *error = E_STOPCLIMBING;
return B_TRUE;
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
}
} else {
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
// to the side
if (cell->type->solid) {
cell_t *sidefrontcell;
sidefrontcell = getcellindir(cell, lf->facing);
if (!sidefrontcell || sidefrontcell->type->solid) {
// cell in front of target cell is solid
if (error) *error = E_BADCLIMBDIR;
return B_FALSE;
}
} else {
// to the side and not solid
if (error) *error = E_BADCLIMBDIR;
return B_FALSE;
}
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
}
// if okay, now drop through to below code which checks
// whether there are any lfs or objects in the way
} else {
// not climbing
if (cell->type->solid) {
// mover is noncorporeal?
if (lf && lfhasflag(lf, F_NONCORPOREAL)) {
if (error) *error = E_WALLINWAY; // ok but still set reason
// ok
} else if (cell->lf && (cell->lf != lf)) { // someone (else) in the wall?
if (error) *error = E_LFINWAY; // ok but still set reason
//return B_FALSE;
// ok
} else {
if (error) *error = E_WALLINWAY;
return B_FALSE;
}
}
}
2011-03-04 12:22:36 +11:00
// must check for lf before checking for impassable objects,
// so that we are able to attack monsters embedded in walls.
if (cell->lf && (cell->lf != lf)) {
- [+] bug: wrapprint() needs to cope with long lines which wrap!!! - [+] in progress... - [+] currently hanging - fixed. - [+] once done, make it not add spaces - [+] add spaces manually in showlfstats. - [+] once done, change all code to use wrapprint instead of textwithcol - [+] still an issue - everything in my inventory is coming up bold! - [+] missing the last word again.... - [+] remove requirement that you have to be able to pick up an object to eat it * [+] make ninja weapons be "exotic" or ninjitsu - [+] ghost missing melee attacks - [+] make oil lamps last HEAPS longer too - [+] @ should include weapon bonuses for skill/str - [+] "headless bones" when you kill a skeleton?? - [+] allow for change of verb instead of always using "Killed by xxx" - [+] only call maketried() for the player - [+] don't show 'really attack the peaceful something' if you can't see it! - [+] vault: suply closet - [+] 1 sq room with tools - [+] why is hecta's pain hitting the player? - [+] make it so you can only Offer to gods you ahve prayeed to? - [+] recalc light on: - [+] darkness/light spells - [+] eye destroyed - [+] prevent tumble/jump while grabbed - [+] prompt to drop when wearing new armour - [+] canine tracking should be a potion, not a scroll - [+] some '?' help commands not working. - [+] add f_critprotection to armour - [+] crash when tumbling into an lf - [+] incrase cellknown time when no cartography skill - [+] change disarm and trip into abilities: - [+] disarm - [+] trip - [+] ninja - [+] skills: - [+] athletics (enouhg to tumble) - [+] throwing - [+] unarmed - [+] long blades - [+] stealth - [+] objects: - [+] smoke bombs - [+] shuriken - another missle. higher dam than darts. - [+] how will this be different from the rogue class??? - [+] disarm - [+] trip. maybe make trip polearms confer this ability? - [+] flip .
2011-10-19 10:08:14 +11:00
rdata = cell->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
// usually can't attack while swimming
if (lf && isswimming(lf) && (getskill(lf, SK_SWIMMING) <= PR_EXPERT)) {
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 (!lfhasflag(lf, F_AQUATIC)) {
if (error) *error = E_SWIMMING;
return B_FALSE;
}
}
2011-03-04 12:22:36 +11:00
if (error) *error = E_LFINWAY;
return B_FALSE;
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
2011-02-01 06:16:13 +11:00
for (o = cell->obpile->first ; o ; o = o->next) {
if (isimpassableob(o, lf, SZ_ANY)) {
2011-02-01 06:16:13 +11:00
if (lf) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
enum MATERIAL mid;
mid = getlfmaterial(lf);
if ((mid == MT_GAS) ||
(mid == MT_SLIME)) {
// ok
} else if (lfhasflag(lf, F_NONCORPOREAL) && !hasflag(o->flags, F_REALLYIMPASSABLE)) {
* [+] 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
// ok but still set error
*error = E_OBINWAY;
} else {
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
// not ok
2011-02-01 06:16:13 +11:00
rdata = o;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (error) {
if (isdoor(o, 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
if (hasflag(o->flags, F_SECRET)) {
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
*error = E_WALLINWAY;
} else {
*error = E_DOORINWAY;
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
} else {
*error = E_OBINWAY;
}
}
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
} else {
rdata = o;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (error) {
if (isdoor(o, NULL)) {
*error = E_DOORINWAY;
} else {
*error = E_OBINWAY;
}
}
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
}
}
2010-12-02 12:17:54 +11:00
return B_TRUE;
}
enum RELATIVEDIR getrelativedir(lifeform_t *lf, int dir) {
int tempdir;
- [+] when throwin gn aobject, warn if you have no LOF (just like spells) - [+] allow dodge/catch of thrown object when there is no thrower (ie. arrow traps) - [+] simplify monster spellcasting - [+] don't use any mp - [+] select power based on monster hit dice only - [+] monsters should cast spells less often - use f_castchance, default of 15% chance - [+] TEST - [+] you keep your own mpdice when polymorphing into a mosnter - [+] fxied: throw a tranq dart, then: - [+] The cockatrice loses consciousness. The cockatrice falls asleep. - [+] bug: can't operate a fridge on the ground cause it's too heavy to lift - [+] monsters generated on dark levels should always have seeindark 3-4 - [+] vending machines not working... fixed. - [+] in getchoicestr: - [+] if !showall, and if it shows a longdesc, then you hit backspace, longdesc should be cleared. - [+] show completion in a different colour - [+] bug: sometimes we seem to have map->room[x], but no cells with cell->room->id == thatid!! - [+] stop vaults from overlapping. - [+] taking too long to walk down levels - enforce max number of monster free turns - [+] inept weapon penalty should be slightly higher - [+] bad feeling check is too easy. - [+] skeletons should have f_noinjuries - [+] shouldn't check for slipping on things while swimming - [+] tweak how traps + perception skill impact search checks - [+] bug: sometimes we have no player start position. - [+] if the vault creation fails, restart map generation. - [+] only give study scroll ability at high spellcasting skill - [+] typo: ring (1 charges left) * [+] god effects when you die: - [+] pea soup should work in the cell in FRONT of you. - [+] bug: ring of control seems to work when you _weild_ it!! - [+] non-lethal weapons - [+] sword of mercy (at <1hp, ko) - [+] tranq dart - [+] add sleeptypes - [+] change all refernces to f_asleep->val[1] (now an enum) - [+] change "stirs in its slumber" if unconscious - [+] change all 'fallasleep' calls - [+] attacking a ko'd enemy with merciful weapon should do nothing. - [+] ai shouldn't target ko'd enemies - [+] ai should stop targetting people once they're dead/ko'd - [+] bashing damage should sometimes just knock unconscious instead of killing? - [+] if their hp would be >= -3, and onein(2) - [+] different body part names? "metal frame" instead of "body" - [+] implement F_BPNAME, v0=enum bodypart, text = name - [+] getbodypartname() needs a lf argument. - [+] once i add this, also make animals have "front legs" instead of "arms", "paws" rather than "hands" etc. - [+] fix calls to getbodypartname to pass in lf or null - [+] cyborg mods: - [+] can't wear most armour? - [+] need f_noarmouron - we HAVE this bp, but can't put armour on it. - [+] large rust damage from water - [+] if you have a bad feeling about an object, mark it as "[bad]" - [+] f_knownbad - [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
if (lfhasflag(lf, F_AWARENESS)) return RD_FORWARDS;
// facing N, dir N == forwards
if (lf->facing == dir) return RD_FORWARDS;
// facing N, dir NE == forwards
tempdir = lf->facing + 1; if (tempdir > DC_NW) tempdir -= MAXDIR_COMPASS;
if (tempdir == dir) return RD_FORWARDS;
// facing N, dir NW == forwards
tempdir = lf->facing - 1; if (tempdir < DC_N) tempdir += MAXDIR_COMPASS;
if (tempdir == dir) return RD_FORWARDS;
// facing N, dir E == sideways
tempdir = lf->facing + 2; if (tempdir > DC_NW) tempdir -= MAXDIR_COMPASS;
if (tempdir == dir) return RD_SIDEWAYS;
// facing N, dir W == sideways
tempdir = lf->facing - 2; if (tempdir < DC_N) tempdir += MAXDIR_COMPASS;
if (tempdir == dir) return RD_SIDEWAYS;
// anything else is backwards
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
return RD_BACKWARDS;
}
2011-03-04 12:22:36 +11:00
int diropposite(int dir) {
switch (dir) {
case D_N:
return D_S;
case D_E:
return D_W;
case D_S:
return D_N;
case D_W:
return D_E;
case DC_N:
return DC_S;
case DC_NE:
return DC_SW;
case DC_E:
return DC_W;
case DC_SE:
return DC_NW;
case DC_S:
return DC_N;
case DC_SW:
return DC_NE;
case DC_W:
return DC_E;
case DC_NW:
return DC_SE;
case D_UP:
return D_DOWN;
case D_DOWN:
return D_UP;
2011-03-04 12:22:36 +11:00
}
// should never happen!
return dir;
}
// restonfail means "if we can't find any valid moves, just rest"
// returns true on error
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
int dorandommove(lifeform_t *lf, int badmovesok, int restonfail, int strafe) {
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
int origtimespent;
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int dir;
int tries = 0;
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
int moveok,rv;
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enum ERROR why;
if (lfhasflag(lf, F_DOESNTMOVE)) {
rest(lf, B_TRUE);
return B_TRUE;
}
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// find a valid direction
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dir = getrandomdir(DT_COMPASS);
2010-12-07 18:34:26 +11:00
2011-02-01 06:16:13 +11:00
moveok = canandwillmove(lf, dir, &why);
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if (!moveok && badmovesok) {
switch (why) {
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// actually okay to move into someone
2010-12-07 18:34:26 +11:00
case E_WALLINWAY:
case E_LFINWAY:
moveok = B_TRUE;
break;
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default:
break;
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}
}
while (!moveok) {
// try next direction...
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if (++dir > DC_NW) dir = DC_N;
if (++tries >= MAXDIR_COMPASS) {
if (restonfail) {
rest(lf, B_TRUE);
}
return B_TRUE;
2010-12-02 12:17:54 +11:00
}
2010-12-07 18:34:26 +11:00
// check this direction...
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moveok = canandwillmove(lf, dir, &why);
2010-12-07 18:34:26 +11:00
if (!moveok && badmovesok) {
switch (why) {
case E_WALLINWAY:
case E_LFINWAY:
moveok = B_TRUE;
break;
2011-02-01 06:16:13 +11:00
default:
break;
2010-12-07 18:34:26 +11:00
}
}
2010-12-02 12:17:54 +11:00
}
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
origtimespent = lf->timespent;
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
rv = trymove(lf, dir, B_TRUE, strafe);
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
if (restonfail && (rv || (lf->timespent == origtimespent))) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// ie move failed
rest(lf, B_TRUE);
}
return rv;
2010-12-02 12:17:54 +11:00
}
2011-02-01 06:16:13 +11:00
// src is where something is
// dst is what we are going away from
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
// if srclf is set, it is used for cellwalkable() checks. ie. if move will be involuntary, don't set this!
// wantcheck is whether to check for dangerous things before considering a direction valid
int getdiraway(cell_t *src, cell_t *dst, lifeform_t *srclf, int wantcheck, int dirtype, int keepinlof) {
2011-02-01 06:16:13 +11:00
int d;
cell_t *c;
int maxdist=-1,bestdir=D_NONE;
int dist[MAXDIR_COMPASS];
int poss[MAXDIR_COMPASS];
int nposs;
enum ERROR error = E_OK;
2011-02-01 06:16:13 +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
if (dirtype == DT_ORTH) {
maxdist = getcelldistorth(src, dst);
} else {
maxdist = getcelldist(src, dst);
}
for (d = DC_N; d <= DC_NW; d++) {
dist[d - DC_N] = -1;
}
2011-02-01 06:16:13 +11:00
for (d = DC_N; d <= DC_NW; d++) {
int thisdist = -1;
int ok = B_FALSE;
c = getcellindir(src, d);
if (!c) continue;
if (c == dst) {
// destination is the thing we're fleeing from!
thisdist = 0;
2011-02-01 06:16:13 +11:00
} else {
if (wantcheck) {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (srclf) {
if (canandwillmove(srclf, d, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
2011-02-01 06:16:13 +11:00
ok = B_TRUE;
}
} else {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (srclf) {
if (cellwalkable(srclf, c, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
2011-02-01 06:16:13 +11:00
ok = B_TRUE;
}
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (keepinlof) {
- [+] most monsters which covet food should have snatch - so that you can just drop food for them. - [+] when looking for remote obs, DO include adjacent cells with lfs, if we have the snatch ability. - [+] some long thin levels (80 x 12 ?) - [+] fix code to remove useless doors. - [+] 0 pairs of dirs with empty cells = change door to wall - [+] pick an adjacent empty cell - [+] floodfill the 8 cells around the door. - [+] start with adj cell - [+] can't go more than 1 cell away from door - [+] solid cells or doors will stop movement - [+] if no unfilled cells around the door, bad. - [+] new way of fixing unconnected levels - portal! - [+] pick one spot in each section then place a portal there. - [+] dying should cure poison - [+] tweaks to attack text - [+] floor tile effecst - [+] absorbancy - ie. carpet should absorb water. - [+] converyors - [+] only walkable sometime (crushers?) - [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus" - [+] god of nature should like eating animals all the time, not just when hungry (makes piety gain easier) - [+] announce when eyes are protected from a spellcloud - [+] klikirak should like setting off fire traps. - [+] floodfill() should follow portals to the same level. - [+] show >1 skillpoints in green on status bar - [+] bug: gods are apeparing behind you. - [+] bug in getrandomadjcell - [+] gods' planeshift spells failing? might be fixed now. using getrandomroomcell instead of getrandomcell. - [+] increaes damage dealt by smite evil/good - [+] lightning javelins shouldn't be stackable - [+] monsters not firing ranged weapons! - [+] they just walk back and forth - [+] bug with how i was calling haslof() for cells other than where the mosnter was (in getdiraway()) - [+] turn undead should only work if caster level*2 is >= monster level fullblock basics: - [+] penalties - [+] lowers visrange to 1 - [+] huge attack penalties - [+] huge evasion penalties - [+] vhigh chance of all ranged damage going to shield instead. - [+] buckler = 75 (small) - [+] shield = 80 - [+] large shield = 85 - [+] tower = 90 - [+] plus shield skill*2 - [+] use check_shield_block in all spell effects - [+] this checks whether player is shieldblocoking (or evades??) - [+] then applies damage appropriatly. - [+] new ability; - [+] stopped by: - [+] losing or unequipping the shield - [+] being interrupted - [+] casting a spell or using an ability - [+] exotic weapons should cost more. - [+] maybe prevent prayer until gods have been pleased enough ? - [+] while you're not worshipping anyone, piety gain is x4. - [+] once first one hits 'pleased', they will appear and offer you a place - [+] advantge to this is that you get a gift - [+] picking up new gold should please felix...... - [+] you shoudl only be able to sacrifice untouched gold. this pleases felix double as much as grabbing it. - [+] gods sohuld appear "in a cloud of ..." - [+] bjorn - blood - [+] klik - fire - [+] lumara - bright light
2012-11-09 22:50:52 +11:00
if (!haslof_real(c, dst, LOF_NEED, NULL, srclf, B_TRUE)) {
ok = B_FALSE;
}
}
2011-02-01 06:16:13 +11:00
if (ok) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
if (dirtype == DT_ORTH) {
thisdist = getcelldistorth(c, dst);
} else {
thisdist = getcelldist(c, dst);
}
2011-02-01 06:16:13 +11:00
} else {
thisdist = -1;
}
}
dist[d - DC_N] = thisdist;
if (thisdist >= maxdist) {
maxdist = thisdist;
bestdir = d;
}
}
2011-02-01 06:16:13 +11:00
nposs = 0;
for (d = DC_N; d <= DC_NW; d++) {
if (dist[d - DC_N] != -1) {
if (dist[d - DC_N] == maxdist) {
poss[nposs] = d;
nposs++;
2011-02-01 06:16:13 +11:00
}
}
2010-12-07 18:34:26 +11:00
}
2011-02-01 06:16:13 +11:00
if (nposs <= 0) {
return D_NONE;
2011-03-04 12:22:36 +11:00
}
bestdir = poss[rnd(0,nposs-1)];
reason = E_OK;
2011-02-01 06:16:13 +11:00
return bestdir;
}
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int getdirtowards(cell_t *src, cell_t *dst, lifeform_t *srclf, int wantcheck, int dirtype) {
2011-02-01 06:16:13 +11:00
int d;
cell_t *c;
int mindist=9999,bestdir=D_NONE;
int dist[MAXDIR_COMPASS];
int poss[MAXDIR_COMPASS];
int nposs;
enum ERROR error = E_OK;
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 (dirtype == DT_ORTH) {
mindist = getcelldistorth(src, dst);
} else {
mindist = getcelldist(src, dst);
}
for (d = DC_N; d <= DC_NW; d++) {
dist[d - DC_N] = -1;
}
2011-02-01 06:16:13 +11:00
for (d = DC_N; d <= DC_NW; d++) {
int ok = B_FALSE;
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 thisdist;
2011-02-01 06:16:13 +11:00
c = getcellindir(src, d);
if (!c) continue;
2011-02-01 06:16:13 +11:00
if (c == dst) {
dist[d - DC_N] = 0;
mindist = 0;
2011-02-01 06:16:13 +11:00
break;
}
if (wantcheck) {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (srclf) {
if (canandwillmove(srclf, d, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
2011-02-01 06:16:13 +11:00
ok = B_TRUE;
}
} else {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
if (srclf) {
if (cellwalkable(srclf, c, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
2011-02-01 06:16:13 +11:00
ok = B_TRUE;
}
}
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
// get distance
2011-02-01 06:16:13 +11:00
if (ok) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
if (dirtype == DT_ORTH) {
thisdist = getcelldistorth(c, dst);
} else {
thisdist = getcelldist(c, dst);
}
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 (thisdist <= mindist) {
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
dist[d - DC_N] = thisdist;
2011-02-01 06:16:13 +11:00
mindist = thisdist;
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
} else {
// don't move AWAY from them.
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
dist[d - DC_N] = -1;
2011-02-01 06:16:13 +11:00
}
} else {
dist[d - DC_N] = -1; // ie. invalid
2011-02-01 06:16:13 +11:00
}
}
// handle ties
nposs = 0;
for (d = DC_N; d <= DC_NW; d++) {
if (dist[d - DC_N] != -1) {
if (dist[d - DC_N] == mindist) {
poss[nposs] = d;
nposs++;
}
}
}
if (nposs <= 0) {
return D_NONE;
}
bestdir = poss[rnd(0,nposs-1)];
reason = E_OK;
2011-02-01 06:16:13 +11:00
return bestdir;
2010-12-02 12:17:54 +11:00
}
- [+] dancing weapons should injerit object's size. - [+] animals shouldn't be smart enough to avoid sharp objects on the grond. - [+] make all animals have wisdom = LOW - [+] make most undead have wisdom = VLOW - [+] make most undead have CHA = EXLOW - [+] warn if races are missing any STARTATTs - [+] warn if races have duplice sTARTATTS - [+] reduce unyon hit points - [+] drop monster hitdice sides to 6 - [+] change goblin colours - [+] replace quickblade with uchigatana. dael 7-8 damage. very rare. - [ ] apply correct rarity to weapons - [+] balance katana now that i've modified blades! - [+] and add wakazashi. - [+] add altdam bash to most swords - [+] add f->text to altdam - [+] add "noobstext" to askobject() - [+] why did ninja start with 0 mp ? - [+] if you read a manual for a skill yo ucan't learn, have some kind of message to say it didnt work - [+] map shouldn't be magical - [+] cloth should 'heat up' (it just catches on fire) - [+] give A_FIT to all mosnters, for stamina when we polymorph into them! - [+] fix bug where celldangerous() fails on a lifeform's own cell - [+] reflexive dodging should also dodge dangerous objects which appear on top of you! - [+] do this in startlfturn(), before other effects! - [+] air spell - refraction - boosts EV - [+] move jolt to L2 - [+] don't announce initial damage taking object from perfect to battered. - [+] propel missile - [+] doesnt anger lumara - [+] for monsters: aispellok true if we have an OC_MISISLE which we're strong enough to able to throw. - [+] minrange 2
2012-03-20 21:26:33 +11:00
cell_t *getdodgecell(lifeform_t *lf) {
int dir;
cell_t *c,*poss[8];
int nposs = 0;
for (dir = DC_N; dir <= DC_NW; dir++) {
c = getcellindir(lf->cell, dir);
if (c && cellwalkable(lf, c, NULL) && !celldangerous(lf, c, B_TRUE, NULL)) {
poss[nposs++] = c;
}
}
if (nposs) {
return poss[rnd(0,nposs-1)];
}
return NULL;
}
int getwalkoffdir(lifeform_t *lf, int dir) {
switch (dir) {
case DC_NE:
if (lf->cell->y == 0) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_N;
} else if ( lf->cell->x == (lf->cell->map->w-1)) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_E;
}
break;
case DC_SE:
if (lf->cell->y == (lf->cell->map->h-1)) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_S;
} else if ( lf->cell->x == (lf->cell->map->w-1)) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_E;
}
break;
case DC_SW:
if (lf->cell->y == (lf->cell->map->h-1)) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_S;
} else if ( lf->cell->x == 0) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_W;
}
break;
case DC_NW:
if (lf->cell->y == 0) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_N;
} else if ( lf->cell->x == 0) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
return D_W;
}
break;
}
return D_NONE;
}
* [+] 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
// use 'n/a' for zero chance of falling. 0 means 'calculate based on distance'
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
int knockback(lifeform_t *lf, int dir, int howfar, lifeform_t *pusher, int fallcheckdiff, int wantannounce, int dodam) {
int i,dam;
2011-03-04 12:22:36 +11:00
char lfname[BUFLEN];
* [+] 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
char newlfname[BUFLEN];
2011-03-04 12:22:36 +11:00
int seen;
* [+] 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
int mightfall = B_TRUE;
lifeform_t *newlf;
- [+] chance to resist knockback? - [+] "%s staggers backwards, but stands its ground." - [+] every size over human gives 10% chance to avoid. - [+] monster jobs - [+] demonologist - can summon demons - [+] shaman - summon animals - [+] bezerker - can use rage - [+] necromancer - [+] add f_startjobs to monsters - [+] in makedesc_race, combine skills up until screen width. ie: - [+] Novice Listen, Novice CLimbing - [+] Also combine abilities, ie: - [+] Ability: jump - [+] Ability: xxx - [+] becomes: - [+] Abilities: jump, xxx - [+] more psionic spells! - [+] psionic blast ? daels direct damage to intelligent creatures ( 1 to iq/10 ) - [+] anticipate action: next xxx attacks from target lf against lf always miss - [+] "you easily dodge %s%s attack." - [+] fire should spread on carpetted floors? how to stop it spreading to the whole dungeon ? - [+] implement - [+] test - [+] new poison type: - [+] migraine. sound causes pain (1 per volume?). light spells cause pain too. - [+] can get this from food too. (instead of gastro ?) - [+] mental spell to give a migraine - "brainache" - [+] eating raw meat can give you migraine, or gastro. - [+] make makedesc_race take player lore skills into account - [+] in describerace(), make title be: - [+] Race::glowbug (beginner level knowledge) - [+] LORE LEVELS: - [+] NOVICE: common knowledge - [+] breaths water - [+] BEGINNER: only known if you've studied it a bit - [+] nocturnal, damage resistances/vulns - [+] silentmove - [+] stability - [+] ADEPT: - [+] only know it if you've studied it a LOT - [+] wantsobs - [+] spells - [+] morale - [+] eating habits - [+] when attacking something which is immune to your weapon, warn you. - [+] (if your lorelev >= beginner) - [+] change io.c to use command_t table - [+] when selecting your starting weapon, show damage and accuracy - [+] scourge gains nullify at high levels - [+] bug: ur-gnats not flying - [+] had f_nospells AND f_canwill flight - [+] made f_nospells not affect F_CANWILL, just F_CANCAST - [+] shouldn't be able to cook firebug corpses - [+] fire shoudl make crackling noises - [+] nullify should anger god of magic, and not upset god of battle - [+] nullify shouldn't affect natural flight fof birds - [+] shouldn't remember your surroundings while raging - [+] lfs shouldn't flee from themselves! - [+] change attackverb for touch attacks. - [+] eyebat gaze - [+] "your pair of sunglasses protects you" - [+] but the spellcast is never announced! - [+] fixed. - [+] stun() should make lf lose concentration - [+] fix a few logic errors in gaze protection code. - [+] when i go up level as a scourge, I'm getting "You have gained the ability 'Nullify' (job perk)." - [+] i should be getting You have gained the ability 'Nullify VII' (job perk). - [+] why isn't 'hte power appearing - [+] also when i start typing nullify, it says "It is too powerful for you to cast" - [+] because levabil isn't keeping pw:xxx text - [+] BUG in LEVABIL.
2012-02-28 22:02:02 +11:00
int preventchance = 0;
enum LFSIZE lfsize;
* [+] 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
// can't knock non-solid things back
if (getmaterialstate(getlfmaterial(lf)) != MS_SOLID) {
return 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
if (lfhasflag(lf, F_GRAVLESSENED)) {
howfar *= 2;
} else if (lfhasflag(lf, F_GRAVBOOSTED)) {
howfar /= 2;
if (howfar < 0) howfar = 0;
}
* [+] 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
// calculate chance of falling
if (fallcheckdiff == 0) {
// chance based on distance
fallcheckdiff = howfar*45;
* [+] 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
}
2011-02-01 06:16:13 +11:00
2011-03-04 12:22:36 +11:00
getlfname(lf,lfname);
2011-03-16 15:45:46 +11:00
if (cansee(player, lf)) {
2011-03-04 12:22:36 +11:00
seen = B_TRUE;
} else {
seen = B_FALSE;
}
if (dir == D_NONE) {
// failed!
return B_TRUE;
}
// if levitating (not flying), knocked back further.
if (lfhasflag(lf, F_LEVITATING)) {
howfar *= 2;
- [+] chance to resist knockback? - [+] "%s staggers backwards, but stands its ground." - [+] every size over human gives 10% chance to avoid. - [+] monster jobs - [+] demonologist - can summon demons - [+] shaman - summon animals - [+] bezerker - can use rage - [+] necromancer - [+] add f_startjobs to monsters - [+] in makedesc_race, combine skills up until screen width. ie: - [+] Novice Listen, Novice CLimbing - [+] Also combine abilities, ie: - [+] Ability: jump - [+] Ability: xxx - [+] becomes: - [+] Abilities: jump, xxx - [+] more psionic spells! - [+] psionic blast ? daels direct damage to intelligent creatures ( 1 to iq/10 ) - [+] anticipate action: next xxx attacks from target lf against lf always miss - [+] "you easily dodge %s%s attack." - [+] fire should spread on carpetted floors? how to stop it spreading to the whole dungeon ? - [+] implement - [+] test - [+] new poison type: - [+] migraine. sound causes pain (1 per volume?). light spells cause pain too. - [+] can get this from food too. (instead of gastro ?) - [+] mental spell to give a migraine - "brainache" - [+] eating raw meat can give you migraine, or gastro. - [+] make makedesc_race take player lore skills into account - [+] in describerace(), make title be: - [+] Race::glowbug (beginner level knowledge) - [+] LORE LEVELS: - [+] NOVICE: common knowledge - [+] breaths water - [+] BEGINNER: only known if you've studied it a bit - [+] nocturnal, damage resistances/vulns - [+] silentmove - [+] stability - [+] ADEPT: - [+] only know it if you've studied it a LOT - [+] wantsobs - [+] spells - [+] morale - [+] eating habits - [+] when attacking something which is immune to your weapon, warn you. - [+] (if your lorelev >= beginner) - [+] change io.c to use command_t table - [+] when selecting your starting weapon, show damage and accuracy - [+] scourge gains nullify at high levels - [+] bug: ur-gnats not flying - [+] had f_nospells AND f_canwill flight - [+] made f_nospells not affect F_CANWILL, just F_CANCAST - [+] shouldn't be able to cook firebug corpses - [+] fire shoudl make crackling noises - [+] nullify should anger god of magic, and not upset god of battle - [+] nullify shouldn't affect natural flight fof birds - [+] shouldn't remember your surroundings while raging - [+] lfs shouldn't flee from themselves! - [+] change attackverb for touch attacks. - [+] eyebat gaze - [+] "your pair of sunglasses protects you" - [+] but the spellcast is never announced! - [+] fixed. - [+] stun() should make lf lose concentration - [+] fix a few logic errors in gaze protection code. - [+] when i go up level as a scourge, I'm getting "You have gained the ability 'Nullify' (job perk)." - [+] i should be getting You have gained the ability 'Nullify VII' (job perk). - [+] why isn't 'hte power appearing - [+] also when i start typing nullify, it says "It is too powerful for you to cast" - [+] because levabil isn't keeping pw:xxx text - [+] BUG in LEVABIL.
2012-02-28 22:02:02 +11:00
preventchance -= 30;
}
// avoid being moved?
lfsize = getlfsize(lf);
if (lfhasflag(lf, F_GRAVBOOSTED)) {
preventchance += 100;
}
if (lfsize > SZ_HUMAN ){
// 15% chance of avoidance per size > human.
preventchance += ((lfsize - SZ_HUMAN) * 15);
}
if (pctchance(preventchance)) {
- [+] "really attack the helpless something?" - [+] don't show this message if we can't see iT! - [+] also dont count this as a peaceful attack if we can't see it. - [+] missiles missing you should interrupt training! - [+] Why does monk acuracy start at -4?! - [+] godstone of destruction (hammer ) - [+] godstone of life (heart ?) - [+] godstone of mercy (flower?) - [+] revenge/theft (glove?) - [+] godstone of purity (orb ?) - [+] death: of death. (skull ?) - [+] casts infinite death - [+] nature: of Nature (seed ?) - [+] all plants become peaceful - [+] all animals become peaceful - [+] cure all diseases - [+] quench all fires - [+] flowers grow everywhere - [+] summon treants ? - [+] battle: of Battle (make this a horn?) - [+] remove all curses on equipped wep/arm. - [+] bless weapon (if not already done) - [+] nullify all other lfs - [+] super speed attacks ? - [+] warriors appear - [+] magic: of Magic (crown ?) - [+] restore all mp - [+] learn any spell - [+] identify all objects - [+] make Lavax be playable - [+] make Fishfolk be playable - [+] fix bug with wand lof - [+] reduce rarity of wands - [+] getrandomobwithflag() - [+] fix big memleak bug (allocating map cells twice) - [+] infinite loop on win game by defeating a god. - [+] klikirak shouldn't make fire when on plane of gods/ - [+] createhabitat shouldn't be allowed to blank pre-vault (ie. locked) cells - [+] bug: wasn't any lfs in realm of gods - [+] master vault - [+] bottom of dungeon has link to "vaults". - [+] vault stairs needs a key to open it. (special stair type) - [+] stair type: - [+] metal hatch leading down - [+] metal ladder leading up - [+] add new habitat - [+] add new branch - [+] algorithm for making h_vault level: - [+] start with everything a wall - [+] place x number of random rooms or vaults with tag:vault - [+] rooms can't overlap - [+] rooms should be fairly small - [+] IMPORTANT: rooms can't be further than 2 (3?) cells away from other rooms - [+] every room has locked doors (never open entrances) - [+] then go through, and cell which has a room cell near it becomes empty - [+] problems: - [+] rooms have no doors! - [+] rooms are too small!! - [+] populate with monsters (f_rarity) - [+] more chance of "guard" jobs - [+] automatically place chests - [+] 3 levels with: - [+] 1 staircase up/down form each - [+] down stairs require key to open. - [+] first level of vaults: outer vaults - [+] antechamber with vault guardians - [+] second level: inner vaults - [+] last level: master vault - [+] inner chamber with all the godstones - [+] once you pick up one godstone, the others vanish.
2012-04-27 11:23:14 +10:00
if (cansee(player, lf)) {
msg("%s stagger%s %s but hold%s %s %s.",lfname,isplayer(lf) ? "" : "s",
getreldirname(getrelativedir(lf, dir)),
isplayer(lf) ? "" : "s", isplayer(lf) ? "your" : "its",
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
isairborne(lf, NULL) ? "position" : "ground");
- [+] "really attack the helpless something?" - [+] don't show this message if we can't see iT! - [+] also dont count this as a peaceful attack if we can't see it. - [+] missiles missing you should interrupt training! - [+] Why does monk acuracy start at -4?! - [+] godstone of destruction (hammer ) - [+] godstone of life (heart ?) - [+] godstone of mercy (flower?) - [+] revenge/theft (glove?) - [+] godstone of purity (orb ?) - [+] death: of death. (skull ?) - [+] casts infinite death - [+] nature: of Nature (seed ?) - [+] all plants become peaceful - [+] all animals become peaceful - [+] cure all diseases - [+] quench all fires - [+] flowers grow everywhere - [+] summon treants ? - [+] battle: of Battle (make this a horn?) - [+] remove all curses on equipped wep/arm. - [+] bless weapon (if not already done) - [+] nullify all other lfs - [+] super speed attacks ? - [+] warriors appear - [+] magic: of Magic (crown ?) - [+] restore all mp - [+] learn any spell - [+] identify all objects - [+] make Lavax be playable - [+] make Fishfolk be playable - [+] fix bug with wand lof - [+] reduce rarity of wands - [+] getrandomobwithflag() - [+] fix big memleak bug (allocating map cells twice) - [+] infinite loop on win game by defeating a god. - [+] klikirak shouldn't make fire when on plane of gods/ - [+] createhabitat shouldn't be allowed to blank pre-vault (ie. locked) cells - [+] bug: wasn't any lfs in realm of gods - [+] master vault - [+] bottom of dungeon has link to "vaults". - [+] vault stairs needs a key to open it. (special stair type) - [+] stair type: - [+] metal hatch leading down - [+] metal ladder leading up - [+] add new habitat - [+] add new branch - [+] algorithm for making h_vault level: - [+] start with everything a wall - [+] place x number of random rooms or vaults with tag:vault - [+] rooms can't overlap - [+] rooms should be fairly small - [+] IMPORTANT: rooms can't be further than 2 (3?) cells away from other rooms - [+] every room has locked doors (never open entrances) - [+] then go through, and cell which has a room cell near it becomes empty - [+] problems: - [+] rooms have no doors! - [+] rooms are too small!! - [+] populate with monsters (f_rarity) - [+] more chance of "guard" jobs - [+] automatically place chests - [+] 3 levels with: - [+] 1 staircase up/down form each - [+] down stairs require key to open. - [+] first level of vaults: outer vaults - [+] antechamber with vault guardians - [+] second level: inner vaults - [+] last level: master vault - [+] inner chamber with all the godstones - [+] once you pick up one godstone, the others vanish.
2012-04-27 11:23:14 +10:00
}
- [+] chance to resist knockback? - [+] "%s staggers backwards, but stands its ground." - [+] every size over human gives 10% chance to avoid. - [+] monster jobs - [+] demonologist - can summon demons - [+] shaman - summon animals - [+] bezerker - can use rage - [+] necromancer - [+] add f_startjobs to monsters - [+] in makedesc_race, combine skills up until screen width. ie: - [+] Novice Listen, Novice CLimbing - [+] Also combine abilities, ie: - [+] Ability: jump - [+] Ability: xxx - [+] becomes: - [+] Abilities: jump, xxx - [+] more psionic spells! - [+] psionic blast ? daels direct damage to intelligent creatures ( 1 to iq/10 ) - [+] anticipate action: next xxx attacks from target lf against lf always miss - [+] "you easily dodge %s%s attack." - [+] fire should spread on carpetted floors? how to stop it spreading to the whole dungeon ? - [+] implement - [+] test - [+] new poison type: - [+] migraine. sound causes pain (1 per volume?). light spells cause pain too. - [+] can get this from food too. (instead of gastro ?) - [+] mental spell to give a migraine - "brainache" - [+] eating raw meat can give you migraine, or gastro. - [+] make makedesc_race take player lore skills into account - [+] in describerace(), make title be: - [+] Race::glowbug (beginner level knowledge) - [+] LORE LEVELS: - [+] NOVICE: common knowledge - [+] breaths water - [+] BEGINNER: only known if you've studied it a bit - [+] nocturnal, damage resistances/vulns - [+] silentmove - [+] stability - [+] ADEPT: - [+] only know it if you've studied it a LOT - [+] wantsobs - [+] spells - [+] morale - [+] eating habits - [+] when attacking something which is immune to your weapon, warn you. - [+] (if your lorelev >= beginner) - [+] change io.c to use command_t table - [+] when selecting your starting weapon, show damage and accuracy - [+] scourge gains nullify at high levels - [+] bug: ur-gnats not flying - [+] had f_nospells AND f_canwill flight - [+] made f_nospells not affect F_CANWILL, just F_CANCAST - [+] shouldn't be able to cook firebug corpses - [+] fire shoudl make crackling noises - [+] nullify should anger god of magic, and not upset god of battle - [+] nullify shouldn't affect natural flight fof birds - [+] shouldn't remember your surroundings while raging - [+] lfs shouldn't flee from themselves! - [+] change attackverb for touch attacks. - [+] eyebat gaze - [+] "your pair of sunglasses protects you" - [+] but the spellcast is never announced! - [+] fixed. - [+] stun() should make lf lose concentration - [+] fix a few logic errors in gaze protection code. - [+] when i go up level as a scourge, I'm getting "You have gained the ability 'Nullify' (job perk)." - [+] i should be getting You have gained the ability 'Nullify VII' (job perk). - [+] why isn't 'hte power appearing - [+] also when i start typing nullify, it says "It is too powerful for you to cast" - [+] because levabil isn't keeping pw:xxx text - [+] BUG in LEVABIL.
2012-02-28 22:02:02 +11:00
return B_TRUE;
2011-03-04 12:22:36 +11:00
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
breakgrabs(lf, B_TRUE, B_TRUE, B_TRUE);
2011-03-04 12:22:36 +11:00
for (i = 0; i < howfar; i++) {
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 (moveclear(lf, dir, &reason)) {
if ((i == 0) && seen && wantannounce) {
- [+] prevent 'A' (forceattack) behind you - [+] replace: - [+] Something critically savages your body. Your uncursed suit of ring mail protects you. Your suit of ring mail is damaged! - [+] with: - [+] Something critically savages your suit of ring mail. - [+] Your suit of ring mail is damaged! - [+] tremorsense shouldn't see flying creatures - [+] rename blink to "bamf" - [+] add F_containsmeat for non-vegetarian foods - [+] use this in vegetarian checks instead of mt_Flesh - [+] "what goes up" spell - [+] "equal and opposite" spell - [+] why didn't cyborg ninja start with weapon weilded? - [+] getbestwepon - accuracy was counting for too much. have changed calculation. - [+] why is wizard's staff not enchanted??? - [+] elephant race - Pachyon or Mammoan - [+] bonus - [+] Leather skin - [+] str++ - [+] photo mem - [+] high listen skill - [+] good smell - [+] penalty - [+] slow movement - [+] no armour on ears - [+] agi- - [+] low eyesight - [+] vuln to sonic - [+] vegetarian - [+] other - [+] large - [+] throw salt to blind targets - [+] if you learn a new spell school skill while game is in progress, gain a 1st level spell too. - [+] for random roast meat, always use base race - [+] ie. orc, not "elite orc" - [+] (ie. human, not 'town guard') - [+] remove "prepare food" skill. - [+] use "cook" instead - [+] startskill should be a modifier, not absolute. - [+] ie. elf can have sk_ranged, so can hunter. these will now stack. - [+] chance for ai to use a firearm is lowered based on firearm accuracy - [+] bug: massively high amount of skillxp needed for a point - [+] firearms should do more damage at pointblank range. - [+] icicle bugs - getrandomadjcell for knockback failing - [+] still a bug with firearm accuracy updating - [+] 2 squares away, move towards enemy - it doesn't update! - [+] display all valid hits in brown - [+] wear melted wax in ears to reduce sonic damage - [+] ranged skillls - [+] adp - [+] fast reloading - [+] exp - [+] fire through lifeforms! lof_wallstop instead of lof_need - [+] mas - [+] extra dam. - [+] object HP issue: - [+] head: b - an uncursed helmet [AR:3] [110%] - [+] body: c - an uncursed suit of ring mail [AR:6] [173%] - [+] hands: d - an uncursed battered pair of gauntlets [AR:2] [86%] - [+] are objects taking negative damage?? - [+] have put an assertion in to check - [+] wait for it to happen again... - [+] add hitchance to askcoords when throwing/shooting - [+] code it - [+] test for throw - [+] add for telekeniis too - [+] add for guns: - [+] "targetted: something [x%]" - [+] "bow->Target->xxx [x%]" - [+] show gun target on botl - [+] redo throw accuracy: - [+] 100 to hit yourself - [+] apply per-cell penalty based on: - [+] throwing / ranged skill (more) - [+] AGI (lesser) - [+] wetsuit description not showing dtresist cold!! - [+] hunter job - [+] wetsuit (covers multiple body parts), prot from cold - [+] announce bleeding damage from injuries - [+] only mark _weapons_ as 'tried' when weilding them - [+] change random items: - [+] fix wantrr bug - [+] test... - [+] new function: enum RARITY pickrarity() - [+] check for all wantrr = xxx and use pickrarity instead. - [+] give classes a RR_RARITY - [+] common - [+] weapon / armour / money / missile - [+] furniture - [+] misc - [+] rock - [+] uncommon - [+] potion / scroll / food - [+] rare - [+] trap - [+] tech/tool - [+] dfeature (pentagram, vending machine, etc) - [+] vrare - [+] wand - [+] ring - [+] book * [+] rewrite wrappers * [+] marge getrandomobofclass and getrandomob - [+] bug: telling allies to attack something they can't see. need a msg for this. - [+] Norman->Attack->A young hawk [flying, facing NE] - [+] Cancelled. - [+] bug: allies not regaining hp when asleep! fixed. - [+] you can now always 'see' your allies if you have LOH - [+] ie. scannedcell - [+] ie. cansee - [+] player luck should cause better random item creation, and easier monsters - [+] pickrr() needs arg to say what it is for (vault , ob, lf) - [+] meals have special effects. eg: - [+] easy: - [+] mushroom + water = mushroom soup = restore a little stamina - [+] tomato + water = tomato soup = restore a little stamina - [+] apple + stone = fruit juice (don't kill the stone) - [+] cheese + bread = cheese sandwich = restore all food and stamina - [+] rum + chocolate = rum ball = cure pain, restore some hp - [+] med: - [+] corpse + water + salt = jerky - [+] mushroom + water + beef = beef strogonoff = filling, temporary Fitness boost - [+] garlic + bread + clover = garlic bread = produce stench like a trogolodyte - [+] bread + meat + tomato = hot dog = temporary strength - [+] water + sugar + 2 berries = potion of red cordial = speed boost - [+] hard - [+] peanut + stone + salt + bread = peanut butter sandwich = super filling, restore all stamina, temp fitness boost - [+] rum + chocolate + sugar + berry = fruit cake = restores all stamina and hp and mp - [+] implement recipe_t - [+] int ningerdients - [+] enum OBTYPE ingredient[MAXINGREDS] - [+] int count[MAXINGREDS] - [+] int cosumeingredient[MAXINGREDS] (boolean) - [+] makedesc_ob should show the recipe for it, if cooking skill is high enough - [+] cooking skill determines how many ingredients you can use - [+] ie. beginner = you can make recipes which need 2 ingredients - [+] redo "cook" ability. - [+] can combine ingredients using recipes to make meals - [+] ingredients must be known! - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills - [+] chef job - [+] attr - [+] gtaverage agility - [+] low fitnesss - [+] objects: - [+] meat cleaver (slashing, low acc, high crit) - [+] apron (rubber, low protection) - [+] chef hat (cloth, low protection) - [+] butane torch (flambe on adjacent lifeform) - [+] abilities - [+] rage at lv3 * [+] skills
2011-11-15 05:21:40 +11:00
msg("%s %s knocked %s!",lfname,is(lf), getreldirname(getrelativedir(lf, dir)));
2011-03-04 12:22:36 +11:00
}
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
trymove(lf, dir, B_FALSE, B_FALSE);
2011-03-04 12:22:36 +11:00
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
2011-03-04 12:22:36 +11:00
if (reason != E_OK) {
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
char buf[BUFLEN];
char thing[BUFLEN];
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
cell_t *newcell;
newcell = getcellindir(lf->cell, dir);
2011-03-04 12:22:36 +11:00
// failed to move
switch (reason) {
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
case E_OFFMAP:
if (lf->cell->map->region->id == BH_WORLDMAP) {
2011-05-20 06:30:58 +10:00
if (!walkoffmap(lf, dir, B_FALSE)) {
// successful
break;
}
}
// fall through
case E_WALLINWAY:
case E_OBINWAY:
case E_DOORINWAY:
if (reason == E_WALLINWAY) {
if (newcell) {
snprintf(thing, BUFLEN, "%s %s", needan(newcell->type->name) ? "an" : "a",newcell->type->name);
} else {
strcpy(thing, "a wall");
}
} else { // ie door or object
getobname(rdata, thing, 1);
}
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
if (seen) {
if (dodam) {
msg("^%c%s slam%s into %s!^n",getlfcol(lf, CC_BAD), lfname,isplayer(lf) ? "" : "s", thing);
} else {
msg("%s stop%s %s on %s.^n", lfname,
isplayer(lf) ? "" : "s",
isplayer(lf) ? "yourself" : "itself", thing);
}
}
if (dodam) {
// 1d6 dam per cell pushed
snprintf(buf, BUFLEN, "slamming into %s", thing);
dam = rolldie(howfar, 6);
losehp(lf, dam, DT_BASH, pusher, buf);
}
2011-03-04 12:22:36 +11:00
// stop moving
i = howfar;
* [+] 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
// don't fall
mightfall = B_FALSE;
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
if (dodam) {
// 20% chance per cell pushed
if (pctchance(howfar*20)) criticalhit(NULL, lf, getrandomcorebp(lf, NULL), NULL, dam, DT_BASH);
}
* [+] 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
break;
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
case E_SWIMMING:
* [+] 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
case E_LFINWAY:
newcell = getcellindir(lf->cell, dir);
newlf = newcell->lf;
if (newlf) { // should always be true
int momentumleft;
getlfname(newlf, newlfname);
if (seen) msg("%s slam%s into %s!",lfname,isplayer(lf) ? "" : "s",newlfname);
// remember our momentum
momentumleft = howfar - i;
// stop moving
i = howfar;
// higher chance of both falling
if (fallcheckdiff != NA) {
fallcheckdiff += (momentumleft*45);
* [+] 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
}
// confer our remaining momentum on to them
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
knockback(newcell->lf, dir, momentumleft, lf, fallcheckdiff,
B_DOANNOUNCE, dodam); // NOTE: recursive call
* [+] 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
}
2011-03-04 12:22:36 +11:00
break;
default:
break;
}
}
}
* [+] 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
* [+] 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 (fallcheckdiff == NA) {
mightfall = B_FALSE;
}
if (mightfall) {
* [+] 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
// save to avoid falling
* [+] 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 (!skillcheck(lf, SC_FALL, fallcheckdiff, 0)) {
* [+] 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
fall(lf, NULL, B_TRUE);
}
}
2011-03-04 12:22:36 +11:00
return B_FALSE;
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
int makeorthogonal(int dir) {
switch (dir) {
case DC_N:
case D_N:
return D_N;
case DC_E:
case D_E:
return D_E;
case DC_S:
case D_S:
return D_S;
case DC_W:
case D_W:
return D_W;
}
return D_NONE;
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// see 'movetowards' for description of dirtype
- [+] if you cancel a limited wish, don't age you. - [+] sourges shouldn't learn spells from books - [+] MR doesn't affect canwill spells? - [+] innate MR (ie. fromrace or from scource) doesn't affect spells either. - [+] too many potions of water! made it common rather than frequent. now NO frequent potions. - [+] getting 'wake t someone runmmaging through your pack' when noone nearby - [+] maybe this flag isn't gettginre removed properly? - [+] polymorph should fix injuries first * [+] for missing hand injuries, select the hand AFTER main switch() * [+] shouldn't be able to weild 2-handed weapons if you only have 1 hand!!! - [+] "travel" spell should let you go to RT_HABITAT things. - [+] fix crash validating f_spotted flag - [+] don't always put "The " on unique objects. - [+] use F_THE for this instead. - [+] godstones should still have F_THE - [+] don't place staircases inside MAINTAINEDGE vaults!! - [+] burning a wood floor only makes a hole in the ground if there are more levels underneath! - [+] end of caves: - [+] both bossrooms should have goblin king and red wyrmling - [+] stone key. - [+] need a vault flag which say s: add f_stayinroom to everyone who is created in this room - [+] done: "keepmonsinroom" - [+] cope with a branch's entry stairs coming from a vault - [+] killing unique monsters with necrotic damage should still leave a corpse. - [+] make "ornate chest" which has rare objects - [+] put it in branch endings and make it a rare object - [+] f_extrainfo in fireat() should show damage _after_ adjustment - [+] BUG: swamp rooms aren't connected!!!! - [+] end of forest branch: - [+] vault containing baba yaga's hut - [+] bone fence around it - [+] skeletons - [+] the hut. - [+] baba yaga's hut - [+] cabin on chicken legs - [+] f_timid! - [+] jump - [+] claw attacks - [+] walks around - [+] corpsetype = link to inside the hut - [+] made of dragonwood (ie. hardness 5) - [+] Don't say "You kill the walking hut". - [+] text when it dies: "Exhausted, the hut slumps to the ground." - [+] inside the hut = small level with baba yaga - [+] new regiontype: babayaga's hut - [+] new habitat: byhut - [+] making the habitat: only has a single vault. (one with tag 'byhut') - [+] diff layouts - [+] circular - [+] square - [+] baba yaga herself - [+] baba yaga - [+] weighs 50kg - [+] obs: - [+] key! - [+] hp: 135 = 22 hitdice (d6) - [+] 75% magic resistance - [+] attribs - [+] str: exhigh - [+] iq: exhigh - [+] wis: exhigh - [+] agi: average - [+] con: high - [+] cha: exlow - [+] fire, cold, magic, poison resist - [+] immune to necrotic - [+] abilities - [+] seeinvis - [+] awareness - [+] claw/teeth attacks. - [+] claw = 8 DR - [+] teeth = 6 DR - [+] maxattacks = 2 - [+] grab ability - [+] spells?????? - [+] fear - [+] weaken - [+] summon insects/animals - [+] entangle - [+] blink - [+] when she dies, unlock the hut door. - [+] delving code. - [+] new digging code: - [+] delve() - [+] delve_pullcell - [+] etc - [+] h_antnest - [+] creaetantnest calls delve() functions. - [+] insert this in the main dungeon somewhere - [+] populate with monsters (set rarity) - [+] place queen ant on the map. - [+] via new regionthing type RT_LF - [+] branch ends should have a boss with a key! - [+] jimbo - [+] babayaga - [+] cave boss (dragon ?)
2012-04-04 19:59:48 +10:00
int moveawayfrom(lifeform_t *lf, cell_t *dst, int dirtype, int keepinlof, int strafe, int onpurpose ) {
2011-02-01 06:16:13 +11:00
int dir;
int rv = B_TRUE;
2011-03-04 12:22:36 +11:00
if (isblind(lf)) {
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
dorandommove(lf, B_TRUE, B_TRUE, B_FALSE);
2011-03-04 12:22:36 +11:00
return B_FALSE;
}
// move away from them
dir = getdiraway(lf->cell, dst, lf, B_TRUE, dirtype, keepinlof);
2011-03-04 12:22:36 +11:00
if (dir == D_NONE) {
rv = B_TRUE;
} else {
- [+] if you cancel a limited wish, don't age you. - [+] sourges shouldn't learn spells from books - [+] MR doesn't affect canwill spells? - [+] innate MR (ie. fromrace or from scource) doesn't affect spells either. - [+] too many potions of water! made it common rather than frequent. now NO frequent potions. - [+] getting 'wake t someone runmmaging through your pack' when noone nearby - [+] maybe this flag isn't gettginre removed properly? - [+] polymorph should fix injuries first * [+] for missing hand injuries, select the hand AFTER main switch() * [+] shouldn't be able to weild 2-handed weapons if you only have 1 hand!!! - [+] "travel" spell should let you go to RT_HABITAT things. - [+] fix crash validating f_spotted flag - [+] don't always put "The " on unique objects. - [+] use F_THE for this instead. - [+] godstones should still have F_THE - [+] don't place staircases inside MAINTAINEDGE vaults!! - [+] burning a wood floor only makes a hole in the ground if there are more levels underneath! - [+] end of caves: - [+] both bossrooms should have goblin king and red wyrmling - [+] stone key. - [+] need a vault flag which say s: add f_stayinroom to everyone who is created in this room - [+] done: "keepmonsinroom" - [+] cope with a branch's entry stairs coming from a vault - [+] killing unique monsters with necrotic damage should still leave a corpse. - [+] make "ornate chest" which has rare objects - [+] put it in branch endings and make it a rare object - [+] f_extrainfo in fireat() should show damage _after_ adjustment - [+] BUG: swamp rooms aren't connected!!!! - [+] end of forest branch: - [+] vault containing baba yaga's hut - [+] bone fence around it - [+] skeletons - [+] the hut. - [+] baba yaga's hut - [+] cabin on chicken legs - [+] f_timid! - [+] jump - [+] claw attacks - [+] walks around - [+] corpsetype = link to inside the hut - [+] made of dragonwood (ie. hardness 5) - [+] Don't say "You kill the walking hut". - [+] text when it dies: "Exhausted, the hut slumps to the ground." - [+] inside the hut = small level with baba yaga - [+] new regiontype: babayaga's hut - [+] new habitat: byhut - [+] making the habitat: only has a single vault. (one with tag 'byhut') - [+] diff layouts - [+] circular - [+] square - [+] baba yaga herself - [+] baba yaga - [+] weighs 50kg - [+] obs: - [+] key! - [+] hp: 135 = 22 hitdice (d6) - [+] 75% magic resistance - [+] attribs - [+] str: exhigh - [+] iq: exhigh - [+] wis: exhigh - [+] agi: average - [+] con: high - [+] cha: exlow - [+] fire, cold, magic, poison resist - [+] immune to necrotic - [+] abilities - [+] seeinvis - [+] awareness - [+] claw/teeth attacks. - [+] claw = 8 DR - [+] teeth = 6 DR - [+] maxattacks = 2 - [+] grab ability - [+] spells?????? - [+] fear - [+] weaken - [+] summon insects/animals - [+] entangle - [+] blink - [+] when she dies, unlock the hut door. - [+] delving code. - [+] new digging code: - [+] delve() - [+] delve_pullcell - [+] etc - [+] h_antnest - [+] creaetantnest calls delve() functions. - [+] insert this in the main dungeon somewhere - [+] populate with monsters (set rarity) - [+] place queen ant on the map. - [+] via new regionthing type RT_LF - [+] branch ends should have a boss with a key! - [+] jimbo - [+] babayaga - [+] cave boss (dragon ?)
2012-04-04 19:59:48 +10:00
rv = trymove(lf, dir, onpurpose, strafe);
2011-02-01 06:16:13 +11:00
}
return rv;
}
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
// ie. is the destination cell free?
int moveclear(lifeform_t *lf, int dir, enum ERROR *error) {
cell_t *cell;
flag_t *f;
// default
if (error) {
*error = E_OK;
rdata = NULL;
}
if (isburdened(lf) >= BR_OVERLOADED) {
if (error) *error = E_TOOHEAVY;
return B_FALSE;
}
// check if we are paralyzed, frozen, etc
if (isimmobile(lf)) {
if (error) *error = E_CANTMOVE;
return B_FALSE;
}
cell = getcellindir(lf->cell, dir);
if (!cell) {
if (error) *error = E_OFFMAP;
return B_FALSE;
}
f = lfhasflag(lf, F_GRABBEDBY);
if (f) {
lifeform_t *lf2;
lf2 = findlf(NULL, f->val[0]);
if (lf2 && (lf2 != cell->lf)) {
if (error) {
rdata = lf2;
*error = E_GRABBEDBY;
}
return B_FALSE;
}
}
if ((lf->race->raceclass->id == RC_DEMON) && hasob(cell->obpile, OT_PENTAGRAM)) {
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
*error = E_PENTAGRAM;
return B_FALSE;
}
// not attacking
if (lfhasflag(lf, F_DOESNTMOVE) && !cell->lf) {
*error = E_CANTMOVE;
return B_FALSE;
}
return cellwalkable(lf, cell, error);
}
2011-02-01 06:16:13 +11:00
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
// effects which happen _after_ player moves or attacks.
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
// IMPORTANT: don't modify lf's flagpile during this code!
// particularly don't remove flags...
* [+] 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
// returns TRUE if we displayed a message
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
int moveeffects(lifeform_t *lf, int moved) {
flag_t *f;
* [+] 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
int didmsg = B_FALSE;
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
// effects which only happen if you actually moved (not attacked)
if (moved) {
if (!isairborne(lf, NULL) && lfhasflagval(lf, F_INJURY, IJ_HAMSTRUNG, NA, NA, NULL)) {
if (!skillcheck(lf, SC_FALL, 80, 0)) {
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
fall(lf, NULL, B_TRUE);
if (isplayer(lf)) didmsg = B_TRUE;
}
}
if (onein(10) && lfhasflagval(lf, F_INJURY, IJ_TAILLACERATED, NA, NA, NULL)) {
- [+] when throwin gn aobject, warn if you have no LOF (just like spells) - [+] allow dodge/catch of thrown object when there is no thrower (ie. arrow traps) - [+] simplify monster spellcasting - [+] don't use any mp - [+] select power based on monster hit dice only - [+] monsters should cast spells less often - use f_castchance, default of 15% chance - [+] TEST - [+] you keep your own mpdice when polymorphing into a mosnter - [+] fxied: throw a tranq dart, then: - [+] The cockatrice loses consciousness. The cockatrice falls asleep. - [+] bug: can't operate a fridge on the ground cause it's too heavy to lift - [+] monsters generated on dark levels should always have seeindark 3-4 - [+] vending machines not working... fixed. - [+] in getchoicestr: - [+] if !showall, and if it shows a longdesc, then you hit backspace, longdesc should be cleared. - [+] show completion in a different colour - [+] bug: sometimes we seem to have map->room[x], but no cells with cell->room->id == thatid!! - [+] stop vaults from overlapping. - [+] taking too long to walk down levels - enforce max number of monster free turns - [+] inept weapon penalty should be slightly higher - [+] bad feeling check is too easy. - [+] skeletons should have f_noinjuries - [+] shouldn't check for slipping on things while swimming - [+] tweak how traps + perception skill impact search checks - [+] bug: sometimes we have no player start position. - [+] if the vault creation fails, restart map generation. - [+] only give study scroll ability at high spellcasting skill - [+] typo: ring (1 charges left) * [+] god effects when you die: - [+] pea soup should work in the cell in FRONT of you. - [+] bug: ring of control seems to work when you _weild_ it!! - [+] non-lethal weapons - [+] sword of mercy (at <1hp, ko) - [+] tranq dart - [+] add sleeptypes - [+] change all refernces to f_asleep->val[1] (now an enum) - [+] change "stirs in its slumber" if unconscious - [+] change all 'fallasleep' calls - [+] attacking a ko'd enemy with merciful weapon should do nothing. - [+] ai shouldn't target ko'd enemies - [+] ai should stop targetting people once they're dead/ko'd - [+] bashing damage should sometimes just knock unconscious instead of killing? - [+] if their hp would be >= -3, and onein(2) - [+] different body part names? "metal frame" instead of "body" - [+] implement F_BPNAME, v0=enum bodypart, text = name - [+] getbodypartname() needs a lf argument. - [+] once i add this, also make animals have "front legs" instead of "arms", "paws" rather than "hands" etc. - [+] fix calls to getbodypartname to pass in lf or null - [+] cyborg mods: - [+] can't wear most armour? - [+] need f_noarmouron - we HAVE this bp, but can't put armour on it. - [+] large rust damage from water - [+] if you have a bad feeling about an object, mark it as "[bad]" - [+] f_knownbad - [+] killing should anger the god of mercy
2011-09-22 12:00:16 +10:00
fall(lf, NULL, B_TRUE);
if (isplayer(lf)) didmsg = B_TRUE;
}
- [+] 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
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
if (isbleeding(lf)) {
if (hasbleedinginjury(lf, BP_LEGS)) {
if (!bleedfrom(lf, BP_LEGS, B_FALSE)) {
if (isplayer(lf)) msg("^BYou bleed!");
losehp(lf, 1, DT_DIRECT, NULL, "blood loss");
}
} else {
if (rnd(1,2) == 1) {
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
bleed(lf, B_NOSPLATTER);
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
}
}
}
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
if (lfhasflag(lf, F_GERMS)) {
object_t *o;
for (o = lf->cell->obpile->first; o ; o = o->next) {
if (isedible(o) && !hasflag(o->flags, F_TAINTED)) {
addflag(o->flags, F_TAINTED, B_TRUE, NA, NA, NULL);
}
}
}
}
if (lfhasflagval(lf, F_INJURY, IJ_WINGBLEED, NA, NA, NULL)) {
flag_t *retflag[MAXCANDIDATES];
int nretflags,i;
getflags(lf->flags, retflag, &nretflags, F_FLYING, F_NONE);
for (i = 0; i < nretflags; i++) {
if (retflag[i]->lifetime == FROMRACE) {
if (!bleedfrom(lf, BP_WINGS, B_FALSE)) {
- [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails?
2012-01-03 12:21:22 +11:00
if (isplayer(lf)) msg("^BYou bleed!");
losehp(lf, 1, DT_DIRECT, NULL, "blood loss");
}
}
}
}
f = lfhasflag(lf, F_PAIN);
if (f) {
- [+] 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 (!lfhasflag(lf, F_DRUNK)) {
* [+] 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
int dam;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
if (isplayer(lf)) {
msg("Your body is wracked with pain!");
* [+] 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
didmsg = B_TRUE;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
} else if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
msg("%s convulses in pain!",lfname);
* [+] 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
didmsg = B_TRUE;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
}
* [+] 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
if (strlen(f->text)) {
dam = roll(f->text);
} else {
dam = roll("1d2");
}
losehp(lf, dam, f->val[0], NULL, "extreme pain");
if (isdead(lf)) return didmsg;
}
}
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
* [+] 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
return didmsg;
}
2011-02-01 06:16:13 +11:00
// returns TRUE if something happened
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
int movelf(lifeform_t *lf, cell_t *newcell, int onpurpose) {
2010-12-07 18:34:26 +11:00
object_t *o,*nexto;
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
cell_t *precell;
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
enum TEMPERATURE pretemp,posttemp;
2010-12-07 18:34:26 +11:00
char obname[BUFLEN],lfname[BUFLEN],buf[BUFLEN];
2011-02-01 06:16:13 +11:00
lifeform_t *l;
int didmsg = B_FALSE;
flag_t *f;
enum FLAG flying;
int changedlev = B_FALSE;
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
room_t *preroom = NULL, *postroom = NULL;
//int preshop = -1;
* [+] 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
int prespeed = B_FALSE, postspeed = B_FALSE;
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 prewater = B_FALSE;
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
int preseenbyplayer = B_FALSE;
//vault_t *v;
flag_t *retflag[MAXCANDIDATES];
int nretflags,i;
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
int autoangry = B_FALSE;
2011-02-01 06:16:13 +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
assert(newcell);
2011-03-04 12:22:36 +11:00
getlfname(lf, lfname);
if (gamemode == GM_GAMESTARTED) {
if (isplayer(lf) || cansee(player, lf)) {
needredraw = B_TRUE;
}
* [+] 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
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
pretemp = getlftemp(lf);
if (newcell->map != lf->cell->map) {
changedlev = B_TRUE;
lf->changinglev = B_TRUE;
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
setlosdirty(lf);
if (isplayer(lf)) {
// remember the time which we exitted this map.
lf->cell->map->lastplayervisit = curtime;
}
}
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (changedlev) {
// used for one of Yumi's effects
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
addtempflag(lf->flags, F_JUSTENTERED, B_TRUE, NA, NA, NULL, isplayer(lf) ? 1 : 2);
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
}
// special effects when the player moves to a new map
if (changedlev && isplayer(lf)) {
object_t *o;
long barrierid = -1;
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
// mapentereffects will give all monster on the new map
// a bunch of turns to simulate time passing while the player
// was away. to prevent them from blocking off the staircase cell
// where the player is about to arrive, place a magic barrier over it.
o = addobfast(newcell->obpile, OT_MAGICBARRIER);
if (o) barrierid = o->id;
mapentereffects(newcell->map);
// now remove the barrier
o = hasobid(newcell->obpile, barrierid);
if (o) killob(o);
if (isplayer(lf)) redrawresume();
}
// remember current cell + room id
prespeed = getmovespeed(lf);
preroom = lf->cell->room;
/*
v = getcellvault(lf->cell);
if (v && hasflag(v->flags, F_VAULTISSHOP)) {
preshop = getroomid(lf->cell);
}
*/
// getting out of water?
if (hasobwithflag(lf->cell->obpile, F_DEEPWATER)) {
prewater = B_TRUE;
}
if (!isplayer(lf) && cansee(player, lf)) {
preseenbyplayer = B_TRUE;
}
} else {
prespeed = SP_NORMAL;
preroom = NULL;
//preshop = B_FALSE;
prewater = B_FALSE;
preseenbyplayer = B_FALSE;
- [+] 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
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
precell = lf->cell;
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
// move out...
lf->cell->lf = NULL;
2010-12-02 12:17:54 +11:00
2011-02-01 06:16:13 +11:00
// if required, relink lifeform to new map
if (newcell->map != lf->cell->map) {
if (gamemode == GM_GAMESTARTED) {
if (isplayer(lf)) {
statdirty = B_TRUE;
}
2011-02-01 06:16:13 +11:00
}
relinklf(lf, newcell->map);
if (gamemode == GM_GAMESTARTED) {
if (isplayer(lf)) {
// clear map to force redraw.
wclear(gamewin);
}
}
2011-02-01 06:16:13 +11:00
}
if (gamemode == GM_GAMESTARTED) {
// remember previous cells
lf->prevcell[1] = lf->prevcell[0];
lf->prevcell[0] = lf->cell;
}
2010-12-02 12:17:54 +11:00
// update lifeform
lf->cell = newcell;
2011-02-01 06:16:13 +11:00
// nothing should be in new cell..
assert(!newcell->lf);
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
// remember new room...
if (gamemode == GM_GAMESTARTED) {
postroom = lf->cell->room;
postspeed = getmovespeed(lf);
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
posttemp = getlftemp(lf);
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
2010-12-02 12:17:54 +11:00
// update new cell
newcell->lf = lf;
- [+] 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(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
if (gamemode == GM_GAMESTARTED) {
// update light
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
/*
if ((isplayer(lf) && changedlev) || lfproduceslight(lf, NULL)) {
calclight(lf->cell->map);
- [+] in shops, show 'ESC when done, ? to describe/purchase' - [+] b - a silver shoddy bastard sword - [+] show object's condition before changed material state? - [+] bug: torches aren't lighting up walls when walking in corridor! - [+] scrolls with f_scrollneedsob should say 'tried on object' - [+] dungeon light - [+] lit shoudl be "illuminated" and be an enum - [+] IL_FULLYLIT - [+] IL_WELLLIT (dark, candelabras in every room and moss every 4 steps) - [+] IL_DIM (dark, torches in rooms and moss every 6 steps) - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8 steps) - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no light at all) - [+] need more fixed light source objects: - [+] moonmoss and sunmoss - [+] if not fully lit, map illumination level determines how often light sources are placed, and what type. - [+] special monster behaviour (perception or lore will show this?) - [+] insane monsters (attacks anything) - [+] hunting for food (hungry, add covets food) - [+] returning to lair with plunder (extra treasure) - [+] timid (lower morale, maybe add f_timid or alwaysflees) - [+] drugged (never flee) - [+] drunk - [+] diseased (start with a non-lethal disease. eating its corpse infects you) - [+] determined (will chase the player for longer) - [+] lazy (chase for less time) - [+] only show if perception >= skilled) - [+] only show monster jobs if lorelev >= beginner - [+] bug: cursed scrolls no longer having bad effects. fixed. - [+] after you fool a monster by feigning death, it shouldn't target you for a while. - [+] prevent wands from being blessed/cursed. - [+] bug: still no displayed text when your pet dies. - [+] update: this seems to happen when a monster is killed by another monster - [+] The bear cub claws the dog. The dog wakes up. - [+] fixed! - [+] hwen monsters start with weapons/sheilds, their starting skill should be based on hit dice. - [+] max skill is hitdice / 3 - [+] wake up player before giving god gift! - [+] "a goblin shaman moves out of view" - [+] but i didnt hav ehigh enough lore! - [+] maybe real_getlfname needs "showall". check this istneda of usevis to see whether to show job. - [+] crash when objects fall through a hole and the lower hole needed to be moved slightly. - [+] bug: invisibility is fooling even things with 'enhancesmell' - [+] water onto dirt only makes mud if there isn't some already there. - [+] monk fists DR should max out at 12 or so, since #attacks keeps going up! - [+] don't show god pleaseing messages when asleep - [+] bug: showing '%s dodges" when you can't see it. - [+] fix rarity of wands - [+] reward at bottom of caves: - [+] godstone of war (cases RAGE on everyone near you) Goblin cave bosses: - [+] goblin king - [+] young dragon
2012-01-10 14:40:43 +11:00
setlosdirty(lf);
}
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
*/
//precalclos(lf);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
// refresh name of lf, in case it came into view.
getlfname(lf, lfname);
if (isplayer(lf) || cansee(player, lf)) {
needredraw = B_TRUE;
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
didmsg = moveeffects(lf, B_TRUE);
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
if (lfhasflag(lf, F_HIDING) && (getskill(lf, SK_STEALTH) < PR_BEGINNER)) {
killflagsofid(lf->flags, F_HIDING);
}
// remove grabs (but not attached things)
// Note: only remove this from the person _being grabbed_.
// if the grabb_er_ moves away, they'll drag the grabee with them.
f = lfhasflag(lf, F_GRABBEDBY);
if (f) {
lifeform_t *grabber;
grabber = findlf(NULL, f->val[0]);
assert(grabber);
if (getcelldist(lf->cell, grabber->cell) > 1) {
killflagsofid(grabber->flags, F_GRABBING);
killflagsofid(lf->flags, F_GRABBEDBY);
}
}
2011-03-10 16:47:18 +11:00
// passwall ends when you walk onto a non-solid cell.
f = lfhasflag(lf, F_NONCORPOREAL);
if (f && (f->obfrom == OT_S_PASSWALL)) {
enum ERROR err;
cellwalkable(lf, lf->cell, &err);
if (err == E_OK) {
stopspell(lf, OT_S_PASSWALL);
killflag(f);
if (isplayer(lf)) {
didmsg = B_TRUE;
}
* [+] 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
}
}
2010-12-07 18:34:26 +11:00
if (isplayer(lf)) {
if (prewater && !hasobwithflag(newcell->obpile, F_DEEPWATER)) {
// getitng out of water?
statdirty = B_TRUE;
}
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
}
// check ground objects
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
flying = isairborne(lf, NULL);
if (flying == F_NONE) {
for (o = newcell->obpile->first ; o ; o = nexto ) {
nexto = o->next;
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
f = hasflag(o->flags, F_DEEPWATER);
if (f) {
/*
if (checkfordrowning(lf, o)) {
didmsg = B_TRUE;
if (isdead(lf)) return B_TRUE;
}
*/
// did you just enter the water?
if (!prewater) {
if ((getobdepth(o, lf) >= DP_WAIST)) {
if (getskill(lf, SK_SWIMMING)) {
if (isplayer(lf)) {
msg("You start swimming.");
didmsg = B_TRUE;
statdirty = B_TRUE;
} else if (cansee(player, lf)) {
msg("%s starts swimming.", lfname);
didmsg = B_TRUE;
}
} else {
if (isplayer(lf)) {
msg("You enter the water.");
didmsg = B_TRUE;
} else if (cansee(player, lf)) {
msg("%s enters the water.", lfname);
didmsg = B_TRUE;
}
}
// put out fires
extinguishlf(lf);
// stop sprinting
stopsprinting(lf);
noise(lf->cell, NULL, NC_OTHER, SV_TALK, "a splash.", NULL);
}
}
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
}
f = hasflag(o->flags, F_SHARP);
if (f && hasbp(lf, BP_FEET) && !lfhasflag(lf, F_CAREFULMOVE) && !isairborne(lf, NULL)) {
object_t *boots;
// has boots on?
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
boots = getouterequippedob(lf, BP_FEET);
if (!boots) {
// take damage
getobname(o, obname, 1);
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 (isplayer(lf)) {
msg("Ow - you step on %s!",obname);
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
didmsg = B_TRUE;
} else if (haslos(player, newcell)) {
msg("%s steps on %s!",lfname, obname);
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
didmsg = B_TRUE;
}
snprintf(buf, BUFLEN, "stepping on %s", obname);
losehp(lf, rnd(f->val[0],f->val[1]), DT_SLASH, NULL, buf);
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
}
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
if (!lfhasflag(lf, F_CAREFULMOVE)) {
if (cancrush(lf, o)) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
int maxhp;
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
// crush it
getobname(o, obname, 1);
// special case
if (o->type->id == OT_BROKENGLASS) {
if (o->amt > 1) {
char *newname;
// we want 'xx steps on some pieces of broken glass'
// not 'xx steps on 5 pieces of broken glass'
newname = strdup(obname);
makeplural(&newname);
strrep(&newname, "a ", "some ", NULL);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
strcpy(obname, newname);
free(newname);
}
}
2011-03-04 12:22:36 +11:00
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
if (isplayer(lf)) {
msg("You crush %s underfoot.",obname);
didmsg = B_TRUE;
} else if (haslos(player, newcell)) {
msg("%s crushes %s.",lfname, obname);
didmsg = B_TRUE;
}
// kill object which is being crushed.
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
//removeob(o, o->amt);
getobhp(o, &maxhp);
if (maxhp) {
takedamage(o, maxhp, DT_CRUSH, lf);
} else {
removeob(o, ALL);
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
if (isplayer(lf)) {
angergodmaybe(R_GODNATURE, 10, GA_ATTACKOBJECT);
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
pleasegodmaybe(R_GODFIRE, 2);
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
}
continue;
}
if (hasflag(o->flags, F_DIMONDISTURB)) {
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
f = hasflag(o->flags, F_PRODUCESLIGHT);
getobname(o, obname, o->amt);
if (f) f->val[0]--;
if (!f || (f->val[0] <= 0)) {
if (haslos(player, newcell)) {
msg("%s dim%s and crumbles.",obname,
(o->amt == 1) ? "s" : "");
didmsg = B_TRUE;
}
removeob(o, ALL);
continue;
} else {
if (haslos(player, newcell)) {
msg("%s dim%s slightly.",obname,
(o->amt == 1) ? "s" : "");
didmsg = B_TRUE;
}
}
} // end if dimondisturb
} // end if crushable
2011-03-04 12:22:36 +11:00
if ((o->type->id == OT_VINE) && !hasjob(lf, J_DRUID)) {
char obname[BUFLEN];
getobname(o,obname,o->amt);
2011-03-04 12:22:36 +11:00
if (isplayer(lf)) {
msg("%s grab%s you!",obname,OBS1(o));
} else if (cansee(player, lf)) {
msg("%s grab%s %s!",obname, OBS1(o), lfname);
2011-03-04 12:22:36 +11:00
}
* [+] 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
}
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
// objects which explode when you walk onto them
f = hasflag(o->flags, F_EXPLODEONMOTION);
if (f) {
if (f->val[2] == B_IFACTIVATED) {
if (isactivated(o)) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
explodeob(o, f, f->val[1], NULL);
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
break; // stop processing other objects, the explosion may have killed them.
}
} else {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
explodeob(o, f, f->val[1], NULL);
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
break; // stop processing other objects, the explosion may have killed them.
}
}
} // end foreach object in cell
} // end if !flying
2010-12-07 18:34:26 +11:00
// update where player knows
// (but without a map you will then slowly forget it)
if (isplayer(lf)) {
updateknowncells();
// TODO: not sure about this next bit yet...
// it definitely won't work for non-square rooms
// or rooms with pillars. would be better to fix
// haslos() code to handle looking along walls
// instead.
// if you walked into a new fully lit room, which
// ISNT a vault, reveal it.
//
/*
if ((getskill(lf, SK_CARTOGRAPHY) >= PR_NOVICE) && (!lf->cell->vault)) {
if ((postroom > 0) && (postroom != preroom)) {
cell_t *c[MAX_MAPW*MAX_MAPH];
int ncells;
int i,alllit = B_TRUE,allknown = B_TRUE;
// is the whole room lit?
getroomcells(lf->cell->map, postroom, c, &ncells);
2011-05-20 06:30:58 +10:00
for (i = 0; i < ncells; i++) {
if (!islit(c[i])) {
alllit = B_FALSE;
}
if (!c[i]->known) {
allknown = B_FALSE;
}
2011-05-20 06:30:58 +10:00
}
if (alllit && !allknown) {
// make the all known
for (i = 0; i < ncells; i++) {
setcellknown(c[i], B_FALSE);
}
}
2011-05-20 06:30:58 +10:00
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
}
*/
}
2011-02-01 06:16:13 +11:00
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
if (isplayer(lf) && !isblind(lf)) {
// see the vault
if (!preroom && postroom && postroom->vault) {
f = hasflag(postroom->vault->flags, F_VAULTENTERTEXT);
if (f) {
* [+] let credit cards be used at some shops? * [+] bug with adding obejcts to shops - [+] issue with objects dying and killing their flagpiles - [+] A medium fire dies down a little. A medium fire is no longer glowing. - [+] shouldn't say "is no longer glowing" when we're changing the type... ? - [+] put a breakpoint on "is no longer glowing" * [+] let you bless objects using a holy circle somehow (but it might make the circle disappear?). - [+] darness bug - need to recalc light for anyone who sees a cell's lightlevel change. - [+] call more() after showing vaultentertext() - [+] remove "inspected" when you ident or makeknown an object. - [+] BUG - no objects in inventory!!!! - [+] listobs failing? mylist[0] = null. MEMLEAK - [+] finish implementing CLEANUP() - [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing STACKABLE flag from cactus fruit??? - [+] better now? - [+] now a crash freeing hiddennames! - [+] forgot to free obmods - [+] leaking approx. 1 meg per turn! - [+] where am i leaking?! maybe try valgrind or findleak.c - [+] findleak.c now finds nothing. - [+] but i am sitll leaking????? - [+] related to lifeform count. killing all but player dramatically slows it. - [+] check calclos()... looks okay. - [+] setcellknown() ?no. - [+] startlfturn?? no. - [+] remove unused "lf->viscell" - [+] when there are 2 things in a cell, say "you see x and x here." - [+] restore original stast when polymorphing back to original form!!! - [+] when making shops, pick new ones more often. - [+] change to maps: don't let vaults overlap. - [+] HARDCODE object values - [+] potions - [+] tech - [+] tools - [+] rings - [+] increase evasion skill effects - [+] changes to animradial... and animradialorth - [+] combine into one function - [+] move msg into here - [+] refs to spellcloud() - [+] refs to animradial() - [+] fire should spread onto flammable lifeforms - [+] bug: attack flurry doesn't work for monk - [+] let monsters climb even when not facing a wall? - [+] set their facing first. - [+] CRASH when you die while climbing (or on a solid cell) - [+] rings - [+] stench - [+] breath water - [+] detect life - [+] deceleration - [+] meditation - [+] reflection - [+] boost magic power - [+] education - gain xpskills more quickly - [+] crit protection - [+] greed - detect obs - [+] ivy - grows! - [+] ragefungus - bezerk spores - [+] nutter - drops peanuts - [+] dish which slightly increases maxhp (beginner level) - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 13:55:14 +11:00
msg("%s", f->text); more();
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
didmsg = B_TRUE;
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
}
}
}
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
// amulet of victimisation?
if (hasequippedobid(lf->pack, OT_AMU_VICTIM)) {
autoangry = B_TRUE;
}
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
// does anyone else see you?
2011-03-10 16:47:18 +11:00
for (l = newcell->map->lf ; l ; l = l->next) {
if (l != lf) {
flag_t *alarm;
if (cansee(l, lf)) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int dointerrupt = B_FALSE;
- [+] make zombies eat flesh. - [+] warn before eating your own kind if it will anger your god, and you wisdom is high. - [+] make disease way worse if you eat your own race's corpse! - [+] CRASH when i try to cook firebug corpse * [+] bones files: - [+] when your leg is bleeding, don't lose hp for ATTACKING, only for MOVING. - [+] bug: issue with skill display if you learn higher than your max level by reading a book! - [+] in this case, reading the book should fail. - [+] when you start worshipping felix, allow you to learn lockpicking & thievery to full level! - [+] infinite loop when an ashkari enters rage while already eating. - [+] felix prayer should always unlock all nearby doors - [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1. - [+] that way we can confer it! - [+] say "this is xxx!" after wearing a new amulet. - [+] fork / knife should make you eat faster. - [+] double the hp of most armour again AMULETS - [+] add new bodypart = neck - [+] object hiddennames * [+] nouns * [+] adjectives - [+] flight (canwill fly) - [+] enhance spell power - [+] victimization (makes everything hostile) (no auto id) - [+] blinking - [+] anger (canwill rage) - [+] vs poison (poison immune) - [+] vs magic (magic resistance) - [+] common - [+] feather fall (dt_fall dmg = 0) - [+] don't "slam into the ground", just "float gently to the ground" - [+] of amplification (boost listening skillchecks, allow you to listen at stairs) - [+] peaceful sleep (don't get woken up by sound, cursed) - [+] chef's amulet(lower metabolism) - [+] thief's amulet (lockpicking)
2012-03-05 21:31:21 +11:00
if (autoangry && !isplayer(l) && !lfhasflag(l, F_HOSTILE)) {
addflag(l->flags, F_HOSTILE, B_TRUE, NA, NA, NULL);
}
// much larger creatures moving will cause our los to be recalculated
if (getlfsize(lf) - getlfsize(l) >= 2) {
- [+] 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(l);
//precalclos(l);
}
if (isplayer(l) && !isplayer(lf)) { // player saw someone move
if (areenemies(lf, l) || !isknownpeaceful(lf) ) {
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
if (!preseenbyplayer) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
char buf[BUFLEN];
* [+] 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
// TODO: also check for isresting(l), if we have allies standing watch
getlfnamea(lf, lfname);
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
getmoveverbother(lf, buf);
msg("%s %s into view.", lfname, buf);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
dointerrupt = B_TRUE;
- [+] add more vrare vaults to reduce likelihood of cockatrice lair! - [+] bazaar - [+] money vault hsould be vrare - [+] so should traproom - [+] rename giant rat to "dire rat" - [+] don't show anything other than object description and throwing for unknown tech - [+] shouldn't be able to rest in a tent if it's not known! - [+] eyebat corpse increase maxmp? - [+] blessed missiles should nearly always hit undead * [+] too easy to dodge thrown missiles? - [+] spell and wand of culinary abundance - [+] if a carnivorous animal kills you: "Eaten by a xxx" * [+] bug: stairsperlev is only ever used in making DUNGEONS. generecise this ?? - [+] safetorest - should ignore monsters feigning death - [+] broken nose should reduce smell range - [+] fresh and stale bread should be interchangable in cooking - [+] make scroll of permenance act on you, not your objects - [+] tweak object rarity yet agian... - [+] bug: hole in roof above player start pos is immediately destroyed. - [+] change pickaxe to be like resting - [+] wait first, then if not interrupted, do the dig. - [+] add cell->hp, celltype->hp. around 100. - [+] f_digging, x, y, digperturn - [+] interrupt() will stop this. - [+] each turn, lower hp of cell by 1. - [+] make wlaking bakwards take less time based on athletics skill!!! - [+] at adept, takes no extra time? - [+] better racial display - [+] ? for extra info. - [+] hitdice - [+] general attribs (str etc) - [+] don't show description until you press '?' - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid index issues - [+] remove VULNS from "effects" unless temporary - [+] isresistantto() etc need to have "int onlytemp" - [+] remove VULNS from manual BONTEXT flags - [+] CRASH IN DTVULN CODE!! - [+] limit '?r' display ?? - [+] what to show - [+] show races you have encountered - [+] show races you know about through Lore (adept level) - [+] show playable races????? - [+] structs - [+] race->encountered - [+] need to save this. - [+] make EFFECTS only show TEMPORARY effects or ones which don't come from race? - [+] automate bondesc/pendesc based on flags! - [+] vulnarabilities / resist / immun - [+] vision range!! (visrangemod) - [+] size? restricted armour. - [+] stayinroom - [+] f_humanoid (can use weapons) - [+] tamable - [+] seeindark - [+] caneatraw - [+] enhancesmell - [+] caneatraw - [+] vegeatrian - [+] cernivore - [+] fastmetab - [+] startskill - [+] tremorsense - [+] silentmove - [+] deaf - [+] flying / levitating - [+] awareness - [+] nocturnal / diurnal - [+] heavyblow - [+] packattack - [+] dodges - [+] autocreateob - [+] MPMOD - [+] HPMOD - [+] MEDITATES - [+] PHOOTMEM - [+] canwill "Spells: xx, x, x, x" - [+] spells: - [+] animate stone - "power" walls turn into stone golems - [+] implement spell - [+] golem - [+] r_golemstone - [+] knockback attack - [+] high str - [+] fists - [+] corpsetype and iunsummonob = boulder - [+] spell power modification - subtract spell level. - [+] when i go down a drain, make sure the new map links to THE DRAIN I WENT DOWN. not some otehr one. - [+] some monsters shouldn't sleep! add new flag: f_nosleep - [+] make spanner help disarm traps!
2011-12-04 09:33:37 +11:00
// mark the observed race as known.
- [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails?
2012-01-03 12:21:22 +11:00
if (!lf->race->known) {
raceclass_t *rc;
lf->race->known = B_TRUE;
rc = findraceclass(lf->race->raceclass->id);
if (rc) {
practice(lf, rc->skill, 2);
- [+] prevent ALL overlapping rooms! - [+] stop running for any non-cosmetic object. - [ ] echoing? - [+] OPTIONS - [+] option_t - [+] id - [+] letter - [+] text - [+] int enabled - [+] int default - [+] next/prev - [+] addoption() - [+] getoption() - [+] dooptions() - [+] list them all (with 'more' for multipages) - [+] pressing a letter toggles it. - [+] "display trails" - [+] make scents be "cosmetic"! - [+] increaes skeleton's vulnerability to falling - [+] missing announcement for bleed() - [+] let rapid ivy cast entangle - [+] caves - [+] new regiontype - [+] new link - [+] new habitat - [+] objectlass rarities - [+] assign obs/mons to habitat - [+] code to dig caves - [+] stairs linking to cave region - [+] when learning random skills: - [+] prefer lower-level skills - [+] onyl learn up to adept level - [+] animate dead crashes if there is no space to place the lifeform! - [+] increase range of charge ability - [+] when you gain techusage, check held objects for conferred flags. - [+] bug: motion scanner working even though i have no tech usage! - [+] warn player before climbing without climb skill (if wisdom is >= average) - [+] regions should have depthmod. - [+] regionthings should be based on DEPTH, not difficulty! - [+] rename firstdungeon to maindungeon - [+] announcearrival broken -always saying 'new area' - [+] don't use ranged attacks when feigning death if target is adjacent - [+] don't say 'argh' if you were beheaded. - [+] The bear cub bites a wooden door with a teeth.--More-- - [+] random levelup skills - only select from skills which we have used? - [+] need to chance f_hasskill to use f->val[2] = used_this_level - [+] when you gain a skill, set f>val[2] = b_false or NA - [+] add setskillused for all skills! - [+] make random levleup only pick from used skills. - [+] TEST - [+] knowledge skills - practice them when you see a new lf of this type. - [+] slithering shoudl hardly ever awaken you - make listen check harder. - [+] don't put fireplaces in corridors. F_ONLYINROOM ? - [+] bug: acid trails from slug disappearing or never appearing? - [+] snails/slugs - [+] killed by salt - [+] vslow - [+] snails have vhigh armourrating - [+] slugs have lots of hp and do more damage - [+] brown/grey 'j' ? - [+] leave slime/acid trails?
2012-01-03 12:21:22 +11:00
}
}
2011-03-10 16:47:18 +11:00
}
- [+] allow user to DISABLE auto dodge fatal attacks ?. enable through "reflexive dodging" ability - [+] first rotation in a turn takes no time - [+] exploit: if you walk diagonally next to a monster, it moves to your previous space! - [+] fix: aigetlastknownpos should return the cell that trails point to, not the cell _with_ the trails. - [+] only recognise weapon quality (masterwork etc) if you are skilled in that weapon or perception - [+] cope with mosnter necromancers, etc - [+] parserace should look for necromancer etc. - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc - [+] move specialty mage code into "givejobspecialty" - [+] Make wizard's job name depend on primary spell school. - [+] "Demonologist", "Firemage", "Icemage", "Necromancer", "Skymage", "Wizard" (wild) - [+] instead of getjob() then j->name, use "getjobname(lf)" - [+] f_jobname - [+] i should never "hear voices chanting" from an abandoned temple - [+] for monsters, show "its bite inflicts poison" in io.c racial knowledge - [+] casting healing on myself pleased Glorana twice! - [+] one from casting a life spell - [+] one from casting healing. - [+] move ones from spell.c to castspell() - [+] new flag: f_pleasesgod v0=godid, v1=howmuch - [+] add to other spell objects: - [+] f_pleasesgod - [+] GODFIRE - spelllevel * 2 - [+] GODDEATH = spelllevel - [+] GODLIFE = spelllevel*2 - [+] GODNATURE: spelllevle*2 - [+] show this in describespell - [+] for god healing effects, use gainhp() so that it says "Your HP is fully restored." - [+] change F_RESISTMAG to be percentage rather than 1-20 - [+] make some gods' pleasure boost power of related spells - [+] 1 per each positive levle of getpietylev() - [+] glorana: life - [+] hecta: death - [+] only apply auto shortcuts for players. - [+] subjob_t - [+] addsubjob() - [+] killsubjob() - [+] show subjobs in job descriptions. - [+] data.c: addsubjob(.... - [+] in job defs: - [+] f_canhavesubjob sj_xxx - [+] use this to determine whether to ask about them - [+] redo getjobname - [+] remove f_job->Text - [+] speak with dead should only work on corpses of races which can talk. - [+] warrior subclasses - [+] "Scourge" - [+] gains magic resistance as you level up - [+] == 5 + (level * 3) % - [+] nospells - [+] no mana - [+] paladin - [+] blessed gear - [+] can will turn undead - [+] healing magic - [+] god = glorana. - [+] cannot use spells if glorana is angry. - [+] battlemage - [+] starts with one spell school (fire/ice/air) - [+] canlearn fire/ice/air spell schools - [+] limited to adept in all schools - [+] slightly less hp - [+] no warrior abilities
2012-02-24 17:45:23 +11:00
} else if (isplayer(lf)) { // someone saw the player move.
if (areallies(lf, l)) {
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
// remember player's last known loc
f = lfhasflag(l, F_PETOF);
if (f) {
f->val[1] = player->cell->x;
f->val[2] = player->cell->y;
}
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
//dointerrupt = B_TRUE;
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
if (dointerrupt) {
interrupt(l);
}
}
alarm = hasactivespell(l, OT_S_ALARM);
if (alarm && areenemies(lf, l) && haslof(lf->cell, l->cell, LOF_WALLSTOP, NULL) ) {
// in range of alarm? range is 3 * spell power cells.
if (getcelldist(lf->cell, l->cell) <= (alarm->val[2]*3)) {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
// incredibly loud alarm goes off
noise(l->cell, NULL, NC_OTHER, 50, "a blaring siren!", NULL);
killflag(alarm);
}
}
2011-02-01 06:16:13 +11:00
}
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
/*
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
// leaving a shop
if (preshop) {
// are you about to go outside a shop with stolen goods?
if ((getroomid(lf->cell) == preshop) && (lf->cell->type->id != CT_FLOORSHOP)) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
lifeform_t *shk;
int nitems = 0;
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
shk = findshopkeeper(lf->cell->map, preshop);
// do you have any unpaid items from that shop?
if (shk && getowing(lf, preshop, &nitems)) {
// warning...
* [+] 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
sayphrase(shk, SP_PAYWARN, SV_SHOUT, NA, (nitems == 1) ? "that" : "those" );
didmsg = B_TRUE;
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
}
} else if (getroomid(lf->cell) != preshop) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
// you've left the shop
lifeform_t *shk;
shk = findshopkeeper(lf->cell->map, preshop);
if (shk && getowing(lf, preshop, NULL)) {
// call the guards
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
sayphrase(shk, SP_PAYTHREAT, SV_CAR, NA, NULL);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
didmsg = B_TRUE;
fightback(shk, lf); // shopkeeper attacks
callguards(shk, lf); // guards come running
}
}
}
*/
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
if (onpurpose && preseenbyplayer && !cansee(player, lf) && !changedlev) {
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
if (isadjacent(lf->cell, precell)) { // ie don't say this if we teleported/jumped
if (areenemies(player, lf)) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
char buf[BUFLEN];
- [+] fix carpetted floor colour - [+] bug: giant ant zombie not attacking giant ant - [+] change table symol to PI - [+] replace footstool with chair - [+] allow reusable cells in vaults - [+] slippery floors should make pushing easier - [+] when checking stairs i found "Pete footprints" - [+] new monsters: - [+] polar bear - [+] owlbear - [+] bug: sleeping monsters never waking up. - [+] "random good weapon" wish broken. fixed now. - [+] cope with med/small/large dancing weapons - [+] generice code to check baseid instead of raceid - [+] handle automatic generation - need to populate: - [+] select an appropriate object (rarity freq / common, uncommon, rare) - [+] copy from obejct to lf: - [+] OBHP - [+] SIZE - [+] OBATTACKDELAY - [+] bug: always getting 'twisted branch' for small dancing weapon - [+] bug: crash in attackcell. nweps = 0 - [+] replace thin walls with unicode symbols - [+] glass - [+] wood - [+] metal - [+] getcellglyph() looks at surrounding cells if required - [+] too slow? - [+] attacking helpless undead shouldn't count - [+] differentiate EXTRADAM from WOUNDING. - [+] wounding = add damage to ALL attacks - [+] EXTRADAM = add DIFFERENT type of damage - [+] psionics on levelup - [+] make this a "select from iq/10", not a select from any - [+] if poison needle trap misses, place it on the ground. - [+] no nauseated effects while asleep. - [+] if something runs out of view adjacent to you, say "xxx moves behind you" - [+] ashkari bug: - [+] when getting enraged by the sight of something, f_rage runs out a few turns before f_aicontrolled. should be the same!!!
2012-11-30 07:18:21 +11:00
int behind = B_FALSE;
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
getmoveverbother(lf, buf);
- [+] change real_getlfname(): - [+] take lifeform_t * for usevis instead of boolean - [+] add new option "useorigrace" for shapechangers - [+] whips - [+] F_WHIP - [+] new skill: sk_whips - [+] basic trais: - [+] high accuracy - [+] lowish dam - [+] pierce/slash/bash damage - [+] some will let you cast 'snatch' and suck - [+] no crit chance - [+] examples: - [+] bull whip (lowest damage) - [+] flail (ie. chain whip ,change type from club to whip) - [+] heavy flail - [+] metal-tipped whip (flail with higher acc) - [+] barbed whip (causes piercing damage as well) - [+] io.c @@ should take extradam into account - [+] describbeob() should show F_EXTRADAM - [+] change morale values - this shoudl default to your TR, otherwise f_morale replaces it. - [+] CRASH in doknowledgelist() - [+] hecta bug: fixed! - [+] You bisect the kobold! The dying kobold shouts "Nooooo!". Hecta's voice grates against your mind: "You allowed my sacrifice to escape!" - [+] is this because i'm calling "flee" after the lf takes fatal damage but before die() is called? - [+] NO, because flee() checks isdead(lf) - [+] it's happening when i kill a monster, and another one of the same type sees me! - [+] change: only trigger this is the player has previously attacked the monster - [+] replace fire titan with balrog - [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!". - [+] fixed. - [+] boggart -brown 'n' - [+] made of wood - [+] cause things to disappear - [+] cause milk to sour (low power blight) - [+] scared of salt - [+] demandgold - [+] briar thrash (spiky) - yellow 'T' (grab) - [+] bingebark - red 'T'. wants edible, canwill snatch - [+] leshy (human with leaves) - green 'h' - [+] manticore - red 'm'' - [+] lion, bat lings, man head, tail tipped with iron spikes - [+] carnivore - [+] human sized - [+] shoots 1-6 spikes. each spike does 1d6. too much!! - [+] change this to be 5d3 damage per volley. - [+] ie missiledam 4d3 - [+] can do this once every 50 turns. - [+] can fly - [+] claws - 1d3 1d3 - [+] want gold (non covet)
2012-03-29 07:17:47 +11:00
real_getlfnamea(lf, lfname, NULL, B_NOSHOWALL, B_CURRACE);
- [+] fix carpetted floor colour - [+] bug: giant ant zombie not attacking giant ant - [+] change table symol to PI - [+] replace footstool with chair - [+] allow reusable cells in vaults - [+] slippery floors should make pushing easier - [+] when checking stairs i found "Pete footprints" - [+] new monsters: - [+] polar bear - [+] owlbear - [+] bug: sleeping monsters never waking up. - [+] "random good weapon" wish broken. fixed now. - [+] cope with med/small/large dancing weapons - [+] generice code to check baseid instead of raceid - [+] handle automatic generation - need to populate: - [+] select an appropriate object (rarity freq / common, uncommon, rare) - [+] copy from obejct to lf: - [+] OBHP - [+] SIZE - [+] OBATTACKDELAY - [+] bug: always getting 'twisted branch' for small dancing weapon - [+] bug: crash in attackcell. nweps = 0 - [+] replace thin walls with unicode symbols - [+] glass - [+] wood - [+] metal - [+] getcellglyph() looks at surrounding cells if required - [+] too slow? - [+] attacking helpless undead shouldn't count - [+] differentiate EXTRADAM from WOUNDING. - [+] wounding = add damage to ALL attacks - [+] EXTRADAM = add DIFFERENT type of damage - [+] psionics on levelup - [+] make this a "select from iq/10", not a select from any - [+] if poison needle trap misses, place it on the ground. - [+] no nauseated effects while asleep. - [+] if something runs out of view adjacent to you, say "xxx moves behind you" - [+] ashkari bug: - [+] when getting enraged by the sight of something, f_rage runs out a few turns before f_aicontrolled. should be the same!!!
2012-11-30 07:18:21 +11:00
if (isbehind(lf, player) && isadjacent(lf->cell, player->cell)) {
behind = B_TRUE;
}
msg("%s %s %s.", lfname, buf, behind ? "behind you" : "out of view");
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
}
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
if (pretemp != posttemp) {
char colchar;
char punc;
switch (posttemp) {
case T_VCOLD:
case T_VHOT:
colchar = 'B';
punc = '!';
break;
case T_COLD:
case T_HOT:
colchar = 'w';
punc = '!';
break;
case T_WARM:
case T_CHILLY:
case T_NORMAL:
colchar = 'n';
punc = '.';
break;
}
if (isplayer(lf)) {
if (posttemp == T_NORMAL) {
msg("^%cThe temperature is now more comfortable%c", colchar, punc);
didmsg = B_TRUE;
} else {
msg("^%cYou feel %s%c", colchar, gettemperaturename(posttemp), punc);
didmsg = B_TRUE;
}
} else if (cansee(player, lf) && (getlorelevel(player, getraceclass(lf)) >= PR_BEGINNER)) {
if (posttemp != T_NORMAL) {
msg("%s looks %s%c", lfname, gettemperaturename(posttemp), punc);
didmsg = B_TRUE;
}
}
}
getflags(lf->flags, retflag, &nretflags, F_DAMAGEGROUNDOBS, F_NONE);
for (i = 0; i < nretflags; i++) {
f = retflag[i];
// will we cause damage to ground objects ?
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (!isairborne(lf, NULL) || (f->val[2] == B_TRUE)) {
damageallobs(NULL, lf->cell->obpile, f->val[0], f->val[1], lf);
}
}
// status bar
- [+] Go to 256 colour mode! - [+] enable it - [+] adjust colour enum definitions - [+] adjust usage of colour enums in *.c - [+] redo celltype colours - [+] redo all lf colours in data.c - [+] redo all object colours in data.c - [+] fix potioncolours etc - [+] get background colours working again..... - [+] You walk down the staircase... Invalid racename 'random' in vault monsterzoo - [+] gaining/losing god bonus - only announce first one you lose/gain! - [+] knockout bugs: - [+] "you knock out the pixie"... then there' s pixie corpse. - [+] shouldn't be able to KO robots! - [+] don't say "you kill baba yaga's hut", say "you defeat xxx" - [+] alignment change - [+] should become evil if you worship hecta - [+] ...and good if you worship glorana - [+] -15% xp forever. - [+] shoudl become prone when hit by falling door trap. - [+] TEMPERATURE - [+] habitat->basetemperature - [+] VCOLD = <=0 - [+] COLD=1-11 - [+] COOL=12-18 - [+] AVERAGE = 19-22 - [+] WARM=23-29 - [+] HOT=30-35 - [+] VHOT=36+ - [+] getcelltemperature() - [+] start with habitat temperature - [+] adding/removing/moving nearby fire makes cells hotter - [+] adding/removing/moving nearby blizzards, hailstorms, ice etc make cells cooler - [+] getlftemp() - [+] start with getcelltemp - [+] adjust for warm/cold blood, resistances, etc - [+] hot effects - [+] stamina is used more quickly - [+] ice melts very fast (turns to water) - [+] food goes bad very quickly - [+] things made of ice take damage every turn. in startlfturn() ? - [+] cold effects - [+] exposed body parts give penalties to accuracy - [+] -2 to -4 per exposed body part (ie. max -14, -21, -28) - [+] no effect on furred things like bears. make them cold-resistant or immune. * [+] medium chance to shiver... chance to drop weapons * [+] low chance to catch cold (check cold damage code) - [+] nothing ever melts - [+] food never goes bad - [+] water freezes( turns to ice) - [+] things made of fire take _extra_ damage (in attack.c) - [+] Show YOUR temperature in @@ - [+] Show other's temp in @@ if our lore is high enough - [+] notify when temperature changes. - [+] just like igniting other fires, fires should deal fire damage to surrounding cells - [+] heat/cold should affect SURRONDING cells too. - [+] maybe: instead of checking cell temp every time, recalc cell temp whenever: - [+] create cells with habitat base temperature - [+] we add a new object - [+] we move an object - [+] we remove an object - [+] SAVE cell temperature now. - [+] show cold/hot in statusbar. - [+] cold announcement not working. - [+] change glaciate: - [+] create "unnatural coldness" object - [+] cold snap: (l2) - [+] create "unnatural coldness" in a radius - [+] heatwave (l2) or "oppressive heat" - [+] create "unnatural heat" in a radius - [+] add fur coats to creatures (ie. resistcold) - [+] ice cave level - [+] walls = ice. - [+] floor = metal - [+] creation similar to swamp: - [+] make dungeon - [+] change solid walls to ice - [+] limit room size to small. - [+] floor = snow - [+] temperature - [+] base temperature is cold - [+] ice-themed monsters - [+] ice-themed objects
2012-11-27 21:27:54 +11:00
if (isplayer(lf)) {
if ((prespeed != postspeed) || (pretemp != posttemp)) {
statdirty = B_TRUE;
}
}
} // end if gamestarted
* [+] 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
lf->changinglev = B_FALSE;
2011-02-01 06:16:13 +11:00
return didmsg;
2010-12-02 12:17:54 +11:00
}
int movelfsoutofway(cell_t *newcell) {
// anyone in the way?
if (newcell->lf) {
cell_t *c;
// if they are, find somewhere to move them.
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
c = getrandomadjcell(newcell, &ccwalkable, B_ALLOWEXPAND);
if (c) {
// move them there
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
movelf(newcell->lf, c, B_FALSE);
} else {
return B_TRUE;
}
}
return B_FALSE;
}
2010-12-02 12:17:54 +11:00
// basically this is a warpper for 'movelf' which
// does other game things like telling the player
// what is here.
* [+] 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
int moveto(lifeform_t *lf, cell_t *newcell, int onpurpose, int dontclearmsg) {
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
object_t *o,*nexto;
2011-02-01 06:16:13 +11:00
char lfname[BUFLEN];
int didmsg;
int predark = B_FALSE,postdark = B_FALSE;
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
int willmakenoise = B_TRUE;
- [+] 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
// for the player, moving means that we don't regenerate stamina.
// this is the equivilant of losing the same amount of stamina which we
// would regenerate, only it avoids constantly redrawing the status
// bar every single move.
addflagifneeded(lf->flags, F_TOOKACTION, B_TRUE, NA, NA, NULL);
addflagifneeded(lf->flags, F_MOVED, B_TRUE, 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
if (!onpurpose || !isplayer(lf)) {
dontclearmsg = B_TRUE;
}
2011-02-01 06:16:13 +11:00
assert(!newcell->lf);
2011-02-01 06:16:13 +11:00
getlfname(lf, lfname);
2010-12-02 12:17:54 +11:00
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
// is current cell dark?
if (isplayer(lf)) {
if (!haslos(lf, lf->cell) && !isblind(lf)) {
predark = B_TRUE;
}
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
if (lfhasflag(lf, F_HIDING)) {
dontclearmsg = B_TRUE;
}
2010-12-02 12:17:54 +11:00
// actually do the move
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
didmsg = movelf(lf, newcell, onpurpose);
2010-12-02 12:17:54 +11:00
if (isplayer(lf)) {
// is new cell dark?
if (!haslos(lf, lf->cell) && !isblind(lf)) {
postdark = B_TRUE;
} else {
killflagsofid(lf->flags, F_DONEDARKMSG);
}
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
/*
// just moved into a dark area - announce it.
if (postdark && !predark && !lfhasflag(lf, F_DONEDARKMSG)) {
* [+] 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
msg("It is %s!", (lf->cell->lit == L_PERMDARK) ? "unnaturally dark" : "pitch black");
addflag(lf->flags, F_DONEDARKMSG, B_TRUE, NA, NA, NULL);
dontclearmsg = B_TRUE;
}
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
*/
}
2011-03-10 16:47:18 +11:00
if (dontclearmsg) {
didmsg = B_TRUE;
}
2010-12-02 12:17:54 +11:00
// tell player about things
2011-02-01 06:16:13 +11:00
if (!isdead(lf)) {
// some lifeforms can go through things
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (getlfmaterial(lf) == MT_GAS) {
2011-02-01 06:16:13 +11:00
char obname[BUFLEN];
for (o = newcell->obpile->first ; o ; o = o->next) {
if (isimpassableob(o, lf, getlfsize(lf)) && !hasflag(o->flags, F_REALLYIMPASSABLE)) {
2011-02-01 06:16:13 +11:00
getobname(o, obname, o->amt);
if (isplayer(lf)) {
msg("You seep around %s.", obname);
} else if (haslos(player, newcell)) {
msg("%s seeps around %s.", lfname, obname);
}
}
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
} else if (getlfmaterial(lf) == MT_SLIME) {
2011-02-01 06:16:13 +11:00
char obname[BUFLEN];
for (o = newcell->obpile->first ; o ; o = o->next) {
if (isimpassableob(o, lf, getlfsize(lf))) {
2011-02-01 06:16:13 +11:00
getobname(o, obname, o->amt);
if (isplayer(lf)) {
msg("You seep under %s.", obname);
} else if (haslos(player, newcell)) {
msg("%s seeps under %s.", lfname, obname);
}
}
}
}
if (isplayer(lf)) {
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
// see/feel objects on ground
2011-02-01 06:16:13 +11:00
int numobs;
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
numobs = countnoncosmeticobs(newcell->obpile, B_TRUE, B_TRUE);
2011-02-01 06:16:13 +11:00
if ((numobs == 0) && !newcell->writing) {
// just clear the message buffer
if (!didmsg) clearmsg();
} else { // tell player what is here
if (onpurpose && !lfhasflag(player, F_RAGE)) {
dolook(newcell, B_FALSE);
}
2011-02-01 06:16:13 +11:00
}
2010-12-02 12:17:54 +11:00
}
}
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
// maybe make some noise
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
// (stealth check to avoid this)
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
willmakenoise = B_TRUE;
if (lfhasflag(lf, F_HIDING)) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (skillcheck(lf, SC_STEALTH, 70, isairborne(lf, NULL) ? 10 : 0)) {
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
willmakenoise = B_FALSE;
}
}
// swapping places?
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
if (willmakenoise) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (isairborne(lf, NULL)) {
makenoise(lf, N_FLY);
} else {
makenoise(lf, N_WALK);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
}
// slip on blood in new cell?
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (!isairborne(lf, NULL) && !isswimming(lf)) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
int slip;
object_t *slipob;
* [+] 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
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
if (!lfhasflag(lf, F_CAREFULMOVE)) {
slip = getslipperyness(newcell, &slipob);
if (slip && !skillcheck(lf, SC_SLIP, slip, 0)) {
slipon(lf, slipob);
}
}
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
}
* [+] 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
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
// activate traps
for (o = newcell->obpile->first ; o ; o = nexto ) {
flag_t *f;
nexto = o->next;
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
f = hasflag(o->flags, F_TRAP);
if (f) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (strstr(f->text, "ground") && isairborne(lf, NULL)) {
- [+] increase accuracy of blessed firearms ? * [+] in temples, holy water is just showing up as "potion of water" - [+] make blessed/silver arrows hurt undead etc - [+] different temple exit messages based on f_linkgod - [+] problem: in temples, holy water only casts $5 whereas a blessing costs around 100! - [+] adjust cost - increase value of BLESSED potion of water - [+] test out the new pricing... - [+] bug in skill descriptions.... never being added. - [+] why? debug to find out. - [+] because firstraceclass == NULL - [+] make monster skill determine whether you can identify them from footprints, not perception - [+] lorelev = novice: "you see animal footprints" - [+] lorelev = beginner: "you see xat footprints" - [+] perception beginner: "you see fresh xat footprints leading north" - [+] linkexit() shouldn't be allowed to fill in cells at the very edge of the map. - [+] just say can't fill in if c->locked. - [+] electrical trap - casts chain lightning - [+] some traps only trigger if you're on the ground (not flying) - [+] let you be able to dodge fire traps - [+] in io.c, show ability timers for canwill - [+] sacrifice of cursed obs to amberon - move this from "pray" to "offer". - [+] once you have prayed to one god, prevent praying to opposing gods. - [+] implement getopposinggod - [+] implement this - "xxx ignores you" - [+] in god display show line in red, and "prayed" as "N/A" - [+] need an alternate amberon anger effect if you don't have any blessed objects. - [+] when using 'm', skill list should show 'canwill' as 'abilities', not magic. - [+] when using 'm', skill list should show shortcuts - [+] change attribs to be 0-100 - [+] getskillbracket type functions - [+] lf definitions - [+] this impacts skill checks and their difficulty - [+] and object boosts / penalties - [+] and weapon attrreq - [+] ATTRMOD - [+] JOBATTRMOD - [+] io.c: attrmod, jobattrmod - [+] getstatmod() - [+] basically anything which calls getattr()!!! - [+] when you levelup, increase one stat by 5, not 1. - [+] ATTRSET and ATTRMOD in spells
2012-01-19 10:11:55 +11:00
// nothing happens
} else {
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
triggertrap(lf, NULL, o, lf->cell);
* [+] 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
interrupt(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
}
}
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// dirtype etermines whether to use compass or orthogonal direction to
// measure distance when determining which way is "towards"
//
// in general:
* [+] 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
// use orthogonal/dt_orth for voluntary movement (eg. monster moving
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// towards player), compass
//
* [+] 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
// use compass/dt_compass for involuntary movement (eg. being knocked back by
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// an explosion)
//
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int movetowards(lifeform_t *lf, cell_t *dst, int dirtype, int strafe) {
2011-02-01 06:16:13 +11:00
int dir;
int rv = B_TRUE;
2011-03-04 12:22:36 +11:00
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int db = B_FALSE;
if (lfhasflag(lf, F_DEBUG)) db = B_TRUE;
2011-03-04 12:22:36 +11:00
if (isblind(lf)) {
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
if (db) dblog(".oO { i am blind - movetorwards calling dorandommove. }");
- [+] rename dragon to wyrm - [+] cooked food shouldn't "completely rot away" - [+] fire l6: meteor - large version of fireball - [+] burning feet - [+] evaporate should be a fire spell too. - [+] more gods should remove curse for you. - [+] eyebats shouldn't sleep - [+] make hecta's prayers even more powerful. - [+] fix bug in bjorn's truestrike effect - [+] bjorn should un-dull weapons - [+] fix buggy supply closet definitions - was getting 1-5 of same object rather than 1-5 different ones - [+] restrict potion of growth to lower levels. - [+] change method of determining how much you can carry. - [+] change initial modification spell to 'enlarge object' - [+] enlarge object - [+] door -> seals with surroundings - [+] rock -> boulder - [+] sword -> greatsword - [+] buckler -> next size shield - [+] bag -> next size bag - [+] or should this be a different spell? - [+] immolate - [+] if a successful unarmed attack, lf catches on fire. - [+] wizard isn't weilding staff. are fists better? - [+] freezing touch shouldn't work on dragonwood - [+] fix bug preventing vision when meditating - [+] auto shortcuts - [+] wizards: pri/sec spells are 1/2 - [+] cook: lowest shortcut left. - [+] statbar not being updated when i drink potion of magic. - [+] warn that flying will stop mapping. - [+] bjorn gifts should only be ones which you are skilled in! - [+] add 'appropriate' - [+] then apply to god.c - [+] warn if you pick up poison stuff and you god doesn't like it - [+] "I hope you're not planning on using that/those...." - [+] superheat - throw potion like a grenade
2012-01-30 09:47:43 +11:00
dorandommove(lf, B_TRUE, B_TRUE, B_FALSE);
2011-03-04 12:22:36 +11:00
return B_FALSE;
}
2011-02-01 06:16:13 +11:00
// move towards them
if (isadjacent(lf->cell, dst)) {
dir = whichwayto(lf->cell, dst, lf, B_TRUE);
} else {
dir = getdirtowards(lf->cell, dst, lf, B_TRUE, dirtype);
}
2011-02-01 06:16:13 +11:00
if (dir != D_NONE) {
if (db) {
dblog(".oO { dir from %d,%d -> %d,%d is %s }", lf->cell->x, lf->cell->y, dst->x, dst->y, getdirname(dir));
}
if (isplayer(lf)) {
rv = trymove(lf, dir, B_TRUE, strafe);
} else {
flag_t *f;
f = lfhasflag(lf, F_SLIPPEDLASTTURN);
if (f) {
killflag(f);
rv = trysneak(lf, dir);
} else {
rv = trymove(lf, dir, B_TRUE, strafe);
}
}
- [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold
2011-09-15 08:42:54 +10:00
} else {
if (db) dblog(".oO { dir from %d,%d -> %d,%d is DT_NONE ! }", lf->cell->x, lf->cell->y, dst->x, dst->y);
2011-02-01 06:16:13 +11:00
}
return rv;
2010-12-02 12:17:54 +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
int move_will_hurt(lifeform_t *lf) {
flag_t *retflag[MAXCANDIDATES],*retflag2[MAXCANDIDATES];
int nretflags,nretflags2,i,n;
- [+] 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
getflags(lf->flags, retflag, &nretflags, F_INJURY, F_PAIN, F_NONE);
for (i = 0; i < nretflags; i++) {
flag_t *f;
f = retflag[i];
if (f->id == F_PAIN) return B_TRUE;
if (f->id == F_INJURY) {
switch (f->val[0]) {
case IJ_LEGBLEED:
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (!isairborne(lf, NULL)) return B_TRUE;
break;
case IJ_WINGBLEED:
getflags(lf->flags, retflag2, &nretflags2, F_FLYING, F_NONE);
for (n = 0; n < nretflags2; n++) {
if (retflag[n]->lifetime == FROMRACE) {
return B_TRUE;
}
}
break;
- [+] 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
default:
break;
}
}
}
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (hasbleedinginjury(lf, BP_LEGS) && !isairborne(lf, NULL)) {
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
return B_TRUE;
}
- [+] 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 B_FALSE;
}
2011-02-01 06:16:13 +11:00
int opendoorat(lifeform_t *lf, cell_t *c) {
object_t *o;
int rv;
o = hasobwithflag(c->obpile, F_DOOR);
if (o) {
rv = opendoor(lf, o);
} else {
rv = B_TRUE;
}
return rv;
}
int opendoor(lifeform_t *lf, object_t *o) {
cell_t *doorcell;
2010-12-02 12:17:54 +11:00
char buf[BUFLEN];
2011-02-01 06:16:13 +11:00
char obname[BUFLEN];
flag_t *f;
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
enum ATTRBRACKET wis = AT_AVERAGE;
2011-02-01 06:16:13 +11:00
doorcell = o->pile->where;
assert(doorcell);
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (lf) {
if (isplayer(lf) && godprayedto(R_GODMERCY)) {
wis = AT_VHIGH;
} else {
wis = getattrbracket(getattr(lf, A_WIS), A_WIS, NULL);
}
}
2011-02-01 06:16:13 +11:00
getobname(o, obname, 1);
if (!isdoor(o, NULL)) {
return B_TRUE;
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (lf) {
if (isclimbing(lf)) {
if (isplayer(lf)) msg("You can't open doors while climbing!");
return B_TRUE;
} else if (isswimming(lf)) {
if (isplayer(lf)) msg("You can't open doors while swimming!");
return B_TRUE;
2011-02-01 06:16:13 +11:00
}
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
2011-02-01 06:16:13 +11:00
f = hasflag(o->flags, F_OPEN);
if (f) {
if (lf && isplayer(lf)) {
msg("It is already open!");
}
return B_TRUE;
} else {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
int wasjammed = B_FALSE;
int touchrv = B_FALSE;
if (lf) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (!canopendoors(lf)) {
if (isplayer(lf)) {
msg("You have no hands with which to open the door!");
} else {
// ai will try to break down doors if they know the lf they are
// chasing is behind it. ie. if they can still "see" them (maybe via
// scent) or can hear them.
//
if (willattackdoors(lf)) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
attackcell(lf, doorcell, B_TRUE);
} else {
loseaitargets(lf);
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
}
}
return B_TRUE;
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
if (isplayer(lf)) {
- [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold
2011-09-15 08:42:54 +10:00
int dir;
cell_t *pastdoorcell;
* [+] 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
// has known trap?
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
if (hasflagval(o->flags, F_TRAPPED, NA, NA, B_TRUE, NULL)) {
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (wis >= AT_AVERAGE) {
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
char ch;
snprintf(buf, BUFLEN,"Really open %s?", obname);
- [+] 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
ch = askchar(buf,"yn","n", B_TRUE, B_FALSE);
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
if (ch != 'y') {
msg("Cancelled.");
return B_TRUE;
}
}
}
* [+] 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
// hear water behind it?
- [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold
2011-09-15 08:42:54 +10:00
dir = getdirtowards(doorcell, lf->cell, NULL, B_FALSE, DT_ORTH);
pastdoorcell = getcellindir(doorcell, dir);
if (pastdoorcell && getcellwaterdepth(pastdoorcell, NULL)) {
if (getskill(lf, SK_LISTEN) || haslos(lf, pastdoorcell)) {
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (wis >= AT_AVERAGE) {
* [+] 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
char ch;
- [+] add autopop to playerstart vaults - [+] rename magic skills: Magic:Cold - [+] bug: infinite loop in poison arrow trap - make sure the arrow always dies. - [+] bug: c4 didn't kill iron door - [+] implement stamina (float). max is Fit/2 * [+] in startlfturn: - [+] sprinting drains this. - [+] ...then stop using f_sprinting for exhausted - [+] ...and remove f_tired - [+] if exhausted, stop sprinting. (in modstamina) - [+] change crushed windpipe - [+] f_stamcost for abilities. - [+] modify cancast. - [+] tumbling - [+] jumping - [+] rage - [+] swimming - [+] drains stamina like sprinting - [+] if stamina drops to 0, you start drowning. - [+] new spell: lethargy (sets stamina to 0) - [+] if a sleep spell fails, use lethergy instead. - [+] no attacking while stam = 0 ??? - [+] need to update statbar right away when casting ongoing spells. - [+] bug: reading an awareness scroll counting as an active spell! - [+] genericise magic resistance check into a function - [+] "disorient" - l1 mental spell which randomly turns lf, someitmes makes them dizzy - [+] change stun - just means you can't attack, cast spell, use abils * [+] AI shouldn't look for targets if stunned or no stamina * [+] why do mosnters end up facing -1 (d_none) ?? - [+] turn undead problem. - [+] The skeleton turns to flee from you! The skeleton bites you. - [+] crit which spins you around (bash to body) - [+] say "you attack xxx from behind" when you ar ebehidn them and they can't see you - [+] or "you attack the helpless xxx" when thye just can't see you - [+] genericise sacrifice text - [+] fix up weight of heads (8% of body mass) - [+] make attribss do more: - [+] iq: determine how soon you learn new skills (ie. modify SKILLXPPERPOINT) - [+] fit: determines stamina points. - [+] wisdom >= AT_HIGH - [+] warn before wearing/eating/drinking/weilding unknown bad/cursed objects (low chance) - [+] use isbadobject() - [+] chance: - [+] high = 10% - [+] vhigh = 30% - [+] exhigh = 50% - [-] idea: sacrifice to gods to make them happier - [+] mercy: weapons - [+] death: any corpses - [+] thieves: gold
2011-09-15 08:42:54 +10:00
snprintf(buf, BUFLEN,"%s running water behind %s. Really open it?",
haslos(lf, pastdoorcell) ? "There is" : "You can hear", obname);
- [+] 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
ch = askchar(buf,"yn","n", B_TRUE, B_FALSE);
* [+] 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
if (ch != 'y') {
msg("Cancelled.");
return B_TRUE;
}
}
}
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
}
2011-05-20 06:30:58 +10:00
// stop sprinting
stopsprinting(lf);
taketime(lf, getactspeed(lf));
touchrv = touch(lf, o);
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
} // end if lf
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
// trapped?
if (lf && hasflag(o->flags, F_TRAPPED)) {
if (triggerattachedtraps(o, lf, B_TRUE)) {
if (isplayer(lf)) stoppathfinding(lf);
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
return B_TRUE;
}
}
if (touchrv) return B_TRUE;
2011-02-01 06:16:13 +11:00
// locked?
if (hasflag(o->flags, F_LOCKED)) {
if (lf) {
if (isplayer(lf)) {
msg("The %s is locked.", noprefix(obname));
} else {
if (willattackdoors(lf)) {
attackcell(lf, doorcell, B_TRUE);
return B_FALSE;
} else {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
noise(doorcell, NULL, NC_OTHER, SV_TALK, "a door handle rattling.", NULL);
loseaitargets(lf);
}
}
2011-02-01 06:16:13 +11:00
}
if (isplayer(lf)) stoppathfinding(lf);
2011-02-01 06:16:13 +11:00
return B_TRUE;
} else { // ie. door not locked, but it might be jammed
int openit = B_TRUE;
f = hasflag(o->flags, F_JAMMED);
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
if (f && lf) {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
wasjammed = B_TRUE;
openit = B_FALSE;
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
if (isplayer(lf) && (f->val[1] != B_TRUE)) { // not known yet
msg("The %s is jammed.", noprefix(obname));
openit = B_FALSE;
f->val[1] = B_TRUE;
} else {
openit = unjam(lf, o);
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
} // end if jammedknown
} // end if jammed
if (openit) {
cell_t *where;
// open it
addflag(o->flags, F_OPEN, B_TRUE, NA, NA, NULL);
2011-02-01 06:16:13 +11:00
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
killflagsofid(o->flags, F_IMPASSABLE);
killflagsofid(o->flags, F_BLOCKSVIEW);
killflagsofid(o->flags, F_SECRET);
killflagsofid(o->flags, F_TRAPPED);
2011-02-01 06:16:13 +11:00
if (lf) {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
if (wasjammed) {
if (isplayer(lf)) {
msg("You force %s open!",obname);
} else {
if (cansee(player, lf)) {
getlfname(lf, buf);
capitalise(buf);
msg("%s forces %s open!",buf, obname);
} else if (haslos(player, doorcell)) {
capitalise(obname);
msg("%s bursts open!",obname);
} else {
char noisebuf[BUFLEN];
sprintf(noisebuf, "%s bursting open!", obname);
noise(doorcell, NULL, NC_OTHER, SV_CAR, noisebuf, NULL);
}
}
} else {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
if (isplayer(lf)) {
msg("You open %s.",obname);
} else {
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
if (cansee(player, lf)) {
getlfname(lf, buf);
capitalise(buf);
msg("%s opens %s.",buf, obname);
} else if (haslos(player, doorcell)) {
capitalise(obname);
msg("%s opens.",obname);
} else {
char noisebuf[BUFLEN];
sprintf(noisebuf, "%s opening.", obname);
noise(doorcell, NULL, NC_OTHER, SV_TALK, noisebuf, NULL);
}
}
} // end if wasjammed
} // end if lf
where = getoblocation(o);
if (player) {
if (haslos(player, where)) {
needredraw = B_TRUE;
drawscreen();
} else {
// don't anonuce this if we can see it.
// normally 'noise()' takes care of this by
// checking if we have LOS to the lifeform making
// sound, but in this case it's the door making
// the sound, not the lf.
- [+] change noise() calls to use enum sv_ - [+] make skeletons vuln to fall - [+] sz_tiny an below objects shouldn't block doors from closing - [+] double message for energy blast trap - [+] scroll of charging/replenishment - [+] random wands - maxcharges shouldn't be fixed to the start amount of charges. should be the highest possible start amount! - [+] fixes to jammed door opening - [+] flying creatures are too hard to hit. - [+] make armour piercing be a number not a boolean on/off - [+] make axes be armour piercing. - [+] change display of armour piercing in io.c to reflect f->val[0] - [+] change"of sharpness" to "of penetration", and make it use f_armourignore, not f_armourpiercing - [+] You start training... . Your frozen battered lit torch freezes some more. Your training is interrupted! Something burns you. - [+] but i didnt even have a torch! got this msg for someone else? - [+] Frozen by a ice sprite's frozen battered lit torch. - [+] don't show the condition - [+] STILL problems with jammed doors opening on the first try - [+] add more armour sizes for tiny etc, but leave it so that only medium/human/large are randomly generated. - [+] battery - chargable things take power from this (anything with f_replenishable) - [+] do this during usecharge() - [+] only if it's known. - [+] show charges in makedesc_ob - [+] nullify spell (wild) - [+] nullify wand - [+] don't allow criticals on plants since they don't have blood, ribs, etc - [+] gremlin (tools/tech/wands don't work)
2011-12-28 16:06:47 +11:00
noise(where, NULL, NC_OTHER, SV_TALK, "a door opening.", NULL);
}
}
} else {
// !openit
if (isplayer(lf)) {
stoppathfinding(lf);
}
2010-12-02 12:17:54 +11:00
}
return B_FALSE;
}
} // end if door locked
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
int closedoorat(lifeform_t *lf, cell_t *c) {
object_t *o;
int rv;
o = hasobwithflag(c->obpile, F_DOOR);
if (o) {
rv = closedoor(lf, o);
2010-12-02 12:17:54 +11:00
} else {
2011-02-01 06:16:13 +11:00
rv = B_TRUE;
}
return rv;
}
int closedoor(lifeform_t *lf, object_t *o) {
cell_t *cell;
char buf[BUFLEN];
char obname[BUFLEN];
2011-03-04 12:22:36 +11:00
object_t *oo;
2011-02-01 06:16:13 +11:00
flag_t *f;
2011-03-04 12:22:36 +11:00
cell = getoblocation(o);
2011-02-01 06:16:13 +11:00
getobname(o, obname, 1);
if (!isdoor(o, NULL)) {
if (isplayer(lf)) {
msg("There is nothing to close there!");
}
return B_TRUE;
}
if (lf && !canopendoors(lf)) {
2011-02-01 06:16:13 +11:00
if (isplayer(lf)) {
msg("You have no hands with which to close the door!");
}
return B_TRUE;
}
2011-03-04 12:22:36 +11:00
if (cell->lf) {
if (lf && isplayer(lf)) {
char inwayname[BUFLEN];
getlfname(cell->lf, inwayname);
msg("%s is in the way!", haslos(lf, cell) ? inwayname : "Something");
}
return B_TRUE;
}
// any solid object other than the door?
2011-03-04 12:22:36 +11:00
for (oo = cell->obpile->first ; oo ; oo = oo->next) {
if ((oo != o) && (getmaterialstate(oo->material->id) == MS_SOLID) && isimpassableob(o, NULL, getobsize(o))) {
2011-03-16 15:45:46 +11:00
if (lf && isplayer(lf)) {
char inwayname[BUFLEN];
getobname(oo, inwayname, oo->amt);
msg("%s %s in the way!", haslos(lf, cell) ? inwayname : "Something",
(haslos(lf,cell) && (oo->amt > 1)) ? "are" : "is" );
2011-03-04 12:22:36 +11:00
}
2011-03-16 15:45:46 +11:00
return B_TRUE;
2011-03-04 12:22:36 +11:00
}
}
2011-02-01 06:16:13 +11:00
f = hasflag(o->flags, F_OPEN);
if (!f) {
if (lf && (isplayer(lf))) {
2011-02-01 06:16:13 +11:00
msg("It is already closed!");
}
2010-12-02 12:17:54 +11:00
return B_TRUE;
2011-02-01 06:16:13 +11:00
} else {
// close it
killflag(f);
f = hasflag(o->flags, F_DOOR);
addflag(o->flags, F_IMPASSABLE, f->val[0], f->val[1], f->val[2], f->text);
- [+] increase damage for missiles - [+] retain items on polymorph if new race has f_nopack or nobodypart for equipped stuff - [+] move obs to lf->polypack - [+] save this! - [+] fix bugs with remembering/restoring stats on polyrevert. - [+] scroll of permenance should make conferred attribute changes permenant - [+] change strength damage mod to be range -2 to 2 (instead of a percentage) - [+] corrected poison/methane gas difference. - [+] hecta gift: necromancy books - [+] damagecell() - [+] make rock walls turn to rubble ("50-100 stones") - [+] change to lore skill: incrase damage by a fixed amount, not a percentage. - [+] felix effect: evaulation (identify obs) - [+] god piety should never change once thy are ignoring you. - [+] shields should protect against crit hits - [+] hecta no longer gives unholy water? - [+] I'm able to use OT_A_SHIELDBASH with 0 stamina. - [+] CRASH during loading - [+] fixed - [+] ...but check for more.... - [+] quaff potion of fury - "you're too tired to do that right now" - [+] player was being prompted for locaiton when monster tried to wear a bandage. - [+] closing iron gates is making them opaque. - [+] only add blocksview if the objectTYPE has it. - [+] fountains of experience not drying up. - [+] looking for tracks on stairs. never finding any!! - [+] shop descriptions not working anymore. - [+] left hand got destroyed by explosion. - [+] i then wore a ring... and it went on "left finger"! - [+] all spell effects should cease just before death. - [+] crystal shield/armour shouldn't call wear() but rather just set f_equipped directly. - [+] bedrooms/kitchens should have tiled or carpet floors? - [+] tiled = less stability (especially with water!!) - [+] carpet = more stability - [+] fire skeleton - [+] firebug - [+] ice wraith - [+] winter wolf - [+] skoob (snowman) - [+] crymidia can cast crystal spells - [+] blastbug - [+] bilco - casts flood at itself. - [+] rubber-like things - [+] slug - [+] snail
2012-01-25 07:38:59 +11:00
if (hasflag(o->type->flags, F_BLOCKSVIEW)) {
copyflag(o->flags, o->type->flags, F_BLOCKSVIEW);
}
2011-02-01 06:16:13 +11:00
if (lf) {
// stop sprinting
stopsprinting(lf);
taketime(lf, getactspeed(lf));
if (touch(lf, o)) {
return B_TRUE;
}
if (isplayer(lf)) {
2011-02-01 06:16:13 +11:00
msg("You close %s.", obname);
} else {
2011-03-16 15:45:46 +11:00
if (cansee(player, lf) && isadjacent(lf->cell, cell)) {
2011-02-01 06:16:13 +11:00
getlfname(lf, buf);
capitalise(buf);
msg("%s closes %s.",buf, obname);
} else if (haslos(player, cell)) {
capitalise(obname);
msg("%s closes.",obname);
}
}
}
* [+] 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 (player && haslos(player, cell)) {
needredraw = B_TRUE;
drawscreen();
}
2010-12-02 12:17:54 +11:00
}
return B_FALSE;
}
int tryrun(lifeform_t *lf, int dir) {
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
int willrun = B_TRUE,rv;
if (!moveclear(lf, dir, NULL)) {
// don't double move into monsters, etc
willrun = B_FALSE;
}
rv = trymove(lf, dir, B_TRUE, B_TRUE);
if (!rv && willrun) {
- [+] corpses should inherit lf vulnerabilities/immunities - [+] change bloodsplatter for full leeches to no longer use fireat code - [+] was a bug - wasn't handling NA for speed in F_DIESPLATTER - [+] change fireat code to not announce "xxx flies through the air" for platters - [+] fix it so that things flying through the air (via fragments()) can hit people. - [+] when calling fragments(), don't announce every single "a shard flies at xxx" - [+] fireat() needs "announcethrow" - [+] stop running when adjacent to any monster (evne peaceful) - [+] monsters should always turn to face their attackers, even if they aren't adjacent. - [+] multiple ring types are getting the same hiddenname: - [+] Rings ring of strength (flourite ring) ring of stench (flourite ring) - [+] validateobs now checks for this. - [+] nearly everything seems to have 2 entries. - [+] maybe also put a check inside addhiddenname! - [+] addhiddenname no longer triggering dupes. - [+] bug: planeshift not working when cast by enemies. - [+] bug: skillxp being boosted by massive amounts sometimes - [+] Exp Level: 15 (32150 XP, -1581 for next) - [+] bug in getlfaccuracy - returning 9937 and boosting xpval by massive amounts! - [+] motel bug: - [+] How many hours will you pay for (you have $1073)? 4 hours ($440) You start resting (in your motel room)... You finish resting. You wake up. "Sleep well!" - [+] say"sleep well" BEFORE sleeping! - [+] for some reason i'm gaining massive amounts of skill points! - [+] killed giant ant, got 3 points??? - [+] pointsforsp not going up fast enough, especially at high levles (13+) - [+] was a bug in getlfaccuracy - [+] yumi should only check attacking helpless on your FIRST attack. - [+] if you have subsequent ones, they're ok since you can't control them! - [+] don't please or anger gods when fighting gods
2012-01-16 10:18:20 +11:00
// successful move - start running.
addflag(lf->flags, F_RUNNING, dir, B_FALSE, getleftrightwalls(lf), NULL);
2010-12-02 12:17:54 +11:00
}
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
return rv;
2010-12-02 12:17:54 +11:00
}
int trysneak(lifeform_t *lf, int dir) {
if (dir == D_NONE) {
if (isplayer(lf)) {
char ques[BUFLEN];
char ch;
snprintf(ques, BUFLEN, "Carefully %s in which direction (- to cancel)", getmoveverb(lf));
- [+] 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
ch = askchar(ques, "yuhjklbn.-","-", B_FALSE, B_TRUE);
dir = chartodir(ch);
if (dir == D_NONE) return B_TRUE;
} else {
return B_TRUE;
}
}
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
addflag(lf->flags, F_CAREFULMOVE, NA, NA, NA, NULL);
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
trymove(lf, dir, B_TRUE, B_FALSE);
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
killflagsofid(lf->flags, F_CAREFULMOVE);
return B_FALSE;
}
2011-02-01 06:16:13 +11:00
// try to pull lifeform towards cell c (or next to it)
int pullnextto(lifeform_t *lf, cell_t *c) {
int dir;
cell_t *dst = NULL;
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
cell_t *newdst = NULL;
2011-02-01 06:16:13 +11:00
dst = c;
while (dst->lf) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
dir = getdirtowards(dst, lf->cell, lf, B_FALSE, DT_COMPASS);
2011-02-01 06:16:13 +11:00
if (dir == D_NONE) {
return B_TRUE;
} else {
dst = getcellindir(dst, dir);
if (dst == lf->cell) {
return B_TRUE;
}
}
}
// is the path clear?
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
if (!dst) {
2011-02-01 06:16:13 +11:00
return B_TRUE;
}
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
if (!haslof(lf->cell, dst, B_FALSE, &newdst)) {
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
if (newdst) {
// update destination
dst = newdst;
} else {
return B_TRUE;
}
}
2011-03-16 15:45:46 +11:00
if (isplayer(lf) || cansee(player, lf)) {
2011-02-01 06:16:13 +11:00
char buf[BUFLEN];
getlfname(lf, buf);
* [+] 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
msg("%s %s pulled %s!", buf, is(lf),
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
isairborne(lf, NULL) ? "through the air" :
2011-02-01 06:16:13 +11:00
"along the ground");
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
movelf(lf, dst, B_FALSE);
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
* [+] 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
// do pre-move checks like slipping on stuff in your current cell,
// webs, etc.
// cell can be null if you're using stairs.
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
// return true if something happened
int initiatemove(lifeform_t *lf, cell_t *cell, int onpurpose, int *didmsg) {
* [+] 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
object_t *o, *nexto;
char buf[BUFLEN];
flag_t *f;
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
int attacking = B_FALSE;
if (cell && cell->lf && !canswapwith(lf, cell->lf)) attacking = B_TRUE;
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
// climbing along a wall?
if (isplayer(lf) && isclimbing(lf)) {
if (cell != getcellindir(lf->cell, lf->facing)) { // not dropping off the wall
if (isexhausted(lf)) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
// this shouldn't be able to happen, since if you run out
// of stamina while on a wall you'll fall off during startlfturn().
msg("You are too tired to climb!");
reason = E_OK;
return B_TRUE;
} else {
// must pass a skill check to keep climbing!
if (!skillcheck(lf, SC_CLIMB, getcellclimbdifficulty(cell), 0)) {
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
msg("^bYou lose your footing!");
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
stopclimbing(lf, B_FALSE);
reason = E_OK;
return B_TRUE;
}
if (!lfhasflag(lf, F_SPIDERCLIMB)) {
modstamina(lf, -1);
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
}
}
}
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// too tired? (if we're attacking, leave the 'too tired' message to
// the attack code)
- [+] magic map should be magical - [+] crash when generating monster warriors - [+] bug: calling taketime twice when attacks fail? - [+] (once in attackcell(), then again in attacklf() or attackob()) - [+] weapon changes: - [+] in general, lower accuracy for piercing weapons - [+] in general, raise accuracy for slashing / bashing weapons - [+] long piercing weapons (ie. spear) give you a 'thrust' ability (attack 2 cells away) - [+] long slashing weapons cannot be used if < 3 open cells around you (f_needspace) - [+] maybe: you can't "hear" your unseen ally if they are asleep - [+] need to draw after flying things swoop away, in case they block your view. - [+] raceslaying weapons - [+] dragon - dragonslaying - [+] animal - butchering - [+] plant - of blight - [+] undead - of divine power - [+] magic - of antimagic - [+] brand restriction - [+] brands: f_onlygoeson ot_xxx - [+] brands: f_onlygoesondt dt_xxx - [+] check this in brandappliesto - [+] "pyromania" spell - [+] for all fires or burning objects in sight: (implement getflamingobs() ) - [+] "the fire flares!" (fire objects regain full hp, burning flags gain lifetime) - [+] large fire obs:surround it with smaller ones. - [+] small fire obs: make bigger - [+] burning obs: make a small fire - [+] give it to red dragons - [+] ai casting... (if fire in sight) - [+] blue dragon - lightning - [+] ancient has chain lightning - [+] flood ? lowlevel - [+] gust of wind - [+] white dragon - cold - [+] pea soup - [+] hailstorm - [+] ancient: absolute zero ?
2011-11-08 06:39:43 +11:00
// note: this only impacts the plaeyr
- [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level)
2011-11-08 12:19:25 +11:00
/*
- [+] magic map should be magical - [+] crash when generating monster warriors - [+] bug: calling taketime twice when attacks fail? - [+] (once in attackcell(), then again in attacklf() or attackob()) - [+] weapon changes: - [+] in general, lower accuracy for piercing weapons - [+] in general, raise accuracy for slashing / bashing weapons - [+] long piercing weapons (ie. spear) give you a 'thrust' ability (attack 2 cells away) - [+] long slashing weapons cannot be used if < 3 open cells around you (f_needspace) - [+] maybe: you can't "hear" your unseen ally if they are asleep - [+] need to draw after flying things swoop away, in case they block your view. - [+] raceslaying weapons - [+] dragon - dragonslaying - [+] animal - butchering - [+] plant - of blight - [+] undead - of divine power - [+] magic - of antimagic - [+] brand restriction - [+] brands: f_onlygoeson ot_xxx - [+] brands: f_onlygoesondt dt_xxx - [+] check this in brandappliesto - [+] "pyromania" spell - [+] for all fires or burning objects in sight: (implement getflamingobs() ) - [+] "the fire flares!" (fire objects regain full hp, burning flags gain lifetime) - [+] large fire obs:surround it with smaller ones. - [+] small fire obs: make bigger - [+] burning obs: make a small fire - [+] give it to red dragons - [+] ai casting... (if fire in sight) - [+] blue dragon - lightning - [+] ancient has chain lightning - [+] flood ? lowlevel - [+] gust of wind - [+] white dragon - cold - [+] pea soup - [+] hailstorm - [+] ancient: absolute zero ?
2011-11-08 06:39:43 +11:00
if (!attacking && !getstamina(lf) && isplayer(lf)) {
msg("You are too tired to move!");
- [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level)
2011-11-08 12:19:25 +11:00
//} else {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// this doesn't count as an action for the player, but it
// does for monsters
- [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level)
2011-11-08 12:19:25 +11:00
// taketime(lf, getmovespeed(lf));
//}
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
reason = E_OK;
return B_TRUE;
}
- [+] add a bunch of gemstones - worth points - [+] 'thrust' ability isn't showing up in ABILS - [+] give slight accuracy penalty when thrusting - [+] fixed shieldblock difficulty in melee combat - [+] increased maxstamina - [+] don't require stamina to move! - [+] "You hear a roars." - [+] remove duplicate corpse rot code - [+] CRASH - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum for freed object - object was probably modified after being freed. - [+] #7 0x00000001000f438a in addobject (where=0x134edc060, name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at objects.c:983 #8 0x00000001000f298d in addobfast (where=0x134edc060, oid=OT_CLAWS) at objects.c:409 #9 0x00000001000b621b in getbestweapon (lf=0x114439ff0) at lf.c:5194 #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236 - [+] fixed ? - [+] instead of everything >=6 being dark, make a CHANCE to be dark starting at l6. - [+] why do i ese gem of seeing so often - [+] because i need more types or 'rock' - [+] have to cook food before eating it? - [+] need novice cooking skill for preparecorpse ability - [+] otherwise you only get a very small amount of nutrition (10%) - [+] split ob piles before eating them - [+] detect poison should detect poison traps - [+] telling your ally to rest until healed isn't working... - [+] wasn't taking injuries or stamina into account. - [+] change druid spells - [+] start with 3 random spells - [+] on levelup, select a random nature spell (up to your highest level)
2011-11-08 12:19:25 +11:00
*/
* [+] 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
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// checks which only happen if we're MOVING (ie not attacking)
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
// demon in pentagram
if ((getraceclass(lf) == RC_DEMON) && hasob(lf->cell->obpile, OT_PENTAGRAM)) {
if (isplayer(lf)) {
msg("You cannot escape the pentagram!");
} else if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
msg("%s struggles within a pentagram!", lfname);
}
reason = E_OK;
taketime(lf, getmovespeed(lf));
return B_TRUE;
}
* [+] 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
// gravboosted
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (!attacking) {
if (lfhasflag(lf, F_GRAVBOOSTED)) {
// make a saving throw to move
if (skillcheck(lf, SC_STR, 125, 0)) {
- [+] 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 (isplayer(lf)) {
msg("You manage to %s despite the strong gravity.", isprone(lf) ? "stand" : "move");
if (didmsg) *didmsg = B_TRUE;
}
} else {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (isplayer(lf)) {
msg("You try to %s but are unable to %s!",
isprone(lf) ? "stand" : "move",
isprone(lf) ? "lift your arms" : "lift your feet");
if (didmsg) *didmsg = B_TRUE;
} else if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
msg("%s tries to %s but is unable to %s!", lfname,
isprone(lf) ? "stand" : "move",
isprone(lf) ? "get up" : "lift its feet");
if (didmsg) *didmsg = B_TRUE;
}
reason = E_OK;
taketime(lf, getmovespeed(lf));
return B_TRUE;
* [+] 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
}
}
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// sticky objects in current cell?
for (o = lf->cell->obpile->first ; o ; o = nexto) {
nexto = o->next;
* [+] 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
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
f = obrestrictsmovement(o, lf);
if (f) {
char lfname[BUFLEN];
int diff;
int checkmod = 0;
int getsweaker;
- [+] implement getradiuscells() - [+] evaporate spell - turn water into steam - [+] monster generation bug? even on dlev10 i'm stil getting mostly kobolds - [+] ai infinint eloop again - frost hawk trying to open door - [+] another infinite loop - not falling through after spell failure. * [+] reduce attack delay for most weapons. - [+] letplayer see a tiny bit in the dark (1 cell ?) - [+] beginner tracking not working - fixed. - [+] only show "...but do no damage" if you have good knowledge about their race. - [+] make gold lighter * [+] footprints glyph shouldn't override pudles of water! - [+] only show eviscerate etc if you have good knowledge? - [+] don't start monsters on the stairs/magical barriers!!! - [+] stone should be immune to more damage types * [+] addexits adding way too many exits. - [+] blessed identify should ID everything - [+] blessed mending mends all - [+] don't make noise when slowmoving. - [+] eyebat dispersal big: The eyebat's strong scent leading north disappears! - [+] go over footprint+scent+corpse and pickup:"You can't pick up footprints!" * [+] doors can't do on top of each other!!! * [+] low ground - [+] make sure you can't have more than one "water" object in a cell. * [+] make val2 of rarity be "common/uncommon/rare" etc - [+] more monster types should appear in the forest. - [+] when i go down stairs into a dark area, "it is pitch black!" is being cleared. * [+] helm of the poltergeist - [+] flying creatures get penalties in webs etc - [+] blind things shoudln't follow up/donw stairs - [+] You shout a blood-curdling war cry! The sawgrass turns to flee from you! - [+] potions still worth too much. minor healing was 420!! - [+] AI should only go towards covetted object if it's closer or the same distanec as target. - [+] branded objects should be worth LOTS - at the moment they're worth 1!! * [+] maybe just adjust value of rarity? - [+] don't roll spot checks while training! * [+] replace f_nofeel with: - [+] revenge did too much damage (50) * [+] change how AR works - [+] need to add: "really walk into a falling rock trap" ? - [+] put only ONE staircase going up on dlev 0 - [+] why am i stopping sprinting after 1 move? * [+] somehow make sure mosnters can't see footprints in a cell with mist - [+] bones shouldn't be able to catch on fire. - [+] when you levle up, gainskill BEFORE getting new spells - [+] put out flaming objects after pickup * [+] don't say "really target yourself?" when using a potion of sleep!! - [+] enhance a random skill when levelling up? every 2 levels? - [+] weaken koboldsa little - less change of javelin - [+] don't drown instantly - take a few turns, depending on CON * [+] create vault spell for debugging ??? - [+] doors in the middle of rooms. - [+] highlight selected choice in askstr - [+] flooded_room being created without walls!!!!!! - [+] describe spell from levleup not working * [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!! - [+] fire wizard not prompted to get firedart at l2.. Vaults * [+] X corridor - - [+] crosshatch - [+] should water be ~ instead ?? and change whatever is currently a tilde to something else... Initial work on goal: - [+] surround all stairs with barriers - [+] start player NEAR stairs (randomadjcell from stairs, allowexpand) + methods of escape - [+] knock scroll - [+] digging (but it stops the dig from going any further)
2011-06-09 18:58:35 +10:00
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// for stacks of sticky objects, each one after the first adds
// quarter its difficuly. ie:
// 1 x object with f_sticky:20, difficult is 20
// 2 x object with f_sticky:20, difficult is 25
// 3 x object with f_sticky:20, difficult is 30
// etc
// can you break free?
diff = f->val[0];
if (o->amt > 1) {
diff += ((o->amt - 1) * ((float)f->val[0] / 4.0));
* [+] 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
}
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
getsweaker = f->val[1];
- [+] non-player insects should never be able to break out of a web. - [+] stench should still affect non humanoid/animals if they have f_enhancesmell - [+] bug: god of fire should only be pleased by kills if you used fire. - [+] luck should affect whether you gain abils from eating corpses - [+] lower weight of four leaf clover - [+] bug: when dungeon had different wall type selected, still got scattered rock walls - [+] death spells shouldn't please hecta if they fail - [+] bjorn should restore stamina when you pray - [+] show your score when you didn't make the hiscore table. - [+] eating corpses for resistances - [+] f_eatconfer on race defs. fill in text for stacking, ie. resist becomes immunity if you already ahve it. - [+] must have f_mutable. - [+] have to eat mutant corpse first to enable this. - [+] you gain f_mutable. - [+] "Your body feels ready for mutation." - [+] thereafter...... - [+] for resistances, you first take maxhp/2 damage of the same type (with chance to ko rather than kill)! - [+] inherited by corpses - [+] eat shadowcat to see through smoke? this replaces the temporary smoke creation effects. - [+] add to some lfs - [+] dtresist (elemental based) - [+] attrmod (wyrm or giant corpses) - [+] when you create a new corpse object, take EATCONFERS from race! - [+] store owners shouldn't let you in if you have f_stench - [+] if you pick up a non-magical object (ie. a potion of water), and have detect magic, and it's not magic...you know it's uncursed, +0, etc. - [+] (assuming pot_water is known) - [+] other effects of alignment - [+] areenemies() - [+] good: - [+] other good creatures are still "peaceful" (remove f_hostile on creation) - [+] evil creatures are always hostile (even npcs) (add this flag in addlf()) - [+] no xp for attacking peaceful - [+] neutral: nothing special - [+] no xp for attacking peaveful - [+] evil: - [+] still get xp for attacking peaceful - [+] good creatures are always hostile (add this flag in addlf()) - [+] show alignment in @. maybe after "Race: xxx" - [+] add random alignments to some humanoid races - [+] should be able to jsut use f_align al_none "gne" - [+] lizardman - [+] all the playable races - [+] bonus when 'c'hating to your own alignment npcs - [+] move alignment question to givejob(), and make it random for mosnters - [+] add alignment to gods - [+] sandman - puts you to sleep. OR has lots of sleeping dust. - [+] glyph: brown 'y' - [+] miniature tornado of sand, humanoid visible inside - [+] can cast sleep, range 1 (or 2 and need lof?) - [+] corpse: smoke and sleeping dust? - [+] no attack. - [+] low hitdice (2) - [+] fairly high ar (10) - [+] madeof dirt
2012-02-10 17:44:12 +11:00
if (o->type->id == OT_WEB) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if (isairborne(lf, NULL)) {
- [+] non-player insects should never be able to break out of a web. - [+] stench should still affect non humanoid/animals if they have f_enhancesmell - [+] bug: god of fire should only be pleased by kills if you used fire. - [+] luck should affect whether you gain abils from eating corpses - [+] lower weight of four leaf clover - [+] bug: when dungeon had different wall type selected, still got scattered rock walls - [+] death spells shouldn't please hecta if they fail - [+] bjorn should restore stamina when you pray - [+] show your score when you didn't make the hiscore table. - [+] eating corpses for resistances - [+] f_eatconfer on race defs. fill in text for stacking, ie. resist becomes immunity if you already ahve it. - [+] must have f_mutable. - [+] have to eat mutant corpse first to enable this. - [+] you gain f_mutable. - [+] "Your body feels ready for mutation." - [+] thereafter...... - [+] for resistances, you first take maxhp/2 damage of the same type (with chance to ko rather than kill)! - [+] inherited by corpses - [+] eat shadowcat to see through smoke? this replaces the temporary smoke creation effects. - [+] add to some lfs - [+] dtresist (elemental based) - [+] attrmod (wyrm or giant corpses) - [+] when you create a new corpse object, take EATCONFERS from race! - [+] store owners shouldn't let you in if you have f_stench - [+] if you pick up a non-magical object (ie. a potion of water), and have detect magic, and it's not magic...you know it's uncursed, +0, etc. - [+] (assuming pot_water is known) - [+] other effects of alignment - [+] areenemies() - [+] good: - [+] other good creatures are still "peaceful" (remove f_hostile on creation) - [+] evil creatures are always hostile (even npcs) (add this flag in addlf()) - [+] no xp for attacking peaceful - [+] neutral: nothing special - [+] no xp for attacking peaveful - [+] evil: - [+] still get xp for attacking peaceful - [+] good creatures are always hostile (add this flag in addlf()) - [+] show alignment in @. maybe after "Race: xxx" - [+] add random alignments to some humanoid races - [+] should be able to jsut use f_align al_none "gne" - [+] lizardman - [+] all the playable races - [+] bonus when 'c'hating to your own alignment npcs - [+] move alignment question to givejob(), and make it random for mosnters - [+] add alignment to gods - [+] sandman - puts you to sleep. OR has lots of sleeping dust. - [+] glyph: brown 'y' - [+] miniature tornado of sand, humanoid visible inside - [+] can cast sleep, range 1 (or 2 and need lof?) - [+] corpse: smoke and sleeping dust? - [+] no attack. - [+] low hitdice (2) - [+] fairly high ar (10) - [+] madeof dirt
2012-02-10 17:44:12 +11:00
checkmod -= 5;
}
if (lf->race->raceclass->id == RC_INSECT) {
// basically impossible.
checkmod -= 20;
if (!isplayer(lf)) {
// AND you will never escape!
getsweaker = 0;
}
}
}
getlfname(lf,lfname);
real_getobname(o, buf, o->amt, B_PREMODS, B_NOCONDITION, B_BLINDADJUST, B_NOBLESSINGS, B_NOUSED, B_NOSHOWALL);
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (skillcheck(lf, SC_STR, diff, checkmod)) {
if (isplayer(lf)) {
msg("You tear free from %s!", buf);
if (didmsg) *didmsg = B_TRUE;
} else if (cansee(player, lf)) {
msg("%s tears free from %s!", lfname, buf);
if (didmsg) *didmsg = B_TRUE;
}
killob(o);
continue;
} else {
// failed - object gets a little less sticky
if (isplayer(lf)) {
msg("You struggle in %s!", buf);
if (didmsg) *didmsg = B_TRUE;
} else if (cansee(player, lf)) {
msg("%s struggles in %s!", lfname, buf);
if (didmsg) *didmsg = B_TRUE;
}
* [+] 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
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (getsweaker) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
takedamage(o, 1, DT_DIRECT, NULL);
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
}
* [+] 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
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
taketime(lf, getmovespeed(lf));
reason = E_OK;
return B_TRUE;
}
* [+] 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
}
}
}
* [+] 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
// are we on the ground?
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
if (isprone(lf) && (!isplayer(lf) || !attacking) && onpurpose) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
int willstand = 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 (isplayer(lf)) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (!attacking) {
// player can attack from the ground
willstand = B_TRUE;
}
} else {
// monsters always stand up
willstand = B_TRUE;
* [+] 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 you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (willstand) {
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
standup(lf);
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
reason = E_OK;
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
// doesn't count as a move for monster who were feigning death!
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (!isplayer(lf) && lfhasflag(lf, F_FEIGNINGDEATH)) {
return B_FALSE;
}
return B_TRUE;
}
* [+] 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
}
// slipping on something before moving?
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
if (!attacking && onpurpose) {
if (cell && !isairborne(lf, NULL)) { // use 'cell' rather than lf->cell so that we can skip the check when using stairs.
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
int slip;
object_t *slipob;
- [+] dual wield, then weild -, say "y" to "weild nothing in your left hand", CRASH. - [+] rogue should start with novice speed and throwing - [+] better method of sneaking - just hiding in one spot isn't effective. - [+] get "hide" at novice level - [+] at beginner level, you can move while hiding. ( but if someone hears you, they spot you) - [+] if you can't see an object (ie in inventory it just comes up as "a potion"), make the description be generic. - [+] stealth shouldn't affect movement noise uless you are hiding - [+] move slower when hiding. - [+] trying to hide while already hiding will cancel it. - [+] rename f_sneak to f_movecarefully - [+] move "you attack the helpless xxx" into construct_hit_string. - [+] light level should affect stealth checks. - [+] flying should only impact stealth checks to make noise, not to hide. - [+] sprint should stop hiding! - [+] weapon brand: of protection. gives AR. - [+] make sure i show this in showlfarmour ] - [+] shouldn't be able to backstab plants - [+] no hiding while producing light. - [+] changing armour should stop you from hiding. - [+] let you hide when you can see monsters, but they instantly get F_SPOTTED. - [+] different verbs for god voices - [+] remove "enhanced smell" from xat and dire rat. - [+] make guns usually start with ammo - [+] gain attrib point on _every_ levelup, but 2 each time not 5. - [+] this means that we now gain 6 stat points every 3 levels rather than 5, but they can be spread out. - [+] rogue modifications - [+] change starting backstab level from beginner -> novice - [+] generated monsters: "It is sleeping. It is flying." - [+] should be sleeping AND flying! - [+] remove duplicate tanglemissile code. - [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff - [+] needs a "boostafter" param. - [+] ie. - [+] needs at least ATTREQ agility to USE it. - [+] if you are less than this, start applying penalty. - [+] v2 = BOOSTAFTER level. (CHANGE) - [+] if you are above this amount, start applying bonus. - [+] text = scalepercent. (CHANGE) - [+] adjust code - [+] adjust defs - [+] explain in io.c - [+] test - [+] new felix pray effect: invisibiltity
2012-01-23 18:16:18 +11:00
if (!lfhasflag(lf, F_CAREFULMOVE)) {
slip = getslipperyness(lf->cell, &slipob);
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (slip && !skillcheck(lf, SC_SLIP, slip, 0)) {
if (!slipon(lf, slipob)) {
* [+] 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 (didmsg) *didmsg = B_TRUE;
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// don't move
reason = E_OK;
return B_TRUE;
* [+] 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 you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
}
}
}
// check for cursed objects in new cell + animals
// do this AFTER checking if we will move, so that
// they will actually try the move and fail (this lets
// the player find out about the cursed object).
//
// note however that if a monster is chasing a player (ie
// has F_TARGET,player) then they will simply avoid the cursed
// object rather than failing the movement.
if (cell && onpurpose) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
for (o = cell->obpile->first ; o ; o = nexto) {
nexto = o->next;
if (!isplayer(lf)) {
- [+] djin and efreeti should hate each other - [+] 'G' isn't remembering direction anymore - [+] beginner athletics: give skill where misisng in a melee attack doesn't cost stamina - [+] klikirak shoudl like ALL obejct desctruction, but PREFER via fire. - [+] insects shoudl ahve infinite stamina - [+] replace DIECONVERT planks of wood type code - [+] instead, materials have dieconvert values based on damage. - [+] getsmallbreakob(material,damtype) - [+] getlargebreakob(material, damtype) - [+] when an object dies, lookup its material and obejct size - [+] ie. large wooden objects turn into "x planks of wood" - [+] small ones turn into "x shards of wood" - [+] then remove TODO: code from changemat() in objects.c - [+] allow for hardcoded getsmallbrekaob, getbigbreakob - [+] F_BREAKOB, v0=damtype, v1=howmany, text = what - [+] remove specific code, like fire damage = pile of ash. ice+bash = shards, etc. - [+] can use shards/planks of wood as (poor) weapons. - [+] jackhammer shoudl be tech, not tool./ - [+] digging tools should make noise - [+] remove freezing touch spell/scroll - [+] better listen check when asleep - slithering should very rarely wake you up - [+] use adjusted volume value based on sleeping etc. - [+] breaking locks by bashing should now work. - [+] I'm often getting "The hollow tree seems to be blocked." when going to the sylvan woods. - [+] there is a tree in the way! - [+] fixed. - [+] bug: evil players not getting xp for killing helpless. fixed. - [+] bug: pullobto() not doing correct impassable check. - [+] another bug: insylvan woods, stairs were on top of water!!! - [+] ERROR - couldnt find pos for down stairs while making habitat forest.--More-- - [+] repairing should make noise too - [+] new flag - USENOISE - [+] EATCONFER on clove of garlic isn't working - [+] it's because i'm only checking this if we have MUTABLE. - [+] use EATMUTATE instead for mutations. then eatconfer works with everything. - [+] more crush bugs - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] You crush some pieces of broken glass underfoot. You see 28 pieces of broken glass here. - [+] anything with natural flight sohuld still make noise when flying. otherwise it's too powerful. - [+] "wing flapping" . NV FLY - [+] NOISETEXT NV_FLY - [+] magical flight can still be silent. - [+] make how high you can fly depend on the "Flight" or "Natural Flight" skill. - [+] F_FLYING v0 = height. - [+] without this skill, flight is dependant on spell power. - [+] assign sk_flying to races. - [+] remove F_FLIGHTEVASION from races. skill now does this instead. - [+] validaterace: - [+] canwill ot_a_flight = need flight skill - [+] each rank = +1 size level of height. - [+] if you get the skill while already flying, adjust the flag - [+] fall from flying if burduned. - [+] skill also affacts how much your evasion while flying is boosted. - [+] this extra EV bonus from flight sohuld only work against NON flying creatures! - [+] 5 EV per rank - [+] have a differnet fly ability - [+] ability = flight or fly (use flying skill for height) - [+] implement - [+] replace monster flight with ability. - [+] spell = enchanted flight (use spell power for ehgiht) - [+] check all occurences of FROMSPELL, cope with FROMABIL too. - [+] don't regenerate stamina when doing natural flight. - [+] ai: if flying and no stamina left, stop flying. - [+] ai: only start flying if we have >= 80% stamina. - [+] how did a nutter miss a mammoan from point blank range? - [+] the nutter is throwing a peanut - acc = 64, speed = 2 - [+] maybe fixed now. - [+] felix should like using poison. - [+] when asking whether you accept a god's offer, give a '?' option, to give help on that god. - [+] also have F_GODDECLINE text. - [+] pipes of peace - calms everyone around you. charges.
2012-11-22 14:13:27 +11:00
if ((o->blessed == B_CURSED) && (getraceclass(lf) == RC_ANIMAL) && !isairborne(lf, NULL)) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf,lfname);
getobname(o, buf, o->amt);
msg("%s %s away from %s!", lfname, isplayer(lf) ? "shy" : "shies", buf);
o->blessknown = B_TRUE;
if (didmsg) *didmsg = B_TRUE;
}
taketime(lf, getmovespeed(lf));
reason = E_OK;
// avoid this object in future
snprintf(buf, BUFLEN, "%ld",o->id);
addflag(lf->flags, F_AVOIDOB, B_CURSED, NA, NA, buf);
return B_TRUE;
} else if (lfhasflagval(lf, F_AVOIDOBTYPE, o->type->id, NA, NA, NULL)) {
if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf,lfname);
getobname(o, buf, o->amt);
msg("%s %s away from %s!", lfname, isplayer(lf) ? "shy" : "shies", buf);
o->blessknown = B_TRUE;
if (didmsg) *didmsg = B_TRUE;
}
taketime(lf, getmovespeed(lf));
reason = E_OK;
// avoid this object in future
snprintf(buf, BUFLEN, "%ld",o->id);
addflag(lf->flags, F_AVOIDOB, NA, NA, NA, buf);
return B_TRUE;
}
}
* [+] 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
}
}
}
* [+] 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
return B_FALSE;
}
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
int rotatedir(int origdir, enum TURNDIR whichway, int amt) {
int newdir,mod,i;
newdir = origdir;
if (whichway == TD_RIGHT) {
mod = 1;
} else {
mod = -1;
}
for (i = 0; i < amt; i++) {
newdir += mod;
if (newdir > DC_NW) newdir = DC_N;
if (newdir < DC_N) newdir = DC_NW;
}
return newdir;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
void standup(lifeform_t *lf) {
if (isplayer(lf)) {
msg("You stand up.");
} else if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
msg("%s stands up.",lfname);
}
killflagsofid(lf->flags, F_PRONE);
if (killflagsofid(lf->flags, F_FEIGNINGDEATH)) {
// have to redraw the screen so that the corpse glyph will
// change into the lf's glyph
if (cansee(player, lf)) needredraw = B_TRUE;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
// monsters don't take time to stand up if they were feigning death!
if (!isplayer(lf) && lfhasflag(lf, F_FEIGNINGDEATH)) {
} else {
- [+] delvers should always want money for info, unless you are a delver too. - [+] mirror image (mental) - [+] varpower - [+] makes power 'clone' lfs who look the same as caster - [+] ie. same race. - [+] also same job/armour/weps? - [+] add f_noxp - [+] add f_nocorpse - [+] add f_summonedby so they vanish when the caster dies - [+] add f_phantasm - [+] vanish after _power_ hits, - [+] attacks do 0 damage - [+] don't announce innefectual attacks - [+] dont cast spells or use abilities - [+] petify() them if made by the player - [+] force them to stay close. - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm and was created by player - [+] mosnters try to attack them. - [+] once one gets hit enough times, it disappears - [+] if the caster dies or changes level, they disappear. - [+] can't talk to them - [+] their obejcts vanish when they die - [+] don't talk - [+] make Yumi more about forgiving silly mistakes and avoiding instakills - [+] remove liking of healing - [+] remove like of healing spells - [+] takes a long time to anger. - [+] aviod traps (bamf you away before they trigger) - [+] prayers: - [+] resist stoning (pray while appropriate creatures around) - [+] resist paralysis (pray while appropriate creatures around) - [+] sleep on enemies - [+] passive powers: - [+] always warn as if wisdom is high (passive) - [+] always save when killed right after using stairs (passive) "well, that seemed unfair." - [+] gift: - [+] auto sixth sense - [+] potions of restoration - [+] ring of miracles - [+] shouldn't be able to Offer while enraged. - [+] don't lose stamina while caffeinated - [+] new vault: pit with walkway around it - [+] bug: when worshipping yumi you get "you kill xxx" but they're still alive - [+] ... but they're still alive! - [+] ... for yumi, move KO chance from losehp() to attacklf(). - [+] do the check BEFORE setting 'fatal' - [+] pass forceko to losehp_real - [+] bug: adjustdamhardness should only trigger when ismeleedam() is true, not isphysicaldam() - [+] greatly reduce motel cost - [+] change order in attack.c: apply damage THEN announce, to deal with KO - [+] do it. - [+] test KO code. - [+] then check that feign death still works - [+] demonskin vest should be flammable or vulnerable to fire. - [+] time to get up should depend on size. - [+] less than human: shortnone - [+] human: normal - [+] larger than human: longer - [+] expert unarmed now gives you 'flip' - [+] reduce damage done by low-level monsters - [+] change resoration into a spell - [+] implement - [+] test - [+] new spell: ressurection - [+] corpses need to remember their lf's level - [+] test - [+] godstone of life - revives/restores all - [+] rename "confiscate" to "yoink", and make it take a random object at power 1, selected at power 2 - [+] gods should attack player if they are Enraged or Furious - [+] is STR calc to see if you can push a boulder still working? - [+] change to wizards: - [+] start at novice in all magic skills (but don't gain initial spells) - [+] killing undead should please glorana LOTS. because it's hard to gain piety with her otherwise. - [+] restoration spells/potion should hurt undead - [+] healing spells/potions should hurt undead - [+] immolate shouldnt work if there is aleady a fire tehre. CODE FOR WINNING THE GAME: - [+] get at least one godstone - [+] exit the dungeon - [+] find the portal to the realm of gods - [+] opposing god should appear once you pick up a godstone, and tell you what to do next. - [+] "come to the realm of gods and use it to destroy (related god)" - [+] "or if you lack the courage, give it to me!" - [+] "you will find a portal on the surface" - [+] use the portal to teleport to realm of gods - [+] implement text for all gods... - [+] god text in wt_god - should say 'but you werent meant to replace them!' - [+] EITHER: - [+] challenge and defeat the god related to this godstone (more points. "Crowned the god of xxx.") - [+] TEST - [+] offer the godstone to the godstone's opposing god (less points, "Ascended to demigod-hood.") - [+] implement - [+] TEST GODSTONES: - [+] klikirak: rage - [+] done - [+] (make this one have fire effects too) - [+] glorana: life - [+] Felix shouldn't be able to yoink the godstone off you! - [+] Write up the rest of the Godstone finding text..... - [+] magic - [+] battle - [+] life - [+] mercy - [+] you can't hurt gods unless you - [+] a) have their godstone - [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
int baseunits = 0,armourunits = 0,totunits = 0,howlong;
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
float quartermax;
- [+] delvers should always want money for info, unless you are a delver too. - [+] mirror image (mental) - [+] varpower - [+] makes power 'clone' lfs who look the same as caster - [+] ie. same race. - [+] also same job/armour/weps? - [+] add f_noxp - [+] add f_nocorpse - [+] add f_summonedby so they vanish when the caster dies - [+] add f_phantasm - [+] vanish after _power_ hits, - [+] attacks do 0 damage - [+] don't announce innefectual attacks - [+] dont cast spells or use abilities - [+] petify() them if made by the player - [+] force them to stay close. - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm and was created by player - [+] mosnters try to attack them. - [+] once one gets hit enough times, it disappears - [+] if the caster dies or changes level, they disappear. - [+] can't talk to them - [+] their obejcts vanish when they die - [+] don't talk - [+] make Yumi more about forgiving silly mistakes and avoiding instakills - [+] remove liking of healing - [+] remove like of healing spells - [+] takes a long time to anger. - [+] aviod traps (bamf you away before they trigger) - [+] prayers: - [+] resist stoning (pray while appropriate creatures around) - [+] resist paralysis (pray while appropriate creatures around) - [+] sleep on enemies - [+] passive powers: - [+] always warn as if wisdom is high (passive) - [+] always save when killed right after using stairs (passive) "well, that seemed unfair." - [+] gift: - [+] auto sixth sense - [+] potions of restoration - [+] ring of miracles - [+] shouldn't be able to Offer while enraged. - [+] don't lose stamina while caffeinated - [+] new vault: pit with walkway around it - [+] bug: when worshipping yumi you get "you kill xxx" but they're still alive - [+] ... but they're still alive! - [+] ... for yumi, move KO chance from losehp() to attacklf(). - [+] do the check BEFORE setting 'fatal' - [+] pass forceko to losehp_real - [+] bug: adjustdamhardness should only trigger when ismeleedam() is true, not isphysicaldam() - [+] greatly reduce motel cost - [+] change order in attack.c: apply damage THEN announce, to deal with KO - [+] do it. - [+] test KO code. - [+] then check that feign death still works - [+] demonskin vest should be flammable or vulnerable to fire. - [+] time to get up should depend on size. - [+] less than human: shortnone - [+] human: normal - [+] larger than human: longer - [+] expert unarmed now gives you 'flip' - [+] reduce damage done by low-level monsters - [+] change resoration into a spell - [+] implement - [+] test - [+] new spell: ressurection - [+] corpses need to remember their lf's level - [+] test - [+] godstone of life - revives/restores all - [+] rename "confiscate" to "yoink", and make it take a random object at power 1, selected at power 2 - [+] gods should attack player if they are Enraged or Furious - [+] is STR calc to see if you can push a boulder still working? - [+] change to wizards: - [+] start at novice in all magic skills (but don't gain initial spells) - [+] killing undead should please glorana LOTS. because it's hard to gain piety with her otherwise. - [+] restoration spells/potion should hurt undead - [+] healing spells/potions should hurt undead - [+] immolate shouldnt work if there is aleady a fire tehre. CODE FOR WINNING THE GAME: - [+] get at least one godstone - [+] exit the dungeon - [+] find the portal to the realm of gods - [+] opposing god should appear once you pick up a godstone, and tell you what to do next. - [+] "come to the realm of gods and use it to destroy (related god)" - [+] "or if you lack the courage, give it to me!" - [+] "you will find a portal on the surface" - [+] use the portal to teleport to realm of gods - [+] implement text for all gods... - [+] god text in wt_god - should say 'but you werent meant to replace them!' - [+] EITHER: - [+] challenge and defeat the god related to this godstone (more points. "Crowned the god of xxx.") - [+] TEST - [+] offer the godstone to the godstone's opposing god (less points, "Ascended to demigod-hood.") - [+] implement - [+] TEST GODSTONES: - [+] klikirak: rage - [+] done - [+] (make this one have fire effects too) - [+] glorana: life - [+] Felix shouldn't be able to yoink the godstone off you! - [+] Write up the rest of the Godstone finding text..... - [+] magic - [+] battle - [+] life - [+] mercy - [+] you can't hurt gods unless you - [+] a) have their godstone - [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
enum LFSIZE sz;
// time to get up depends on size and armour
// base time depends on size
sz = getlfsize(lf);
if (sz < SZ_HUMAN) {
baseunits = 0;
} else if (sz == SZ_HUMAN) {
baseunits = 1;
} else if (sz == SZ_LARGE) {
baseunits = 2;
} else { // ie. SZ_HUGE or larger
baseunits = 3;
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
// 1*movespeed for every 1/4 of maxcarryweight being worn.
quartermax = getmaxcarryweight(lf) / 4;
- [+] delvers should always want money for info, unless you are a delver too. - [+] mirror image (mental) - [+] varpower - [+] makes power 'clone' lfs who look the same as caster - [+] ie. same race. - [+] also same job/armour/weps? - [+] add f_noxp - [+] add f_nocorpse - [+] add f_summonedby so they vanish when the caster dies - [+] add f_phantasm - [+] vanish after _power_ hits, - [+] attacks do 0 damage - [+] don't announce innefectual attacks - [+] dont cast spells or use abilities - [+] petify() them if made by the player - [+] force them to stay close. - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm and was created by player - [+] mosnters try to attack them. - [+] once one gets hit enough times, it disappears - [+] if the caster dies or changes level, they disappear. - [+] can't talk to them - [+] their obejcts vanish when they die - [+] don't talk - [+] make Yumi more about forgiving silly mistakes and avoiding instakills - [+] remove liking of healing - [+] remove like of healing spells - [+] takes a long time to anger. - [+] aviod traps (bamf you away before they trigger) - [+] prayers: - [+] resist stoning (pray while appropriate creatures around) - [+] resist paralysis (pray while appropriate creatures around) - [+] sleep on enemies - [+] passive powers: - [+] always warn as if wisdom is high (passive) - [+] always save when killed right after using stairs (passive) "well, that seemed unfair." - [+] gift: - [+] auto sixth sense - [+] potions of restoration - [+] ring of miracles - [+] shouldn't be able to Offer while enraged. - [+] don't lose stamina while caffeinated - [+] new vault: pit with walkway around it - [+] bug: when worshipping yumi you get "you kill xxx" but they're still alive - [+] ... but they're still alive! - [+] ... for yumi, move KO chance from losehp() to attacklf(). - [+] do the check BEFORE setting 'fatal' - [+] pass forceko to losehp_real - [+] bug: adjustdamhardness should only trigger when ismeleedam() is true, not isphysicaldam() - [+] greatly reduce motel cost - [+] change order in attack.c: apply damage THEN announce, to deal with KO - [+] do it. - [+] test KO code. - [+] then check that feign death still works - [+] demonskin vest should be flammable or vulnerable to fire. - [+] time to get up should depend on size. - [+] less than human: shortnone - [+] human: normal - [+] larger than human: longer - [+] expert unarmed now gives you 'flip' - [+] reduce damage done by low-level monsters - [+] change resoration into a spell - [+] implement - [+] test - [+] new spell: ressurection - [+] corpses need to remember their lf's level - [+] test - [+] godstone of life - revives/restores all - [+] rename "confiscate" to "yoink", and make it take a random object at power 1, selected at power 2 - [+] gods should attack player if they are Enraged or Furious - [+] is STR calc to see if you can push a boulder still working? - [+] change to wizards: - [+] start at novice in all magic skills (but don't gain initial spells) - [+] killing undead should please glorana LOTS. because it's hard to gain piety with her otherwise. - [+] restoration spells/potion should hurt undead - [+] healing spells/potions should hurt undead - [+] immolate shouldnt work if there is aleady a fire tehre. CODE FOR WINNING THE GAME: - [+] get at least one godstone - [+] exit the dungeon - [+] find the portal to the realm of gods - [+] opposing god should appear once you pick up a godstone, and tell you what to do next. - [+] "come to the realm of gods and use it to destroy (related god)" - [+] "or if you lack the courage, give it to me!" - [+] "you will find a portal on the surface" - [+] use the portal to teleport to realm of gods - [+] implement text for all gods... - [+] god text in wt_god - should say 'but you werent meant to replace them!' - [+] EITHER: - [+] challenge and defeat the god related to this godstone (more points. "Crowned the god of xxx.") - [+] TEST - [+] offer the godstone to the godstone's opposing god (less points, "Ascended to demigod-hood.") - [+] implement - [+] TEST GODSTONES: - [+] klikirak: rage - [+] done - [+] (make this one have fire effects too) - [+] glorana: life - [+] Felix shouldn't be able to yoink the godstone off you! - [+] Write up the rest of the Godstone finding text..... - [+] magic - [+] battle - [+] life - [+] mercy - [+] you can't hurt gods unless you - [+] a) have their godstone - [+] b) are in the realm of gods
2012-02-17 16:16:45 +11:00
if (quartermax > 0) {
armourunits = (getequippedweight(lf) / quartermax);
}
totunits = baseunits + armourunits;
howlong = getmovespeed(lf) * totunits;
if (howlong > 0) {
taketime(lf, howlong);
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
}
}
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
void swapplaces(lifeform_t *lf1, lifeform_t *lf2, int changedir1, int changedir2, int onpurpose) {
* [+] 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
cell_t *cell1,*cell2;
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
int tempfacing;
* [+] 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
* [+] 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
cell1 = lf1->cell;
cell2 = lf2->cell;
// make lf who is there vanish temporarily...
cell2->lf = NULL;
lf2->cell = NULL;
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
// make moving lf vanish temporarily...
//cell1->lf = NULL;
//lf1->cell = NULL;
// move you
* [+] 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
moveto(lf1, cell2, onpurpose, B_FALSE);
// move them...
lf2->cell = cell1;
cell1->lf = lf2;
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
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
tempfacing = lf1->facing;
if (changedir1) {
setfacing(lf1, lf2->facing);
}
if (changedir2) {
setfacing(lf2, tempfacing);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
}
- [+] 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
// remember that we just swapped, and this counts as a move
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 (!isplayer(lf1)) {
if (!hasflag(lf1->flags, F_NOSWAP)) addflag(lf1->flags, F_NOSWAP, B_TRUE, NA, NA, NULL);
addflagifneeded(lf1->flags, F_MOVED, B_TRUE, NA, NA, NULL);
addflagifneeded(lf1->flags, F_TOOKACTION, B_TRUE, NA, NA, NULL);
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
}
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
setlosdirty(lf1);
setlosdirty(lf2);
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
// ie. asleep, meditating or unconscious
if (lfhasflag(lf2, F_ASLEEP)) {
stir(lf2, SV_TALK, 1, 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
}
* [+] 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
// teleport somewhere, along with puffs of smoke etc
2011-03-16 15:45:46 +11:00
int teleportto(lifeform_t *lf, cell_t *c, int wantsmoke) {
2011-02-01 06:16:13 +11:00
char buf[BUFLEN];
2011-03-04 12:22:36 +11:00
// can't teleport on top of something else
if (c->lf) {
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
// go somewhere nearby
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
c = getrandomadjcell(c, &ccwalkable, B_ALLOWEXPAND);
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
if (!c) {
if (isplayer(lf)) {
msg("You feel a wrenching sensation.");
}
return B_TRUE;
2011-03-04 12:22:36 +11:00
}
}
2011-03-16 15:45:46 +11:00
if (!isplayer(lf) && cansee(player, lf)) {
2011-02-01 06:16:13 +11:00
getlfname(lf, buf);
2011-03-16 15:45:46 +11:00
if (wantsmoke) {
msg("%s disappears in a cloud of smoke!", buf);
} else {
msg("%s vanishes!", buf);
}
}
if (wantsmoke) {
addob(lf->cell->obpile, "cloud of smoke");
2011-02-01 06:16:13 +11:00
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
movelf(lf, c, B_FALSE);
if (cansee(player, lf)) {
redraw(); // redraw screen
}
2011-02-01 06:16:13 +11:00
if (isplayer(lf)) {
msg("Suddenly, your surroundings appear different!");
2011-03-16 15:45:46 +11:00
} else if (cansee(player, lf)) {
2011-02-01 06:16:13 +11:00
getlfname(lf, buf);
- [+] most monsters which covet food should have snatch - so that you can just drop food for them. - [+] when looking for remote obs, DO include adjacent cells with lfs, if we have the snatch ability. - [+] some long thin levels (80 x 12 ?) - [+] fix code to remove useless doors. - [+] 0 pairs of dirs with empty cells = change door to wall - [+] pick an adjacent empty cell - [+] floodfill the 8 cells around the door. - [+] start with adj cell - [+] can't go more than 1 cell away from door - [+] solid cells or doors will stop movement - [+] if no unfilled cells around the door, bad. - [+] new way of fixing unconnected levels - portal! - [+] pick one spot in each section then place a portal there. - [+] dying should cure poison - [+] tweaks to attack text - [+] floor tile effecst - [+] absorbancy - ie. carpet should absorb water. - [+] converyors - [+] only walkable sometime (crushers?) - [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus" - [+] god of nature should like eating animals all the time, not just when hungry (makes piety gain easier) - [+] announce when eyes are protected from a spellcloud - [+] klikirak should like setting off fire traps. - [+] floodfill() should follow portals to the same level. - [+] show >1 skillpoints in green on status bar - [+] bug: gods are apeparing behind you. - [+] bug in getrandomadjcell - [+] gods' planeshift spells failing? might be fixed now. using getrandomroomcell instead of getrandomcell. - [+] increaes damage dealt by smite evil/good - [+] lightning javelins shouldn't be stackable - [+] monsters not firing ranged weapons! - [+] they just walk back and forth - [+] bug with how i was calling haslof() for cells other than where the mosnter was (in getdiraway()) - [+] turn undead should only work if caster level*2 is >= monster level fullblock basics: - [+] penalties - [+] lowers visrange to 1 - [+] huge attack penalties - [+] huge evasion penalties - [+] vhigh chance of all ranged damage going to shield instead. - [+] buckler = 75 (small) - [+] shield = 80 - [+] large shield = 85 - [+] tower = 90 - [+] plus shield skill*2 - [+] use check_shield_block in all spell effects - [+] this checks whether player is shieldblocoking (or evades??) - [+] then applies damage appropriatly. - [+] new ability; - [+] stopped by: - [+] losing or unequipping the shield - [+] being interrupted - [+] casting a spell or using an ability - [+] exotic weapons should cost more. - [+] maybe prevent prayer until gods have been pleased enough ? - [+] while you're not worshipping anyone, piety gain is x4. - [+] once first one hits 'pleased', they will appear and offer you a place - [+] advantge to this is that you get a gift - [+] picking up new gold should please felix...... - [+] you shoudl only be able to sacrifice untouched gold. this pleases felix double as much as grabbing it. - [+] gods sohuld appear "in a cloud of ..." - [+] bjorn - blood - [+] klik - fire - [+] lumara - bright light
2012-11-09 22:50:52 +11:00
if (getraceclass(lf) == RC_GOD) {
msg("^w%s %s!", buf, getflagtext(lf->flags, F_GODTEXTAPPEAR));
- [+] most monsters which covet food should have snatch - so that you can just drop food for them. - [+] when looking for remote obs, DO include adjacent cells with lfs, if we have the snatch ability. - [+] some long thin levels (80 x 12 ?) - [+] fix code to remove useless doors. - [+] 0 pairs of dirs with empty cells = change door to wall - [+] pick an adjacent empty cell - [+] floodfill the 8 cells around the door. - [+] start with adj cell - [+] can't go more than 1 cell away from door - [+] solid cells or doors will stop movement - [+] if no unfilled cells around the door, bad. - [+] new way of fixing unconnected levels - portal! - [+] pick one spot in each section then place a portal there. - [+] dying should cure poison - [+] tweaks to attack text - [+] floor tile effecst - [+] absorbancy - ie. carpet should absorb water. - [+] converyors - [+] only walkable sometime (crushers?) - [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus" - [+] god of nature should like eating animals all the time, not just when hungry (makes piety gain easier) - [+] announce when eyes are protected from a spellcloud - [+] klikirak should like setting off fire traps. - [+] floodfill() should follow portals to the same level. - [+] show >1 skillpoints in green on status bar - [+] bug: gods are apeparing behind you. - [+] bug in getrandomadjcell - [+] gods' planeshift spells failing? might be fixed now. using getrandomroomcell instead of getrandomcell. - [+] increaes damage dealt by smite evil/good - [+] lightning javelins shouldn't be stackable - [+] monsters not firing ranged weapons! - [+] they just walk back and forth - [+] bug with how i was calling haslof() for cells other than where the mosnter was (in getdiraway()) - [+] turn undead should only work if caster level*2 is >= monster level fullblock basics: - [+] penalties - [+] lowers visrange to 1 - [+] huge attack penalties - [+] huge evasion penalties - [+] vhigh chance of all ranged damage going to shield instead. - [+] buckler = 75 (small) - [+] shield = 80 - [+] large shield = 85 - [+] tower = 90 - [+] plus shield skill*2 - [+] use check_shield_block in all spell effects - [+] this checks whether player is shieldblocoking (or evades??) - [+] then applies damage appropriatly. - [+] new ability; - [+] stopped by: - [+] losing or unequipping the shield - [+] being interrupted - [+] casting a spell or using an ability - [+] exotic weapons should cost more. - [+] maybe prevent prayer until gods have been pleased enough ? - [+] while you're not worshipping anyone, piety gain is x4. - [+] once first one hits 'pleased', they will appear and offer you a place - [+] advantge to this is that you get a gift - [+] picking up new gold should please felix...... - [+] you shoudl only be able to sacrifice untouched gold. this pleases felix double as much as grabbing it. - [+] gods sohuld appear "in a cloud of ..." - [+] bjorn - blood - [+] klik - fire - [+] lumara - bright light
2012-11-09 22:50:52 +11:00
} else {
msg("%s appears!", buf);
}
2011-02-01 06:16:13 +11:00
}
// show any objects here, just like if we moved.
// BUT don't let dolook() clear the msg bar if there are
// no objects here.
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (isplayer(lf) && countnoncosmeticobs(lf->cell->obpile, B_TRUE, B_TRUE)) {
dolook(lf->cell, B_FALSE);
2011-02-01 06:16:13 +11:00
}
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
// for enemies, if we teleported and now can't see the person(s) we were fleeing
// from, stop fleeing.
if (!isplayer(lf)) {
flag_t *retflag[MAXCANDIDATES];
int nretflags,i;
getflags(lf->flags, retflag, &nretflags, F_FLEEFROM, F_NONE);
for (i = 0; i < nretflags; i++) {
lifeform_t *thisone;
thisone = findlf(lf->cell->map, retflag[i]->val[0]);
if (thisone && !haslof(lf->cell, thisone->cell, LOF_WALLSTOP, NULL)) {
killflag(retflag[i]);
}
}
}
2011-02-01 06:16:13 +11:00
return B_FALSE;
}
// trigger an actual trap object (ie. OC_TRAP)
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
void triggertrap(lifeform_t *lf, object_t *o, object_t *trapob, cell_t *where) {
char triggerer[BUFLEN];
char trapname[BUFLEN];
int wants;
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
flag_t *wassecret = NULL;
wassecret = hasflag(trapob->flags, F_SECRET);
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
getobname(trapob, trapname, 1);
if (lf) {
getlfname(lf, triggerer);
if (isplayer(lf)) wants = B_FALSE;
else wants = B_TRUE;
} else {
getobname(o, triggerer, o->amt);
if (o->amt == 1) wants = B_TRUE;
else wants = B_FALSE;
}
if (haslos(player, where)) {
msg("%s trigger%s %s!", triggerer, (wants) ? "s" : "", trapname);
if (lf && isplayer(lf)) more();
// no longer hidden
killflagsofid(trapob->flags, F_SECRET);
}
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
if (lf && wassecret && isplayer(lf) && godprayedto(R_GODMERCY)) {
enum PIETYLEV plev;
plev = getpietylev(R_GODMERCY, NULL, NULL);
if ((plev >= PL_PLEASED) && pctchance(plev*33)) {
godsay(R_GODMERCY, B_TRUE, "We all make mistakes...");
// bamf away
- [+] change real_getlfname(): - [+] take lifeform_t * for usevis instead of boolean - [+] add new option "useorigrace" for shapechangers - [+] whips - [+] F_WHIP - [+] new skill: sk_whips - [+] basic trais: - [+] high accuracy - [+] lowish dam - [+] pierce/slash/bash damage - [+] some will let you cast 'snatch' and suck - [+] no crit chance - [+] examples: - [+] bull whip (lowest damage) - [+] flail (ie. chain whip ,change type from club to whip) - [+] heavy flail - [+] metal-tipped whip (flail with higher acc) - [+] barbed whip (causes piercing damage as well) - [+] io.c @@ should take extradam into account - [+] describbeob() should show F_EXTRADAM - [+] change morale values - this shoudl default to your TR, otherwise f_morale replaces it. - [+] CRASH in doknowledgelist() - [+] hecta bug: fixed! - [+] You bisect the kobold! The dying kobold shouts "Nooooo!". Hecta's voice grates against your mind: "You allowed my sacrifice to escape!" - [+] is this because i'm calling "flee" after the lf takes fatal damage but before die() is called? - [+] NO, because flee() checks isdead(lf) - [+] it's happening when i kill a monster, and another one of the same type sees me! - [+] change: only trigger this is the player has previously attacked the monster - [+] replace fire titan with balrog - [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!". - [+] fixed. - [+] boggart -brown 'n' - [+] made of wood - [+] cause things to disappear - [+] cause milk to sour (low power blight) - [+] scared of salt - [+] demandgold - [+] briar thrash (spiky) - yellow 'T' (grab) - [+] bingebark - red 'T'. wants edible, canwill snatch - [+] leshy (human with leaves) - green 'h' - [+] manticore - red 'm'' - [+] lion, bat lings, man head, tail tipped with iron spikes - [+] carnivore - [+] human sized - [+] shoots 1-6 spikes. each spike does 1d6. too much!! - [+] change this to be 5d3 damage per volley. - [+] ie missiledam 4d3 - [+] can do this once every 50 turns. - [+] can fly - [+] claws - 1d3 1d3 - [+] want gold (non covet)
2012-03-29 07:17:47 +11:00
dospelleffects(NULL, OT_S_BLINK, 1, lf, NULL, lf->cell, B_UNCURSED, NULL, B_FALSE, NULL);
- [+] redo heaven vault to cater for 10 gods - [+] Klikirak- male,fire and destruction - [+] appears as a fire elemental? - [+] abilities - [+] create fire underneath - [+] retaliate with fire - [+] burning touch - [+] canwill all fire spells - [+] sacrifice - [+] anything flammable - [+] added effect: cast flame burst - [+] pray: - [+] set all nearby objects on fire - [+] unfreeze weapons - [+] hurt monsters with fire spells - [+] gift: - [+] fire resist / immunity - [+] pyromania on weapon - [+] fire magic - [+] angry (minor): - [+] blast with small fire - [+] angry (major) - [+] blast you with fire (and surround you) - [+] likes - [+] burning objects (sparking flammable, throwing objects onto fire) - [+] casting fire spells - [+] killing with fire - [+] dislikes - [+] casting cold spells - [+] causing cold damage - [+] creating anything (create monster / wish / create food) - [+] what is the difference between "purity" and "life" ? - [+] purity: get rid of curses, bad objects, bad food, remove bad statuses - [+] mercy: "undo" mistakes, avoid instakills - [+] life: healing, raise from dead, protection - [+] life goddess - glorana - [+] appearance: - [+] glowing white light - [+] abilities - [+] cast all life spells - [+] regenerates hp very fast - [+] objects - [+] none - [+] likes - [+] destroying undead - [+] using life magic - [+] healing (as per yumi) - [+] dislikes - [+] necromancy spells - [+] attacking peaceful lfs - [+] pray - [+] healing - [+] restore mp - [+] protection spell - [+] gift - [+] regeneration - [+] firstaid skill - [+] life magic skill / spellbooks - [+] increase max hp - [+] angry(minor) - [+] life magic fails - [+] slow natural healing rate - [+] angry(major) - [+] no healing - [+] reduce max hp! - [+] sacrifice - [+] healing potions - [+] restoration potions - [+] bandages - [+] food - [+] protection spell: - [+] divine armour - [+] blocks on a certain amount of damage. - [+] all damage goes to it! (NOT like psychic armour which just increases AR) - [+] NOT an ongoing spell. - [+] ai: if you have a weapon of xxx slaying, use it when appropriate. (getbestweapon) - [+] amberon - change abilities to be more focused on removing bad status effects - [+] amberon gifts you with potions of restoration - [+] felix is now god of thievery and vengeance. - [+] felix now gives your weapon f_revenge.
2012-02-02 15:33:24 +11:00
}
}
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
// NOTE: after trapeffects(), oo might be killed.
trapeffects(trapob, trapob->type->id, where, NULL);
* [+] bug: map structure being corrupted. - [+] reduce hardness values * [+] problem with skills: as you level up , you learn them less often * [+] throw objects to set off traps - [+] combination strike ability at expert wep level - [+] reduce skill bonus to sc_stealth and sc_search - [+] modify descriptions for all spells to explain the effect of spell power - [+] make chill work more like frostbite (but less powerful) - [+] make beginner skills still only cost 1. above there thye csost more - [+] modify cha check based on remaining hp% (ie. less attractive if you're bleeding everywhere!) - [+] am i getting all level up skill messages? don't think i saw "you can now detect magic" as a wizard. - [+] can use "more()" more often now that it checks strlen(msgbuf) first. - [+] make askchar etc call more() first. - [+] falling over should lower your visrange. - [+] missile size should impact how hard it is to catch it - [+] backstabbing doesn't seem to work..... fixed now ? - [+] all non-movement actions should stop sprinting. Cold spells: - [+] l1 - glaciate (turns water to sheets of ice) - [+] l1 - snowball (minor cold damage in a ball, 1 to all) - [+] l2 - e "train" to train skills or go up a levle, instead of 'R'. - [+] better way to learn spells (without spellbooks) - [+] transcribe from scrolls using "study scroll"ability - [+] sc_learnmagic - [+] (int/2) + yourlevel + sorceryskill + BONUS:(spellskill*2) - [+] difficulty is 20 + spelllevel*3 - [+] you lose the scroll even if it fails - [+] same for learning from a spellbook! - [+] but difficulty is 15 + sorceryskill + spelllevel*3 - [+] make pea soup be targetted. ie. make mist on top of your enemy, not you! - [+] implement maximum level in f_canlearn. - [+] wizards - short blades at novice. - [+] limit spell skills for some other classes? ce shield? creates a shield
2011-08-31 06:10:43 +10:00
if (lf) interrupt(lf);
}
2011-02-01 06:16:13 +11:00
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int trymove(lifeform_t *lf, int dir, int onpurpose, int strafe) {
2010-12-02 12:17:54 +11:00
cell_t *cell;
enum ERROR errcode;
2011-02-01 06:16:13 +11:00
char buf[BUFLEN];
* [+] 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
int dontclearmsg = 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 moveok;
- [+] make "fear" be used to flee, not attack - [+] CRASH in linkexit() - [+] make most monsters either have sk_perception at least novice. - [+] show success rate when studying scrolls - [+] bug: unable to drink from fountains anymore - [+] always use multidrop - this will free up 'D' - [+] forest tree cluster maps are not working - only a single tree in each cluster! - [+] crash - ghost adding footprint to solid cell! - [+] amberon's wrath for attacking peaceful should happen once per ATTACK, not once per HIT - [+] show cells outside LOS as blue or darkgrey - [+] Don't place normal rooms next to the edge of the map either!! - [+] getradiuscells(scatter) needs an option to include density - [+] then make absolute zero have high density * [+] summoning spells on pentagram will summon a demon instead - [+] "confusion" / "baffle" mental spell - l2 - [+] add 'concussion' injury (head bash) - confusion effect. - [+] iswoozy checks for this. - [+] severed limbs -"frominjury" so taht you can heal them - [+] linkexit() needs to be able to handle making THREE turns: - [+] when looking for turnpos, remember each up/down celll - [+] if we don't find one ("annot find a way to link up") , go through each up/down cell and look left/right - [+] fix is in place. - [+] tested. - [+] bug: doors being placed on top of rock walls!!! think this is related to fix_deadends. - [+] assert statement added. * [+] bug: no up stairs generated on first dungeon map! was being removed by clearcell() for overlapping rooms. - [+] mass stun spell - l4. stuns all in los ? * [+] make "stun" / massstun durations be 2-4 depending on power - [+] "restricted" jobs/races? - [+] don't put shopkeepers in pubs - [+] make a per-map maxvisrange. the deeper you go, the lower this gets (ie . it is darker, less ambientlight) - [+] limit getvisrange(lf) by getmapmaxvisrange() - [+] map->habitat->maxvisrange. set this during createhabitat() - [+] reduce maxvisrange - [+] reduce it to 6 - [+] why can i still see 1 cell? - [+] why can i still always see my own cell? - [+] when in pitch black for a certain amount of time, your vision adjusts to maxrange=1 - [+] ie. getnightvisrange(lf) should be modified by lf->eyeadjustment - [+] reset if you can ever see a lit cell. - [+] when this happens to the player: - [+] msgs about this - [+] also force light recalc - [+] only recalc light when dirty - [+] if we call "haslos()" for a lf and they have losdirty, precalclos first. - [+] vis range problems - [+] sunglasses/footballhelm visrangereduce isn't working anymore - [+] it's reducing maxvisrange(lf). - [+] BUT - my maxvisrange is 5, which is still higher than the ambient range. - [+] need to apply reductions AFTER ambient light - [+] NOW eyeadjustment isn't working. because cell lit is l_temp, not l_notlit. - [+] but if this is the case, why can't i see? anwer: because my visrange has been reduced to 0 due to no ambient light! - [+] so.... how do i make lightt sources override this? - [+] maybe say: if a cell is lit, i can see it, even if it's outside my ambient light. - [+] falling over isn't reducing your visrange anymore - [+] why doesn't eyeadjust make the screen update? - [+] is regular "haslos" code ever used anymore???? - [+] now i can't see lit cells in the darkness again....fixed - [+] after you calm something, give it xpval0 - [+] show message when calm animals fails - [+] check all spell sc_resistmag oskillcheck difficulties - [+] diff should be 20 + (spelllev*2) + power - [+] l1 spell should be diff 20 - [+] l2 should be diff 24 - [+] ... - [+] l7 should be diff 34 - [+] bleeding injuries should make armour "bloodstained" (5% chance per turn) - [+] msgs for "the sun is starting to set" and "the sun is starting to rise" - [+] make 6am, 18pm be constants - [+] add crushed windpipe - lower Fitness, cannot sprint * [+] CRASH when going down stairs! another overlapping room bug i think. - [+] cockatrices and chickens should cluck - [+] canwill param: race:xxx; - [+] define it - [+] use this in "createmonster" - [+] use this in "polymorph" when on self - [+] then remove f_forcepoly - [+] TEST - [+] make playerstart vaults able to appear randomly (just don't place the the "playerstart" object) - [+] redo texttospellopts() to make it more friendly - [+] give a list of what we want as args, rather than passing lots of nulls - [+] "pw:", &localpowervar etc - [+] make "n_lowhp" noisetext happen at END of lf turn - NOT during losehp. - [+] rename turneffectslf() to startlfturn() - [+] show hunger level as a bar in @@ - [+] warn before becoming burdened. - [+] warn when you ARE burdened. at the end of moveob() - [+] l6 - absolute zero (turn everyone around you to ice, freeze all obs, turn ground to ice) - [+] some monsters leave non-meat food behind? - [+] cactus -> cactus juice/fruit - [+] dreamfungus -> sleeping powerder - [+] silver weapons (5% chance on eligible weapons) - [+] hurt vampires - [+] vulnerable to mat??? - then use fromob in losehp() - [+] f_matvuln mt_xxx multiplier - [+] add some silver weapons - [+] f_canbediffmat mt_silver 10% - [+] if f_canbediffmat is true, sometimes change material to this on creation - [+] getobname - if material is differnet, show this - [+] dagger - [+] sword - [+] arrow - [+] bolt - [+] dart - [+] addob should accept 'wantdiffmat'
2011-09-10 09:03:32 +10:00
int rndmove = B_FALSE;
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
int howlong;
int reldir;
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
int srcmoney = 0;
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
int prebattle = B_FALSE;
int prebattlearmed = B_FALSE;
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
flag_t *fleeing = NULL;
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
// are we next to an enemy who we can see?
prebattle = isinbattle(lf, B_NODISTANT, B_FALSE);
if (isplayer(lf)) {
// only care about this for players
prebattlearmed = isinbattle(lf, B_NODISTANT, B_ONLYIFARMED);
}
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
howlong = getmovespeed(lf);
reldir = getrelativedir(lf, dir);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
fleeing = isfleeing(lf);
if (isclimbing(lf)) strafe = B_TRUE;
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
if (onpurpose) {
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
if (isplayer(lf)) {
srcmoney = countmoney(lf->cell->obpile);
}
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
if ((reldir != RD_FORWARDS) && !lfhasflag(lf, F_AWARENESS)) {
// if the given dir is behind us, just turn.
if (!strafe) {
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
int prerotated = lf->rotated;
- [+] allow user to DISABLE auto dodge fatal attacks ?. enable through "reflexive dodging" ability - [+] first rotation in a turn takes no time - [+] exploit: if you walk diagonally next to a monster, it moves to your previous space! - [+] fix: aigetlastknownpos should return the cell that trails point to, not the cell _with_ the trails. - [+] only recognise weapon quality (masterwork etc) if you are skilled in that weapon or perception - [+] cope with mosnter necromancers, etc - [+] parserace should look for necromancer etc. - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc - [+] move specialty mage code into "givejobspecialty" - [+] Make wizard's job name depend on primary spell school. - [+] "Demonologist", "Firemage", "Icemage", "Necromancer", "Skymage", "Wizard" (wild) - [+] instead of getjob() then j->name, use "getjobname(lf)" - [+] f_jobname - [+] i should never "hear voices chanting" from an abandoned temple - [+] for monsters, show "its bite inflicts poison" in io.c racial knowledge - [+] casting healing on myself pleased Glorana twice! - [+] one from casting a life spell - [+] one from casting healing. - [+] move ones from spell.c to castspell() - [+] new flag: f_pleasesgod v0=godid, v1=howmuch - [+] add to other spell objects: - [+] f_pleasesgod - [+] GODFIRE - spelllevel * 2 - [+] GODDEATH = spelllevel - [+] GODLIFE = spelllevel*2 - [+] GODNATURE: spelllevle*2 - [+] show this in describespell - [+] for god healing effects, use gainhp() so that it says "Your HP is fully restored." - [+] change F_RESISTMAG to be percentage rather than 1-20 - [+] make some gods' pleasure boost power of related spells - [+] 1 per each positive levle of getpietylev() - [+] glorana: life - [+] hecta: death - [+] only apply auto shortcuts for players. - [+] subjob_t - [+] addsubjob() - [+] killsubjob() - [+] show subjobs in job descriptions. - [+] data.c: addsubjob(.... - [+] in job defs: - [+] f_canhavesubjob sj_xxx - [+] use this to determine whether to ask about them - [+] redo getjobname - [+] remove f_job->Text - [+] speak with dead should only work on corpses of races which can talk. - [+] warrior subclasses - [+] "Scourge" - [+] gains magic resistance as you level up - [+] == 5 + (level * 3) % - [+] nospells - [+] no mana - [+] paladin - [+] blessed gear - [+] can will turn undead - [+] healing magic - [+] god = glorana. - [+] cannot use spells if glorana is angry. - [+] battlemage - [+] starts with one spell school (fire/ice/air) - [+] canlearn fire/ice/air spell schools - [+] limited to adept in all schools - [+] slightly less hp - [+] no warrior abilities
2012-02-24 17:45:23 +11:00
takerotationtime(lf);
setfacing(lf, dir);
- [+] allow user to DISABLE auto dodge fatal attacks ?. enable through "reflexive dodging" ability - [+] first rotation in a turn takes no time - [+] exploit: if you walk diagonally next to a monster, it moves to your previous space! - [+] fix: aigetlastknownpos should return the cell that trails point to, not the cell _with_ the trails. - [+] only recognise weapon quality (masterwork etc) if you are skilled in that weapon or perception - [+] cope with mosnter necromancers, etc - [+] parserace should look for necromancer etc. - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc - [+] move specialty mage code into "givejobspecialty" - [+] Make wizard's job name depend on primary spell school. - [+] "Demonologist", "Firemage", "Icemage", "Necromancer", "Skymage", "Wizard" (wild) - [+] instead of getjob() then j->name, use "getjobname(lf)" - [+] f_jobname - [+] i should never "hear voices chanting" from an abandoned temple - [+] for monsters, show "its bite inflicts poison" in io.c racial knowledge - [+] casting healing on myself pleased Glorana twice! - [+] one from casting a life spell - [+] one from casting healing. - [+] move ones from spell.c to castspell() - [+] new flag: f_pleasesgod v0=godid, v1=howmuch - [+] add to other spell objects: - [+] f_pleasesgod - [+] GODFIRE - spelllevel * 2 - [+] GODDEATH = spelllevel - [+] GODLIFE = spelllevel*2 - [+] GODNATURE: spelllevle*2 - [+] show this in describespell - [+] for god healing effects, use gainhp() so that it says "Your HP is fully restored." - [+] change F_RESISTMAG to be percentage rather than 1-20 - [+] make some gods' pleasure boost power of related spells - [+] 1 per each positive levle of getpietylev() - [+] glorana: life - [+] hecta: death - [+] only apply auto shortcuts for players. - [+] subjob_t - [+] addsubjob() - [+] killsubjob() - [+] show subjobs in job descriptions. - [+] data.c: addsubjob(.... - [+] in job defs: - [+] f_canhavesubjob sj_xxx - [+] use this to determine whether to ask about them - [+] redo getjobname - [+] remove f_job->Text - [+] speak with dead should only work on corpses of races which can talk. - [+] warrior subclasses - [+] "Scourge" - [+] gains magic resistance as you level up - [+] == 5 + (level * 3) % - [+] nospells - [+] no mana - [+] paladin - [+] blessed gear - [+] can will turn undead - [+] healing magic - [+] god = glorana. - [+] cannot use spells if glorana is angry. - [+] battlemage - [+] starts with one spell school (fire/ice/air) - [+] canlearn fire/ice/air spell schools - [+] limited to adept in all schools - [+] slightly less hp - [+] no warrior abilities
2012-02-24 17:45:23 +11:00
drawscreen();
if (isplayer(lf) && !lfhasflag(lf, F_AICONTROLLED) && !lfhasflag(lf, F_RUNNING)) {
- [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground)
2011-12-20 19:03:15 +11:00
addflagifneeded(lf->flags, F_TURNED, B_TRUE, NA, NA, NULL);
lf->turncounter++;
if (lf->turncounter >= 5) {
// get dizzy for 2 turns
addtempflag(lf->flags, F_CONFUSED, B_TRUE, NA, NA, NULL, 3);
}
}
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
// check for fleeing...
if (isplayer(lf) && !isdead(lf)) {
if (prebattlearmed && !isinbattle(lf, B_NODISTANT, B_ONLYIFARMED) && onpurpose) {
angergodmaybe(R_GODBATTLE, 5, GA_COWARD);
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
}
}
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
if (isplayer(lf)) {
return B_FALSE;
} else {
// for ai, only return if this wasn't our 'free' turn action.
if (prerotated) {
return B_FALSE;
}
}
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
} else {
// player can't strafe while stuck.
if (isstuck(lf) && isplayer(lf)) {
msg("You can't move %s while stuck!", (reldir == RD_BACKWARDS) ? "backwards" : "sideways");
return B_TRUE;
}
}
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
}
}
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
rndmove = willmoverandomly(lf);
- [+] 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 (rndmove) {
dir = rnd(DC_N, DC_NW);
strafe = B_TRUE;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
}
2010-12-02 12:17:54 +11:00
cell = getcellindir(lf->cell, dir);
* [+] 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
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
// warn if moving will cause damage
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
/*
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
if (cell && !cell->lf && onpurpose && isplayer(lf) ) {
if (!confirm_injury_action(BP_LEGS, DT_SLASH, "move")) {
return B_TRUE;
}
}
- [+] shops on a level should make loud sounds every few turns. (onein3) - [+] inifniite loop in ?k - [+] add to balaclava: equipconfer -> f_anonymous - [+] can't get banned from shops with this! - [+] when randomly increasing skills, don't select maxed ones. - [+] remove warning for movement while bleeding - [+] injuries heal too fast. - [+] bug: The sound of sounds of fighting awakens you! - [+] shouldnt be able to rest while airborne! - [+] make drunkenness give more damage resistance! - [+] "unseen" etc not working on tombstone - [+] bug: merloch getting infinite attacks!! - [+] add "a xxx moves out of view" - [+] why are wizards starting with 2 cold spells? fixed. was getting an extra one for gaining a "new" spell skill. - [+] slowwalking shoudl reduce move volume, not eliminate it. - [+] i noticed a secret iron door forom 6 cells away! - [+] make SC_SEARCH not autopassable on natural 20. - [+] armour can have a SIZE - [+] remove some occurences of "f_noarmouron" for sz_large, sz_small creatures - [+] in "canwear", implement size check. if lf's body size isn't sz_human then armour must have "f_armoursize -> sz_xxx" - [+] exception for ears / eyes - [+] f_multisize - [+] f_armoursize sz_xxx - [+] can only wear armour whih is your size - [+] in io.c, show armour size - [+] assign f_multisize to objects - [+] when adding objects - [+] cope with asking for "large armour" etc - [+] adding to a lf's pack? make sure armour is the correct fit - [+] somewhere else? 25% chance of different size. if so, 50/50 as to which way. - [+] in getobname, show "huge armour" etc - [+] medium ("halfling size pair of gauntlets"), human ("gauntlets"), or large ("huge gauntlets") - [+] high sewing/metalwork skills will let you modify armour for custom fit. - [+] half the hit points of the object - [+] implement a multi-level menu system for shops - [+] text on shop exit ("thank you for your business!") - [+] shops: - [+] only let you donate if you can takeoff / unweild it first. - [+] replace "vending machine" with shop - [+] make shops/buildings their own category - [+] this will let us say 'random shop' - [+] enable stealing from shops - [+] armour - [+] book - [+] weapon - [+] general - [+] potion - [+] hardware - [+] food - [+] jeweller - [+] always show full name for shop items - [+] temple of xxx - - [+] actions - [+] donate - [+] detect curse - [+] bless(costs more if equipped) - [+] absolve sins - [+] special depending on who the temple is to? - [+] temple of'xxx' - assign in addobject() - [+] extend CHA/SPEECH mods to all shops - [+] disable stacking for shop objects - [+] hotel/inn - [+] actions - [+] pay to rest (for 100 turns) - [+] if you do this, call startresting() before exitting shop - [+] and set some kind of flag so monsters will never approach - [+] maybe: f_resting_in_hotel - [+] and so that they will never wake up you up through sound - [+] remove these when you stop resting. - [+] force you to stop resting once your time expires - [+] buy food/drink - [+] weapon shop: - [+] donate weapons - [+] armour shop: - [+] buy armour - [+] donate armour (so that monsters don't pick it up!) * [+] firearm reload messages - [+] don't take f_throwmissile into account when using telekinesis - [+] ranged weapons: auto reload after firing. - [+] done.
2011-11-16 11:57:21 +11:00
*/
// warn before moving onto dangerous cells
- [+] fixed CRASH when energy blade vanishes - [+] gods of opposing alignments should never make offers. - [+] new armour flag: - [+] f_underclothing - [+] getequippedob() - get the outer one. - [+] if you have f_underclothing, can wear other armour on top of it. - [+] can't remove underclothes without removing outer first. - [+] TEST with cotton shirt - [+] make sure autoequip handles undercltohing - [+] fix other objects - [+] adjust ']' output - [+] make armour help against some magical damage too - [+] move armour check and reduction into losehpeffects(). - [+] pass damreducedbyarmour to losehpeffects - [+] psionic spells: - [+] dampen missiles - lots of extra evasion vs missiles only * [+] soul link (l4, share damage) - [+] mind sheidl (l4, like the amulet) - [+] delay death (l5, don't die if hp <= 0 and this spell is active) - [+] remote ko (l6) - [+] Silence spell / effect - air. - [+] f_silenced. - [+] announce in io.c - [+] prevents spellcasting - [+] prevents docomms() - [+] prevents reading scrolls - [+] prevents speech-based abilities like warcry and sonic bolt - [+] say() will fail - [+] sayphrase() wil fail - [+] test the spell....... - [+] CRASH when adjusting glyph on edge of map - [+] non-humanoids can't climb without climb skill. - [+] player sohuld be able to swap with unconscious/asleep lfs <= same size - [+] too easy to knock things unconscious??? bug. fixed. - [+] reusable cells being set to empty! think this was a vault definition problem. - [+] demon chameleon / deech - [+] low-level mosnter which can hide
2012-12-06 15:57:13 +11:00
if (onpurpose && isplayer(lf) && !lfhasflag(lf, F_CAREFULMOVE) && !rndmove && !lfhasflag(lf, F_RAGE)) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
char ques[BUFLEN];
char ch;
if (cell && celldangerous(lf, cell, B_TRUE, &errcode)) {
if ((errcode == E_AVOIDOB) && rdata) {
char obname[BUFLEN];
object_t *avoidob;
avoidob = (object_t *)rdata;
getobname(avoidob, obname, avoidob->amt);
snprintf(ques, BUFLEN, "Really %s into %s?", getmoveverb(lf), obname);
} else {
snprintf(ques, BUFLEN, "Really %s there?", getmoveverb(lf));
}
- [+] 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
ch = askchar(ques, "yn","n", B_TRUE, B_FALSE);
if (ch != 'y') {
return B_TRUE;
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
}
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (isclimbing(lf) && (cell != getcellindir(lf->cell, lf->facing)) && (getstamina(lf) - 1 <= 0)) {
snprintf(ques, BUFLEN, "Climbing further will exhaust you - continue?");
ch = askchar(ques, "yn","n", B_TRUE, B_FALSE);
if (ch != 'y') {
return B_TRUE;
}
}
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
}
moveok = B_FALSE;
if (moveclear(lf, dir, &errcode)) {
if (onpurpose) {
if (canandwillmove(lf, dir, &errcode)) {
moveok = B_TRUE;
}
} else {
* [+] 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
moveok = B_TRUE;
}
}
if (moveok) {
lifeform_t *alf;
if (initiatemove(lf, cell, onpurpose, &dontclearmsg)) {
* [+] 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
// failed?
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (fleeing) taketime(lf, getmovespeed(lf)); // still take time
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
return B_TRUE;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
}
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
2011-02-01 06:16:13 +11:00
reason = E_OK;
* [+] 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
// remember last dir we walked
killflagsofid(lf->flags, F_LASTDIR);
addflag(lf->flags, F_LASTDIR, dir, NA, NA, NULL);
// add footprints/scents in our current cell.
addtrail(lf, lf->cell, dir, B_TRUE, B_TRUE);
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
* [+] 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
// do your pets see you move?
if (isplayer(lf) && (gamemode == GM_GAMESTARTED)) {
lifeform_t *l;
for (l = lf->cell->map->lf ; l ; l = l->next) {
flag_t *tf;
if (isplayer(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
tf = ispetortarget(l, lf);
if (tf) {
if (cansee(l, lf)) {
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
char dirbuf[BUFLEN];
// update text field
- [+] CRASH in killflag() - [+] symptoms - [+] often happens right after creating a new map (ie. trigger it through a gate spell) - [+] bug in createriver(). fixed. - [+] somehow casting GATE is causing object flagpiles on the PLAYER's map to become corrupted. - [+] "the young hawk wakes up" CRASH, flagpile corrupt on stone. - [+] object itself seems okay. - [+] o->flags is becoming corrupt!!! - [+] so all its flags are becoming corrupt (id = massive number, next = fffff) - [+] traceback: - [+] #0 0x0000000100081188 in killflag (f=0x103321090) at flag.c:815 #1 0x0000000100081b3a in timeeffectsflag (f=0x103321090, howlong=1) at flag.c:1075 #2 0x00000001000825f8 in timeeffectsflags (fp=0x1038e0600) at flag.c:1302 #3 0x0000000100129b01 in timeeffectsob (o=0x1036e2460) at objects.c:11877 #4 0x0000000100005114 in timeeffectsworld (map=0x102aa1a00, updategametime=-1) at nexus.c:1685 #5 0x0000000100003a28 in donextturn (map=0x102aa1a00) at nexus.c:952 #6 0x00000001000029b1 in main (argc=1, argv=0x7fff5fbff848) at nexus.c:525 - [+] try this: in timeeffectsflags on objects, check PREVIOUS object's flagpile. - [+] try this: add checkflagS() after updatefpindex - [+] NOT happening during timeeffectsob(). - [+] compile with optimisation................. - [+] hapepning in createmap. but objects on the PLAYER's map are being corrupted, not the new one. - [+] happening in addrandomthing() - [+] happening in addmonster(). - [+] lf = addmonster(c, R_RANDOM, NULL, B_TRUE, 1, B_TRUE, nadded); - [+] (glowbug was created) - [+] happening in addlf() - [+] glowbug again!! to do with light recalc ?? - [+] happening in setrace() - [+] happening while inheriting F_AWARENESS. have double checked to confirm this! - [+] in HASLOS????!! - [+] addflag->flagcausesloscalc, so haslos for all on the map. problem happens when we call haslos() for the lf getting F_AWARENESS added. - [+] is the problem that doing a los recalc breaks when we are still missing half our racial flags ? - [+] QUICK FIX: - [+] dont recalc los for any lf where born = 0. just set nlos to 0 - [+] and manually recalc los just before returning from addlf - [+] put sawgrsaas back to being common, not frequent - [+] is this finally fixed now? i think so!! - [+] if so, remove calls to "checkallflags" and most calls to checkflags() - [+] remove agility bonuses for weapon acc. now comes just from skill and from agi scaling on weapons. - [+] maybe difference in hit dice is a bad way to determine shieldblock difficulty. - [+] ...because the player rapidly gets higher than all other monsters on their dungeonlev. - [+] maybe just use monster's hitdice, ignore players. - [+] bug: abilities costing no stamina? - [+] in addmap, i am not initialising enough nextmap[]s - [+] flag.c bug: don't need to set player->losdirty when recalcing light on a different map - [+] lfs with F_DOESNTMOVE weren't attacking - [+] manuals are starting off known. why?? - [+] they don't appear in knowledge, so don't appear to have a hiddenname at all. - [+] make magical barriers block view. - [+] when describing armour / shield penalty, say - [+] "will lower your accuracy by 1" - [+] instead of - [+] "will lower your accuracy by 5%" - [+] make firstaid skill incrase your hp per level - [+] high agility seems to be giving a MASSIVE accuracy increase when higher than weapon's stat. - [+] maybe remove or reduce AGI acc bonuses. - [+] sack started off containing a FOOD VENDOR!@# - [+] size check obviously isn't working. - [+] need "obfits" in givestartobs!! - [+] hitting ESC when firing with F doesn't cancel.f - [+] hunter should start with fur cloak - [+] spellbooks are too cheap ($12) - [+] remove'p' for lockpick- just operate the lockpickobject. - [+] removed, - [+] ...but now tha tI've removed 'p' for picklocks, can i still use 'o' on a dagger or similar? - [+] NO - [+] maybe turn "pick lock" into a still - [+] how do you gain this? level 1 lockpicking - [+] then make lockpicks etc non-operable - [+] fix crash when drunk lfs take damage - [+] sleeping powder costs nothing - [+] memleaks??? 700mb usage!! - [+] valgrind - [+] found a memleak problem: definitely lost: 10,719,039 bytes in 11,420 blocks - [+] not killing flags when we kill an object!!!!! fixed now. - [+] memory usage is now ticking up heaps more slowly. - [+] investigate further with valgrind again..... - [+] when summoning, prefer cells for which the player has los. - [+] make jammed doors harder to open. - [+] no forcing a door open on your first go. should be: - [+] the door is jammed! - [+] you force it open. - [+] used f_jammed v1 = known
2011-12-17 06:54:08 +11:00
sprintf(dirbuf, "%d", dir);
changeflagtext(tf, dirbuf);
}
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
}
* [+] 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
}
}
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
if (errcode == E_STOPCLIMBING) {
stopclimbing(lf, B_TRUE);
} else {
// now move to new cell
moveto(lf, cell, rndmove ? B_FALSE : onpurpose, dontclearmsg);
// take some time
if (onpurpose) {
// strafing sideways/backwards takes longer
if (strafe && !lfhasflag(lf, F_AWARENESS)) {
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
object_t *o;
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
switch (reldir) {
- [+] add more vrare vaults to reduce likelihood of cockatrice lair! - [+] bazaar - [+] money vault hsould be vrare - [+] so should traproom - [+] rename giant rat to "dire rat" - [+] don't show anything other than object description and throwing for unknown tech - [+] shouldn't be able to rest in a tent if it's not known! - [+] eyebat corpse increase maxmp? - [+] blessed missiles should nearly always hit undead * [+] too easy to dodge thrown missiles? - [+] spell and wand of culinary abundance - [+] if a carnivorous animal kills you: "Eaten by a xxx" * [+] bug: stairsperlev is only ever used in making DUNGEONS. generecise this ?? - [+] safetorest - should ignore monsters feigning death - [+] broken nose should reduce smell range - [+] fresh and stale bread should be interchangable in cooking - [+] make scroll of permenance act on you, not your objects - [+] tweak object rarity yet agian... - [+] bug: hole in roof above player start pos is immediately destroyed. - [+] change pickaxe to be like resting - [+] wait first, then if not interrupted, do the dig. - [+] add cell->hp, celltype->hp. around 100. - [+] f_digging, x, y, digperturn - [+] interrupt() will stop this. - [+] each turn, lower hp of cell by 1. - [+] make wlaking bakwards take less time based on athletics skill!!! - [+] at adept, takes no extra time? - [+] better racial display - [+] ? for extra info. - [+] hitdice - [+] general attribs (str etc) - [+] don't show description until you press '?' - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid index issues - [+] remove VULNS from "effects" unless temporary - [+] isresistantto() etc need to have "int onlytemp" - [+] remove VULNS from manual BONTEXT flags - [+] CRASH IN DTVULN CODE!! - [+] limit '?r' display ?? - [+] what to show - [+] show races you have encountered - [+] show races you know about through Lore (adept level) - [+] show playable races????? - [+] structs - [+] race->encountered - [+] need to save this. - [+] make EFFECTS only show TEMPORARY effects or ones which don't come from race? - [+] automate bondesc/pendesc based on flags! - [+] vulnarabilities / resist / immun - [+] vision range!! (visrangemod) - [+] size? restricted armour. - [+] stayinroom - [+] f_humanoid (can use weapons) - [+] tamable - [+] seeindark - [+] caneatraw - [+] enhancesmell - [+] caneatraw - [+] vegeatrian - [+] cernivore - [+] fastmetab - [+] startskill - [+] tremorsense - [+] silentmove - [+] deaf - [+] flying / levitating - [+] awareness - [+] nocturnal / diurnal - [+] heavyblow - [+] packattack - [+] dodges - [+] autocreateob - [+] MPMOD - [+] HPMOD - [+] MEDITATES - [+] PHOOTMEM - [+] canwill "Spells: xx, x, x, x" - [+] spells: - [+] animate stone - "power" walls turn into stone golems - [+] implement spell - [+] golem - [+] r_golemstone - [+] knockback attack - [+] high str - [+] fists - [+] corpsetype and iunsummonob = boulder - [+] spell power modification - subtract spell level. - [+] when i go down a drain, make sure the new map links to THE DRAIN I WENT DOWN. not some otehr one. - [+] some monsters shouldn't sleep! add new flag: f_nosleep - [+] make spanner help disarm traps!
2011-12-04 09:33:37 +11:00
//case RD_SIDEWAYS: howlong = pctof(125, howlong); break;
case RD_SIDEWAYS: break;
case RD_BACKWARDS:
switch (getskill(lf, SK_ATHLETICS)) {
case PR_INEPT: howlong = pctof(150, howlong); break;
case PR_NOVICE:
case PR_BEGINNER:
howlong = pctof(125, howlong); break;
default: break;
}
break;
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
case RD_FORWARDS:
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
if (hasactivespell(lf, OT_S_TAILWIND) ||
hasequippedobid(lf->pack, OT_ROLLERSKATES)) {
// 50% faster if moving forwards
howlong = pctof(50, howlong);
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
}
- [+] modifications to alchemy spell - affect stone, not metal - [+] fire/cold spells: - [+] endure fire/cold - [+] L2 - [+] ongoing - [+] like endure elements but only one element. - [+] fire - done - [+] cold - done - [+] negate fire/cold - [+] L3 ongoing - [+] rename "gold coin" to "gold dollar" - [+] announce mosnters losing interest. - [+] if accuracy is too low, chance to fumble your atttack if you miss. - [+] ie. drop weapon - [+] show "please wait' message during initial build. - [+] why can't i fill an empty flask from a potion of blood? - [+] because blood grew into a bigger one - [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list - [+] The giant ant kills the kobold. The kobold dies. - [+] never use "kills" when a monsters is killing another one. - [+] implement CURSED scroll of wishing effects. - [+] stoning - [+] hostile summons - [+] insanity- drop iq prmenantly - [+] golden boulder - [+] proximity mine (l3 tech) - [+] if activated, explodes when someone walks ONTO it (but not _off_ it) - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto it - [+] rollerskates (wear on feet, move fast fowards) - [+] jet skates (faster version of rollerskates) - [+] only work when ACTIVATED - [+] only work when they have CHARGES left - [+] drain charges when activated (like a jetpack) - [+] cattle prod - piercing DR 1, +10 electical dam while it has charges - [+] f_extradamwithcharges - [+] computers - [+] operable - [+] no pickup (or at least, VERY heavy) - [+] need tech usage to use. - [+] get choices equal to your tech level (novice = random) - [+] choices: - [+] 1 M = map whole level - [+] 2 O = show location of loot (detect objects) - [+] 3 L = show lifeforms - [+] 5 D = explode - [+] 6 I = identify one item. - [+] 7U - unlock all doors + chests - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 22:49:53 +10:00
o = hasequippedobid(lf->pack, OT_JETSKATES);
if (o && isactivated(o) && (getcharges(o) > 0)) {
// super fast if moving forwards
howlong = pctof(10, howlong);
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
break;
default:
break;
}
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
}
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
limit(&howlong, SP_GODLIKE, NA);
taketime(lf, howlong);
if (!rndmove && !strafe) setfacing(lf, dir); // face the way we moved
- [+] idea: only see forwards? (ie. in last dir moved) - [+] add player->facing - [+] this gets set to the last move direction - [+] you can only see in an arc in front of you - [+] going backwards just changes facing (and takes less time) - [+] shift+samedir = run - [+] shift + otherdir = walk without turning / strafe - [+] when ai is moving towards a seen target, always strafe - [+] when fleeing, you can turn your back. - [+] make strafing backwards/sideays take longer - [+] enhanced-smell means you can see all LIFEFORMS or _smell obects_ in all directions - [+] ie. look in all dirs, but in precalclos(), can only see RD_BACKWARDS/SIDEWAYS cells if they have lfs - [+] define "smelly" objects - non-undead lifeforms, food, ot_scent. f_smellable - [+] make eyedestroyed half your FOV (lose the right side) - [+] change pirate to start with permenant IJ_EYEDESTROYED - [+] mosnters should always turn to face sounds - [+] shields should give no AR, but have a chance of blocking all damage based on shield skill - [+] healing potions should fix nonpermenant injuries (check for this after checking for missing bodyparts) - [+] shouldn't remember map cells anything when bezerk - [+] show skillxp until next skill in @@ - [+] only allow 'c' to close doors which you can see. - [+] bug in precalclos when going off map. - [+] even with 0 cartography, remember cells. but then forget once they're >4 cells away. - [+] Exp Level: 3 (-2147483087 XP, 2147483704 for next) - [+] add asserts - [+] calcxp is sometimes returning -xxxxxxx. turned on debugging. - [+] wait for it to happen again - [+] bug: player can see own cell when maxvisrange = 0(resting) - [+] mods for perception skill: - [+] adept pereption: FOV widened - [+] expert perception: leave no footprints (rather than partically obscure) - [+] master perception: see in nearly all dirs
2011-09-12 09:52:14 +10:00
}
* [+] 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
}
// attached lfs or lfs you have grabbed will move the same direction if they can
* [+] 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 (alf = cell->map->lf ; alf ; alf = alf->next) {
int willdrag = B_FALSE;
int attached = B_FALSE;
int grabbed = 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 (lfhasflagval(alf, F_ATTACHEDTO, lf->id, NA, NA, NULL)) {
willdrag = B_TRUE;
attached = B_TRUE;
grabbed = B_FALSE;
} else if (lfhasflagval(lf, F_GRABBING, alf->id, NA, NA, NULL)) {
willdrag = B_TRUE;
attached = B_FALSE;
grabbed = B_TRUE;
}
if (willdrag) {
* [+] 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 the lifeform we were attached to just moved away from us,
// try to stay with them.
if (getcelldist(alf->cell,lf->cell) > 1) {
int newdir;
newdir = getdirtowards(alf->cell, lf->cell, alf, B_FALSE, DT_ORTH);
// do a manual canmove check here first, to avoid 'the stirge flies into a wall'
// if the move fails.
//
// but DONT do the check if you're dragging someone you grabbed. otherwise
// moveclear() will say "can't move because someone is holding you"
if (newdir != D_NONE) {
cell_t *nc;
nc = getcellindir(alf->cell, newdir);
if (nc && cellwalkable(alf, nc, NULL)) {
if (isplayer(lf)) {
char alfname[BUFLEN];
getlfname(alf, alfname);
msg("You drag %s along.", alfname);
} else if (isplayer(alf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
msg("%s drags you along.", lfname);
} else if (cansee(player, lf) || cansee(player, alf)) {
char lfname[BUFLEN],alfname[BUFLEN];
getlfname(lf, lfname);
getlfname(alf, alfname);
msg("%s drags %s along.", lfname, alfname);
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
movelf(alf, nc, 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
}
}
}
}
// train
if (isswimming(lf)) {
practice(lf, SK_SWIMMING, 1);
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
} else if (isclimbing(lf)) {
practice(lf, SK_CLIMBING, 1);
}
// autopickup objects?
if (isplayer(lf) && getoption(OPT_RETRIEVE_MISSILES) && !lfhasflag(lf, F_LEVITATING)) {
object_t *o,*nexto;
for (o = lf->cell->obpile->first ; o ; o = nexto) {
nexto = o->next;
if (hasflag(o->flags, F_PLAYERMISSILE) && canpickup(lf, o, o->amt)) {
killflagsofid(o->flags, F_PLAYERMISSILE);
pickup(lf, o, o->amt, B_TRUE, B_TRUE);
}
}
}
} else { // ie !moveok
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
object_t *inway = NULL;
2011-02-01 06:16:13 +11:00
int door, dooropen;
reason = errcode;
2010-12-02 12:17:54 +11:00
switch (errcode) {
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
case E_BADCLIMBDIR:
if (isplayer(lf)) msg("You can't climb in that direction.");
break;
* [+] calcxp - [+] more low power rings - [+] don't think book names are being randomized - always 'azure' - [+] charm moidifications - [+] possession modifications - [+] troglodyte being made with 180180108180180 mp!! * [+] gain skills on level up for some jobs - [+] only magic/blessed weapons can hit noncorporeal things. - [+] monsters shouldn't walk into walls to attack things there. - [+] The skeleton slams you with a boulder.--More--Innate Attack: boulder . was a bug in HASATTACK - [+] no polymorphing into undead. - [+] missiles shoudl always miss noncorporeal things! - [+] need OFFMAP as well as WALLINWAY - [+] can't possess undead - [+] less charges in wands - [+] when a thrown potion misses, "xx is destroyed" rather than "xx shatters!" - [+] instead of "act:slow mv: slow", just "slow" - [+] sprinting: "you are exhausted" isn't triggering statdirty - [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc - [+] allies shouldn't attack peaceful things. - [+] make fleeing lfs use stairs - [+] undead can't start with blessed objects. - [+] undead can't touch blessed objects * [+] GHOST * [+] PET code - [+] can't trade items if your ally has NOPACK - [+] make sure shared xp is working * [+] firstaid skill shows extra mosnter hp info * [+] more low power wands - at the moment it's always light or pwoer - [+] pets: say 'your xxx' instead of 'the xxx' * [+] pets: dancing weapons should be pets - [+] need f_allyof as well so that allies will stay close. - [+] difference is that allies aren't called "your" - [+] AND no alignment penalty for attacking allies? - [+] in lfstats, move physical stuff BACK to first page!!! - [+] remove ally/pet flag when you die * [+] pirate job * [+] let firearms go into primary hand. test with PIRATE. - [+] when fighting with a non-weapon: "you whack the xxx with xxx" - [+] add specific attack verbs to weapons - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs" - [+] make showlfarmour() use colours
2011-04-11 15:05:45 +10:00
case E_OFFMAP:
if (lf->cell->map->region->rtype->id == BH_WORLDMAP) {
// cope with nonorthogonal!
// ie. ne counts as n if we are at the top.
if (!isorthogonal(dir)) {
dir = getwalkoffdir(lf, dir);
}
if (dir != D_NONE) {
// we are allowed to walk off the edge
return walkoffmap(lf, dir, B_TRUE);
}
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
}
// otherwise fall through...
2010-12-02 12:17:54 +11:00
case E_WALLINWAY:
2011-02-01 06:16:13 +11:00
if (isplayer(lf)) {
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
msg("Ouch! You %s into a %s.", getmoveverb(lf),
cell ? cell->type->name : "wall");
2011-03-16 15:45:46 +11:00
} else if (cansee(player, lf)) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
char buf2[BUFLEN];
getmoveverbother(lf, buf2);
2011-02-01 06:16:13 +11:00
getlfname(lf, buf);
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
msg("%s %s into a %s.", buf, buf2, cell ? cell->type->name : "wall");
2011-02-01 06:16:13 +11:00
}
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
if (cell && isplayer(lf) && haslos(lf, cell)) {
object_t *door;
door = hassecretdoor(cell->obpile);
if (door) {
msg("^gThere seems to be a secret door here!");
killflagsofid(door->flags, F_SECRET);
- [+] chat->all allies command. - [+] replace 'step carefully' key to free up 's' - OT_A_TIPTOE - [+] 's' = 'shut door' (replace 'c') - [+] 'c' = 'chat to single' - [+] rewrite docomms() to use other funcs - [+] 'C' = 'command all allies' - [+] only possible for single person: - [+] 'o' donate - [+] 'i' tell me about this area - [+] 'j' join me - [+] 'k' trade knowledge - [+] 'm' mercy - [+] 't' trade - [+] 'x' dangers nearby? - [+] make a list of all commands which are valid for EVERYONE - [+] send command to everyone. - [+] docommslf() - [+] test with single target - [+] test with multiple targets - [+] hitconfer lifetime for wight/contagion zombie should only happen on fatal hits - [+] makezombie() should be able to call petify() - [+] bug: mosnters never using HIDE ability. - [+] monsters which pretend to be objects (ie. gargoyle) - [+] F_ISMONSTER v0=raceid v1=objectid, v2 = spot check difficulty - [+] when generating, add contents->first as objectid v1 - [+] getobname -> if you have f_mosnters, use contents->first - [+] getobdesc -> if you have f_mosnters, use contents->first - [+] mosnters won't walk onto it - [+] if you are next to them and can't see them... reveal then attack! - [+] F_ISMONSTER - must always be impassable to everyone!!! - [+] if you try to walk onto it: - [+] "the xxx starts to move!" - [+] kill ob - [+] add lf - [+] they get a free attack - [+] if it takes damage - [+] ... convert. - [+] spot checks to see them. - [+] ...convert. - [+] F_PRETENDSTOBE - mosnters will revert if unseen. - [+] reveal hidden should show them. - [+] gargoyle - [+] stone statues - [+] winged - [+] large - [+] ~37hp - [+] start off as an obejct - [+] wight - [+] rare. - [+] ~26 hp ...TR5 - [+] silent move - [+] dr4 attack (low damage) but.... - [+] any humans killed rise as a wight . - [+] (hitconfer revive). how can i limit hitconfer to a race? maybe f_hitconferrace - [+] bones file - [+] tested ok. - [+] 1 leveldrain per hit - [+] skillcheck to avoid - [+] wight gains +5 hp
2012-12-04 16:15:27 +11:00
needredraw = B_TRUE;
- [+] don't trigger ANY god effects while raging. - [+] when wishing for "power", don't give tech that you can't use. - [+] INFINITE LOOP in timeeffectslf(). - [+] happens when an lf is prone and falls down a hole. - [+] pass search check on natural 20! - [+] undead weapons are normally cursed - [+] walking into a wall now takes time, but can detect secret doors - [+] tiled floors also multiply the effects of slippery objects - [+] wand of dispersal - getting "no lof" - [+] make time debugging for all lfs be an option. - [+] when set, dump the following for each lf: - [+] time (millisecnds) taken for their turn - [+] whether player can see them or not - [+] # screen redraws during their turn - [+] skillchecks - [+] shield check.... - [+] Human checkmod (type Shieldblock): 19(attr)+1(lvm)+0(othmod),totroll=71--More-- - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) [you takes 1 dam]--More - [+] wondering monsters - they turn up on levels when you go back to them. (but never near the stairs) - [+] only if you haven't been there for a while (50 turns or so?) - [+] (depth*5)% chance for each room without stairs - [+] dark elf - Vell - [+] consumesouls - [+] +int - [+] novice necromancy - [+] metal vuln - [+] don't start player with obects which they are vulnerable to!! - [+] matvuln should hurt you if you touch something made of it! - [+] wands should be made of dragonwood, not metal - [+] diferent kinds of matvuln - - [+] you get hurt more by it - [+] you can't even touch it - [+] use v2 to determine.
2012-07-30 12:35:02 +10:00
}
}
//if (isblind(lf) || !haslos(lf, cell)) {
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
if (!cell || !haslos(lf, cell)) {
2011-02-01 06:16:13 +11:00
if (isplayer(lf)) {
// only take damage if we didn't know about this
- [+] 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 ((cell && !cell->known) || iswoozy(lf)) {
snprintf(buf, BUFLEN, "%sing into a %s", getmoveverb(lf),
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
cell ? cell->type->name : "wall");
2011-02-01 06:16:13 +11:00
losehp(lf, 1, DT_BASH, NULL, buf);
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
if (cell) {
// we now know there is a wall there.
setcellknown(cell, B_FALSE);
}
2011-05-20 06:30:58 +10:00
2011-02-01 06:16:13 +11:00
}
} else {
snprintf(buf, BUFLEN, "%sing into a %s", getmoveverb(lf),
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
cell ? cell->type->name : "wall");
2011-02-01 06:16:13 +11:00
losehp(lf, 1, DT_BASH, NULL, buf);
}
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
2011-02-01 06:16:13 +11:00
break;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
case E_DOORINWAY:
- [+] climbing - [+] climb "into"walls - [+] stopclimbing(int onpurpose) - [+] can we move forwards? - [+] if not: - [+] if onpurpose, fail - [+] otherwise fall onto whoever is there??? or they block you from falling?? - [+] move forwards - [+] kill f_climbing flag - [+] startclimbing() - [+] move onto the wall - [+] set your facing to face away from the wall. - [+] add F_CLIMBING - [+] must pass a CLIMB check first or you fail to climb! - [+] can't climb if burdened - [+] once climbing: - [+] can't cast spells - [+] cannot change facing - [+] always strafe if you go sideways - [+] change los functions to let you see out! - [+] different move verb ("climb" instead of move/fly) - [+] different canmove() code - [+] you can only move sideways (along the wall) or forwards (off the wall) - [+] ie. cellindir(lf, lf->facing) == newcell (forwards) - [+] OR - [+] ie. cellindir(lf, lf->facing + 2 (wrapped)) == newcell (right) - [+] OR - [+] ie. cellindir(lf, lf->facing - 2 (wrapped)) == newcell (left) - [+] AND you can only move sidways if: - [+] the new cell is a wall - [+] the cell in (lf->facing) of the new cell is NOT a wall - [+] if you climb off a wall, tell the player that they stopped climbing - [+] moving while climbing: - [+] must pass a sc_climb skill check to move - [+] costs 1 stamina to move - [+] warn before climbing if your stam == 1 - [+] attacking - [+] large penalty to hit the climber (higher for smaller monstesr) - [+] if monsters miss you and you are climbing, chance they'll give up. - [+] attacking FROM a wall gets a big penalty unless you are very skilled at climbing - [+] startlfturn - [+] lose stam each turn. - [+] if stam drops to 0, you fall off or stop climbing - [+] you fall if burdened - [+] don't regen stam while climing - [+] ai: - [+] monsters won't start targeting lfs who are climbing - [+] monsters don't pay stamina to move while climb - [+] make monsters be able to climb when fleeing - [+] let you climb down holes instead of falling
2011-11-03 09:34:15 +11:00
// can't open doors while climbing
2011-02-01 06:16:13 +11:00
inway = (object_t *)rdata;
door = isdoor(inway, &dooropen);
if (door && !dooropen) {
if (isblind(lf)) {
// run into it
if (isplayer(lf)) {
if (cell->known) {
// try to open it
if (opendoor(lf, inway)) {
// failed.
if (isplayer(lf)) stoppathfinding(lf);
} else {
- [+] 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
// opening a door counts as a successful move.
reason = E_OK;
}
2011-02-01 06:16:13 +11:00
} else {
msg("Ouch! You %s into a door.", getmoveverb(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
setcellknown(cell, B_FALSE);
snprintf(buf, BUFLEN, "%sing into a door", getmoveverb(lf));
2011-02-01 06:16:13 +11:00
losehp(lf, 1, DT_BASH, NULL, buf);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
if (isplayer(lf)) stoppathfinding(lf);
2011-02-01 06:16:13 +11:00
}
} else {
2011-03-16 15:45:46 +11:00
if (cansee(player, lf)) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
char buf2[BUFLEN];
getmoveverbother(lf, buf2);
2011-02-01 06:16:13 +11:00
getlfname(lf, buf);
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
msg("%s %s into a door.", buf, buf2);
2011-02-01 06:16:13 +11:00
}
snprintf(buf, BUFLEN, "%sing into a door", getmoveverb(lf));
2011-02-01 06:16:13 +11:00
losehp(lf, 1, DT_BASH, NULL, buf);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
if (isplayer(lf)) stoppathfinding(lf);
2011-02-01 06:16:13 +11:00
}
} else {
if (lfhasflag(lf, F_RAGE) || (!canopendoors(lf) && willattackdoors(lf))) {
// attack it
return attackcell(lf, cell, B_FALSE);
} else {
// try to open it
if (opendoor(lf, inway)) {
// fail
if (isplayer(lf)) stoppathfinding(lf);
} else {
// opening a door counts as a successful move.
reason = E_OK;
}
}
2011-02-01 06:16:13 +11:00
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
}
break;
case E_OBINWAY:
inway = (object_t *)rdata;
- [+] chat->all allies command. - [+] replace 'step carefully' key to free up 's' - OT_A_TIPTOE - [+] 's' = 'shut door' (replace 'c') - [+] 'c' = 'chat to single' - [+] rewrite docomms() to use other funcs - [+] 'C' = 'command all allies' - [+] only possible for single person: - [+] 'o' donate - [+] 'i' tell me about this area - [+] 'j' join me - [+] 'k' trade knowledge - [+] 'm' mercy - [+] 't' trade - [+] 'x' dangers nearby? - [+] make a list of all commands which are valid for EVERYONE - [+] send command to everyone. - [+] docommslf() - [+] test with single target - [+] test with multiple targets - [+] hitconfer lifetime for wight/contagion zombie should only happen on fatal hits - [+] makezombie() should be able to call petify() - [+] bug: mosnters never using HIDE ability. - [+] monsters which pretend to be objects (ie. gargoyle) - [+] F_ISMONSTER v0=raceid v1=objectid, v2 = spot check difficulty - [+] when generating, add contents->first as objectid v1 - [+] getobname -> if you have f_mosnters, use contents->first - [+] getobdesc -> if you have f_mosnters, use contents->first - [+] mosnters won't walk onto it - [+] if you are next to them and can't see them... reveal then attack! - [+] F_ISMONSTER - must always be impassable to everyone!!! - [+] if you try to walk onto it: - [+] "the xxx starts to move!" - [+] kill ob - [+] add lf - [+] they get a free attack - [+] if it takes damage - [+] ... convert. - [+] spot checks to see them. - [+] ...convert. - [+] F_PRETENDSTOBE - mosnters will revert if unseen. - [+] reveal hidden should show them. - [+] gargoyle - [+] stone statues - [+] winged - [+] large - [+] ~37hp - [+] start off as an obejct - [+] wight - [+] rare. - [+] ~26 hp ...TR5 - [+] silent move - [+] dr4 attack (low damage) but.... - [+] any humans killed rise as a wight . - [+] (hitconfer revive). how can i limit hitconfer to a race? maybe f_hitconferrace - [+] bones file - [+] tested ok. - [+] 1 leveldrain per hit - [+] skillcheck to avoid - [+] wight gains +5 hp
2012-12-04 16:15:27 +11:00
// walked into someone who was feigning death?
if (inway && hasflag(inway->flags, F_ISMONSTER)) {
lifeform_t *newlf;
if (haslos(lf, cell)) {
char inwayname[BUFLEN];
getobname(inway, inwayname, 1);
msg("^B%s starts to move!", inwayname);
more();
}
// reaveal
newlf = reveal_pretendob(inway);
if (newlf) {
turntoface(newlf, lf->cell);
aiattack(newlf, lf, aigetchasetime(newlf));
}
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
return B_FALSE;
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// can we push this?
if (ispushable(inway)) {
if (canpush(lf, inway, dir)) {
// push it!
push(lf, inway, dir);
} else {
if (isplayer(lf)) {
2011-02-01 06:16:13 +11:00
char obname[BUFLEN];
getobname(inway, obname, 1);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
switch (reason) {
case E_TOOHEAVY:
msg("The %s is too heavy for you to move.",strchr(obname, ' ')+1);
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
break;
case E_INSUBSTANTIAL:
msg("You cannot push %s without a physical body!",strchr(obname, ' ')+1);
break;
default:
msg("The %s won't move for some reason.",strchr(obname, ' ')+1);
break;
}
2011-02-01 06:16:13 +11:00
}
2010-12-02 12:17:54 +11:00
}
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
} else { // somethign random is in the way
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
if (inway) {
// walking into your own magic barrier?
if ((inway->type->id == OT_MAGICBARRIER) &&
hasflagval(inway->flags, F_CREATEDBY, lf->id, NA, NA, NULL)) {
enum OBTYPE barriertype;
int x,y;
cell_t *cc;
barriertype = inway->type->id;
// vanish this and any other magical barriers we made.
for (y = 0; y < cell->map->h; y++) {
for (x = 0; x < cell->map->w; x++) {
cc = getcellat(cell->map, x,y);
if (cc) {
object_t *oo,*nextoo;
int ndone = 0;
for (oo = cc->obpile->first ; oo ; oo = nextoo) {
nextoo = oo->next;
if ((oo->type->id == barriertype) &&
hasflagval(oo->flags, F_CREATEDBY, lf->id, NA, NA, NULL)) {
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
takedamage(oo, 999, DT_DIRECT, NULL);
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
ndone++;
}
}
if (ndone) {
removedeadobs(cc->obpile);
}
}
}
}
// NOW is the move possible?
if (moveclear(lf, dir, &errcode)) {
moveto(lf, cell, B_TRUE, B_TRUE);
}
} else if (hasflag(inway->flags, F_CLIMBOBSTACLE)
&& haslos(lf, cell)) {
int doclimb = B_TRUE;
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
if (isplayer(lf)) {
char ch;
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
char obname[BUFLEN];
getobname(inway, obname, 1);
snprintf(buf, BUFLEN,"Attempt to climb onto %s?", obname);
ch = askchar(buf,"yn","n", B_TRUE, B_FALSE);
if (ch != 'y') {
msg("Cancelled.");
doclimb = B_FALSE;
}
}
if (doclimb) {
turntoface(lf, cell);
startclimbing(lf);
}
} else {
if (isplayer(lf)) {
char obname[BUFLEN],text[BUFLEN];
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
if (haslos(lf, cell)) {
getobname(inway, obname, 1);
} else {
strcpy(obname, "something");
}
sprintf(text, "There is %s in your way.",obname);
- [+] battlemage spellbook - [+] make it grimoire. - [+] don't learn the first spell automatically - [+] only start with 3 spell schools, and they must be from: - [+] wizards with no subjob: - [+] get a grimoire rather than a spellbook. but first spell is always mana spike? - [+] need some frequent forest vaults - [+] tree passage: - [+] tree circle - [+] more enlarge/shrink object effects - [+] wooden door = wood wall - [+] wooden barrel - wooden dor - [+] i turned into a cloud of gas. why was i not flying? - [+] when you polymorph to creautre with natural flight, start flying right away - [+] show %age chance when studying a scroll - [+] redo skillcheck code so we can calculate % chance beforehand. - [+] automatically unlock all doors in starting room - [+] reduce accuracy for innate attakcs- at the moment they always hit! - [+] based on agility. - [+] test with monk...... - [+] You have the following spells active: 3 damage reduction, vuln to fire - [+] grimoire - why could druid see 'knock' ? think this is fixed now. - [+] new killverbs: "murdered" "slain" - [+] superheat not working if you miss. fixed. - [+] skillchecks for NC_SPELLEFFECT noises should always succeed. - [+] modifydamage dealt now that monsters have more hp: - [+] initial wizard spells - [+] chill - [+] spark - [+] manaspike - [+] later wiz spells - [+] fire on ground - [+] new type of spellbook: - [+] general - one spell from each school "spell tome" ? "xxx's grimoire"/ - [+] another flagpile corruption bug. - [+] asked a mammoan hunter to join me. - [+] Marcus shouts "Beware a mosquitoid!". You hear heavy footsteps. - [+] Assertion failed: ("flagpile is corrupt!" == 0), function checkflagpile, file flag.c, line 456. - [+] (timeeffects on footprints) - [-] when you "vomit then wake up", need to recalc los - [+] killflag() is meant to fix this! - [ ] why isnt it working? - [+] bug: wasn't identify()ing starting weapons when you selected them. - [+] allow temples to try to belss unknown objects. - [+] allow describing obs from askobmulti() - [+] warrior read a grimoire, why did it get identified? fixed. - [+] reduce cost to repair stuff - [+] dancing flame -l1: fires spread to adjacent lfs - [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)% from each one. - [+] maxpower 5 - [+] quicken fire - l4: make flame primarliry - [+] magic barriers should vanish if you walk into your own one - [+] implement - [+] fleeing from something with F_NOMOVE shouldn't be cowardice - [+] fix crash in check_for_block() - [+] new branch: sylvan forest - [+] entrance to this branch: hollow tree? * [+] add some forest vaults - [+] get rid of 'the sun is coming up" messages - [+] nature spells which work better outside need to change... make it 'when in sylvan woods' instead - [+] need a spell to teleport to entrance of a branch! - [+] done. TRAVEL.
2012-03-27 07:21:43 +11:00
msg("There is %s in your way.",obname);
}
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
}
2010-12-02 12:17:54 +11:00
}
break;
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
case E_SWIMMING:
if (isplayer(lf)) {
msg("You can't attack while swimming!");
}
break;
2010-12-02 12:17:54 +11:00
case E_LFINWAY:
if (initiatemove(lf, cell, onpurpose, &dontclearmsg)) {
- [+] if you put a water object onto dirt, it should become a mud object instead. - [+] dynamic morale - [+] whenever you fail a moral check, your moral gets a bit lower - [+] opposite if you pass it. - [+] make morale checks depend more on morale - [+] after you flee, become timid - [+] in io.c, show current morale if lorelev is high enough. "looks scared/timid/confident" - [+] implement f_timid: - [+] (will only move into melee range if it is behind you) * [+] checks: - [+] monsters can't attack while prone. always jsut stand up. - [+] call initiatemove even when atatcking - [+] bug: monsters not gaining abilities frmo skills - [+] bug when creating monsters with jobs: "xx looks foolish" etc - [+] tohit penalty for small monster hitting flying or levitating things (lower penalty for levitating) * [+] if you are flying and get hit, you drop to the ground? - [+] make feign death code better for mosnters - [+] moving should cose STAMREGEN points (ie don't regenerate stamina if you move) - [+] maybe: when you finish sprinting, drop stamina to -2 - [+] until it gets back, you can't move at all - [+] bug: stuck in moveto(), after walking up stairs to a new levle - [+] happened again right after "The young wolf starts sprinting! The young wolf flees down the staircase." - [+] was getting stuck in donextturn because we weren't on the plaeyr's map - taketime was returning. - [+] shield bash skill - [+] gain it at shieldlev beginner - [+] costs stamina - [+] pass a skill check based on shield skill and shield value to stun enemy - [+] only works if shield has hardness - [+] only works if you're the same size or larger than the opponent - [+] damages your shield (1d3 hp ?)
2011-10-06 09:08:13 +11:00
// failed?
return B_TRUE;
}
// walking backwards/sideways into someone
if (!lfhasflag(lf, F_AWARENESS) && (getrelativedir(lf, dir) != RD_FORWARDS)) {
char lfname[BUFLEN];
char inwayname[BUFLEN];
getlfname(cell->lf, inwayname);
if (isplayer(lf)) {
msg("You bump into %s.", inwayname);
} else if (isplayer(cell->lf)) {
getlfname(lf, lfname);
msg("%s bumps into you.", lfname);
} else if (cansee(player, lf)) {
getlfname(lf, lfname);
msg("%s bumps into %s.", lfname, inwayname);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
} else {
if (canswapwith(lf, cell->lf)) {
lifeform_t *lfinway;
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
char lfname[BUFLEN];
strcpy(lfname, "__not used yet__");
// otherwise swap locations.
lfinway = cell->lf;
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
// need to get the name of whoever you swapped with
// BEFORE moving, as afterwards we may no longer be
// able to see it.
if (isplayer(lf)) {
getlfname(lfinway, lfname);
}
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
* [+] BUG: books lose their hidden names after load: - [+] bug: on load i can see in all directions, and impassable stuff around me is obliterated! - [+] warn when attacking will rust your weapon (if wis high enough) - [+] yumi should like killing injured things - [+] bug: sandman isn't attacking or casting spells. - wasn't hostile. * [+] bug: not able to sell gems in a jewelery store - [+] when something casts swap places, need to redo los for the target too! - [+] "you feel a wrenching sensation" should have 'more' after it. - [+] stat bonuses for gods - [+] yumi - boost wis - [+] glorana - boost con - [+] Lumara - boost iq - [+] enchant weapon should remove rust too. - [+] only place a pool of blood if monster is large enouhg - [+] when mosnters steal gold, let them take more than just one! - [+] monstres need to retain F_HOSTILE on polymorph! forgot about rndhostile - [+] change some eatconfers to blood confers - [+] make blood splashes combine properly - [+] test with troll blood - [+] when you _kill_ something, drop more blood - [+] when you behead/bisect, do splatter - [+] in knowledge, show: "its blood can be bottled to make xxx" - [+] (at skilled knowledge level) - [+] test.... - [+] replace eatconfer flags with f_fillpot - [+] make sure monsters with fillpot actually bleed - [+] make slash etc damage ALWAYS cause bleed - [+] make projectile damage only cause bleed if the object is pointy (f_missiledam) - [+] make bashing not cause bleed - [+] make sure that bottling blood reduces/kills the object. - [+] robots should bleed oil - [+] CRASH: during lfhasflag(dodges) - lf.c:20201 (getobname - [+] getting ob name of 'rdata' from celldangrous() - [+] but rdata->pile is bad... - [+] and object was a manual. why was a goblin avoiding a manual? - [+] celldangerous() actually set rdata to "deep water" - [+] ....but somehow it changed to point to a manual!!! - [+] getdodgecell() changed it! - [+] bug: when a monster kills anohter: - [+] "the xxx hits the xxx" - [+] (no death message). - [+] either include "xxx dies". or make "xxx kills xxx". - [+] fixed, i think. wasn't calling getkillverb when attacker was a monster.
2012-06-03 08:43:18 +10:00
swapplaces(lf, lfinway, B_NOCHANGEDIR, B_NOCHANGEDIR, onpurpose);
- [+] BUG: arrows shouldn't be able to trigger arrow traps!!! - [+] king piranhas shouldn't leap out of the water! - [+] don't catch thrown missiles if it will burden us - [+] in @@, show "accuracy" as a seperate line, not with your weapon. - [+] higher chance of learning psionics on level up. - [+] fix up monster hp - too easy to kill most things in one hit with dam = 4-12, 2 attacks (ie. l6 monk) - [+] dump out all mosnters sorted by hit dice (show avg hp) - [+] fix them up - [+] vault->entertext - ie "you enter a dining room" - [+] make random monster generation go by hitdice AND rarity rr_. IGNORE rarity value. - [+] start with hd = level. sometimes incrase - [+] remove all rarity values from monsters - [+] disorient might need to be higher level than stun - [+] make psionic spell mp cost be level, rather than level^2? - [+] ai bug: - [+] .oO { looking for a target . } .oO { found an enemy target - lfid 256 (human) ! } .oO { default - moving randomly } - [+] reduce cost for higher levle spells agian. - [+] prevent player from eating an ice sheid! - [+] bug when eating from the floor with multiple food items there - [+] assassin's blink spell - teleport behind and facing someone. medium level translocation. - [+] make "chunk of roast meat" be "chunk of roast goblin meat" - [+] and base nutrition on corpse type - [+] highlevel sixth sense should let you turn to face it * [+] add prompt text to msg hist: - [+] sixth sense should only pick up hostile monsters - [+] need a good reason that wizards can't wear armour. - [+] if isplayer(), failure chance depends on any arm/shield penalties - [+] show f_impassable in describeob() - [+] no walking backwards/sideways if you're stuck in a web/vine. can only turn. - [+] objects for protection: - [+] eyeglasses (+vision) - [+] safety goggles - [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)', depth 1), but it has no free stairs. - [+] when we restart map regeneration, must first REMOVE referenecs to this map!!! - [+] implemented. - [+] fixed bug with sleep interruption - [+] You attack the helpless the dwarf monk! You flatten the dwarf monk! The dwarf monk loses consciousness. damage's robe protects it. - [+] add stamina cost to other abilities - [+] add descriptions to lore skills - [+] make athletics skill give you more stamina? * [+] monstesr stopping fleeing when they can't see player
2011-09-28 04:56:58 +10:00
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
// need to print this AFTER moving, because otherwise the
// act of moving will clear the message line and we'll never
// see it.
if (isplayer(lf)) {
if (isunconscious(lfinway)) {
msg("You swap places with the unconscious %s.", noprefix(lfname));
} else if (isasleep(lfinway)) {
msg("You swap places with the sleeping %s.", noprefix(lfname));
} else {
msg("You swap places with %s.", lfname);
}
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
dontclearmsg = B_TRUE;
}
if (isplayer(lf)) {
dontclearmsg = B_TRUE;
}
//if (onpurpose) taketime(lf, getmovespeed(lf));
taketime(lf, getmovespeed(lf));
} else {
if (!onpurpose || canandwillmove(lf, dir, &errcode)) {
int forceattack = B_FALSE;
if (lfhasflag(lf, F_RAGE)) {
forceattack = B_TRUE;
}
return attackcell(lf, cell, forceattack);
} else {
// won't attack for some reason.
return B_TRUE;
}
}
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 16:09:31 +11:00
}
break;
2011-03-04 12:22:36 +11:00
case E_CANTMOVE:
if (isplayer(lf)) {
msg("You cannot move!");
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
2011-03-04 12:22:36 +11:00
break;
case E_GRABBEDBY:
2011-03-10 16:47:18 +11:00
if (rdata) {
lifeform_t *grabbedby;
char gbname[BUFLEN];
// skill check to escape.
grabbedby = (lifeform_t *)rdata;
getlfname(grabbedby, gbname);
if (!cell->lf && skillcheckvs(lf, SC_STR, 0, grabbedby, SC_STR, 0)) {
// broke free
killflagsofid(lf->flags, F_GRABBEDBY);
killflagsofid(grabbedby->flags, F_GRABBING);
// move - don't clear the 'you break free from' msg
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
// NOW is the move possible?
if (moveclear(lf, dir, &errcode)) {
moveto(lf, cell, B_TRUE, B_TRUE);
}
2011-03-04 12:22:36 +11:00
} else {
2011-03-10 16:47:18 +11:00
if (isplayer(lf)) {
msg("You cannot get away from %s!",gbname);
}
}
} else {
if (isplayer(lf)) {
msg("You cannot get away from whatever is holding you!");
2011-03-04 12:22:36 +11:00
}
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
2011-02-01 06:16:13 +11:00
break;
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
case E_PENTAGRAM:
if (isplayer(lf)) {
msg("You cannot seem to enter the pentagram.");
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(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
break;
case E_TOOHEAVY:
if (isplayer(lf)) {
msg("Your load is too heavy to move with!");
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
if (onpurpose || fleeing) taketime(lf, getmovespeed(lf));
break;
2011-02-01 06:16:13 +11:00
default:
2010-12-02 12:17:54 +11:00
break;
}
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
}
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
// purposely moving away from money?
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
if (onpurpose && isplayer(lf) && srcmoney) {
angergodmaybe(R_GODTHIEVES, srcmoney, GA_MONEY);
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
}
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
// check for fleeing...
if (isplayer(lf) && !isdead(lf)) {
if (prebattlearmed && !isinbattle(lf, B_NODISTANT, B_ONLYIFARMED) && onpurpose) {
- [+] remove "inscribe" spell for now. - [+] beginner perception should let you see next to you. - [+] fix trail directions when checking stairs - [+] make labyrinth vault be a proper labyrinth shape - [+] 'spark' should affect floor obs even if there is a lf there. - [+] cursed scroll of awareness should blind you for 10-20 turns. - [+] bug: monsters trying to flee through locked drainage grate.s - [+] new god: Bjorn the battlelord - [+] Pray effects: - [+] bless weapon - [+] bezerk - [+] true strike - [+] haste - [+] Likes: battles (ie. kill last enemy in lof) - [+] Dislike: - [+] calming - [+] poison - [+] magic (wands, spells etc) - [+] retreat (moving away with back turned) "Coward!" - [+] gifts: - [+] weapons, armour - [+] sacrifice: - [+] untouched battle spoils - [+] after dropping objects, add f_battlespoils if YOU killed the ownert. - [+] remove this if/when the object gets moved again - [+] splatter blood - [+] minor anger: - [+] rust your armour / weapon - [+] major anger: - [+] destroy your armour - [+] destroy your weapon - [+] summon lots of enemies - [+] new god: Lumara - fem, magic - [+] likes: - [+] most things which train magic skills - [+] ie. casting spells - [+] using wands - [+] reading scrolls - [+] dislikes: - [+] missile weapons - [+] pray: - [+] restore mp if low - [+] identify books/scrolls - [+] remove curses - [+] gift: - [+] spellbooks - [+] manuals of spell schools - [+] extra mp - [+] angry minor: - [+] lose mp - [+] forget a spell - [+] angry: - [+] spells stop working (100% failure chance) - [+] forget all spells - [+] polymorph you into something bad - [+] sacrifice - [+] weapons / armour
2012-01-25 20:20:15 +11:00
angergodmaybe(R_GODBATTLE, 10, GA_COWARD);
}
}
- [+] job abilities can now generally happen as often as you like, since they're ilmited by stamina. - [+] rename dexterity to agility - [+] The leprechaun steals an uncursed ring of miracles from you! The leprechaun cowers away from you! - [+] should FLEE , not cower! - [+] should set blessknown after reading a scroll - [+] cursed mending scroll not working on non-damaged objects - [+] spanner helps metal repair - [+] needle boosts sewing ability - [+] when resting in a tent, monstesr have very low chance of noticing you (5%) - [+] move display of resistances to 'effects' section. - [+] show what a mosnter wants in effects (if you have >= beginner knowledge) - [+] prevent running into monsters with shift+dir - [+] infinite loop when creating a map, constant getrandomroomcell() calls failing - [+] monstesr will steal objects they WANT rather than always random - [+] monster: - [+] leprechaun - [+] lucky - [+] covets gold - [+] shillelagh ? or just a club? - [+] blink - [+] steal - [+] dodge - [+] at the moment attack doesn't seem to be draining stamina... - [+] it is, but i'm getting it right back due to attack speed. - [+] make stamina take longer to regen. - 1 per 3 turns rather than 1 per 2. - [+] stamina loss must be MORE than basic regen rate (0.3) - [+] make stamina loss for attack depend on atatck speed! - [+] instead of "you feel sick", say "you have contracted weakening poison" or "you have been infected with xxx" - [+] store stamina as a float, but getstamina() should return an int. - [+] sprinting - use 1.5 stamina per cell instead of 1? - [+] modify accuracy text - [+] fork - [+] showing f_entertext should set didmsg - [+] instead of printing 100% accuracy, show "Acc:0" (ie 100), "Acc:-1" (ie -10) etc - [+] do this in @@ - [+] do this in describeob - [+] nocturnal monsters - [+] base monsters initially being asleep on time and whether mosnter is nocturnal - [+] also during aiturn(), if they have nothing to do and it's their sleeping time, goto sleep - [+] add flags - [+] flies should always move towards corpses if possible - [+] maybe F_WANTSOB corpse, covet? - [+] but thye can't pick it up so they'll just hover nearby? - [+] now they can be hostile too - [+] when we're picking a random corpse, try again if we get something with nocorpse like a ghost - [+] getrandomcorpserace() - [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should be more like 5 - [+] severed finger shoudn't count as making you bleed when you attack - [+] in askcoords, always show cell name - [+] monsters with no melee attacks can always cast spells while adjacent - [+] resting issues - [+] having a temporary injury means oyu need to rest, so don't say "you don't need to rest"! - [+] also don't stop resting until all temporary injuries are healed - [+] show comparative weights / armour ratings - [+] make price for npcs to join be lower - [+] assertion failure with who->timespent == 0 when a mosnter falls through a hole - [+] (after I follow by falling down the pit) - [+] make taketime() not work when not on the player's map - [+] bug - monsters never waking up - [+] "tailwind" spell (fast movement speed but forwards only) - [+] now that i have Hardness, _all_ reduced damage should go towards armour. - [+] earthquake - pits open up around you (but not under you) - [+] force sphere - radial blast outwards, knocks back lfs + obs + doors etc
2011-10-04 14:24:53 +11:00
if (reason != E_OK) {
return B_TRUE;
2010-12-02 12:17:54 +11:00
}
return B_FALSE;
}
2011-05-20 06:30:58 +10:00
int walkoffmap(lifeform_t *lf, int dir, int onpurpose) {
map_t *adjmap = NULL, *thismap;
cell_t *dst = NULL;
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
lifeform_t *adjally[MAXFOLLOWLFS];
int seen[MAXFOLLOWLFS];
2011-05-20 06:30:58 +10:00
int nadjallies = 0;
int n;
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
// make sure dircetion is orthogonal
dir = makeorthogonal(dir);
assert(dir != D_NONE);
2011-05-20 06:30:58 +10:00
// announce
if (isplayer(lf)) {
char dirname[BUFLEN];
curs_set(1);
strcpy(dirname, getdirname(dir));
dirname[0] = tolower(dirname[0]);
msg("You %s to the %s...", getmoveverb(lf), getdirname(dir));
// move cursor to msgwindow while we create the new level...
wrefresh(msgwin);
} else if (cansee(player, lf)) {
char dirname[BUFLEN];
char lfname[BUFLEN];
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
char mverb[BUFLEN];
getmoveverbother(lf, mverb);
2011-05-20 06:30:58 +10:00
getlfname(lf, lfname);
curs_set(1);
strcpy(dirname, getdirname(dir));
dirname[0] = tolower(dirname[0]);
- [+] announce when a web spell hits you - [+] grammar: xxx "flys" into view. need getmoveverbplural() - [+] make yumi's "well, that seems unfair" only work when killed by a mosnter which didn't chase you up. - [+] no unarmed skill descriptions!! - [+] remove pain ability from stink beetle - [+] cockroach - with just high armour rating (10) - [+] bajeetle - lower armour but bite causes pain - [+] yumi - only allow you to gain piety from letting a monster run away ONCE per mosnter - [+] new monster: petrifungus - [+] give merciful fighting for novoice adanced combat - [+] monsters should lose targets when eating - [+] vault: window in wall - [+] fix werewolf hiding code for Rattus (when medium sized) - [+] "you hear a muffled slithering" - this shouldnt be loud enough to go through walls! - [+] selected Evil Adventurer. alignment ended up as NONE - [+] have added debugging - [+] wait for it to happen again - [+] put in code to check at start of turn whethe r my alignment just changed. - [+] my alignment seems to have changed to NONE - [+] POLYMORPH is causing this. - [+] fixed - [+] commando should have low level version of gunblade - [+] electromachete - low pierce + low electric - [+] gunblade - med slash + low explosive - [+] boomstick - med bash + high explosive - [+] commando should start with a few energy packs (need to add this object) - [+] l2 tech - [+] operate it to recharge tech which has charges. - [+] like a scroll of replenishment, but only for tech. - [+] when monsters follow you up stairs, they should face you - [+] jewelry store should buy watches - [+] when exploding cells, remember who caused it - [+] new arg: lifeform_t *causedby - [+] use this when dealing damage, so that it counts as player kill (etC) - [+] explodeob - [+] monks sohuld be very resistant to being scared - [+] gauntlets (or other hard gloves) should increase unarmed damge by 1 - [+] seems almost impossible to break locks on chests by bashing.... check the calc. - [+] fixed. - [+] ekrub should accept sacrifices of plant matter - [+] sebastian - absorbs physical damage to increase damage. - [+] after first hit: +1dam, knockback - [+] after 2nd: +2 dam - [+] etc - [+] vuln to non-physical (fire, magic, cold, elec, etc) - [+] cockroach, plague rat should taint anything it walks on - [+] fix up morale checks. 30 should be 100. therefore: multiply by 3 and a bit. - [+] CRASH during wish for Power - [+] bug: - [+] You whack the pixie. The pixie turns to face you. The pixie turns to flee from you! Amberon's voice booms out from the heavens: "You dare attack an innocent?" Amberon's voice booms out from the heavens: "You dare attack an innocent?" The pixie gestures at itself. - [+] baba yaga's hut - [+] shoudln't be able todrink potions - [+] shouldn't take criticals - [+] don't annoucne time during combat - [+] bug after giving gold to a bandit: - [+] $ - 0 gold dollars - [+] lore: tech... every level says' no special effects' - [+] bug: Strength: 24 (very weak, +1 dmg)* - [+] bug in getstrdammod() - [+] bug: A brown snake walks into view. - [+] should be 'slithers' - [+] mud shouldnt make shoes wet - [+] refridgerator should only have meat in it - [+] some jobs which have whip skills - [+] scourge should always start with a whip. - [+] fighter should be able to pick it - [+] aligned temples sohuld be half price (or free if god is pleased?) - [+] SM_DETECTCURSE - [+] SM_PURCHASEITEMS - [+] SM_BLESS - [+] SM_MIRACLE - [+] re-introduce monster zoos vault - [+] bullwhip shouldn't be able to dull! - [+] banana skin not slippery anoymore - [+] slightly boost player's starting hp - [+] why can vampire bat reach me to damage by boots/trousers? - [+] check out canreachbp() in lf.c - [+] maybe fixed - [+] commando's starting gun should start with normal bullets, never silver - [+] klikirak should grant fire powers - [+] cast pyromania when you pray - [+] gift: immolate every 20 turns - [+] fix trytokillobs() - this might fix some of the infinite loops i'm getting during level creation. - [+] klikirak should give slightly more xp for sacrifing objects - [+] hawks should swoop more often - [+] book colours are incorrect (ie. "red book" isn't red) - [+] i saw "something burns!" while resting... - [+] make hollow trees be green - [+] blessed amnesia shouldn't do anything bad - [+] armour stores shouldn't get hot! - [+] earthworm should only divide from slash damage - not bash - [+] queen ant shoudl be able to summon lots of soldiers - [+] staircases should be on top of ash piles when draring them!! - [+] in fact, staircases should be on top of _everything_ - [+] sanctuary potion should put out fires under you! (or anything with walkdam) - [+] shouldn't be able to smell by's hut - [+] wood wall should be diggable with pickaxe - [+] does shovel actually work? no, but it does now. - [+] dungeon level name - if it has a swamp vault, level is just called "the swamp" - [+] fire damage to bread = toast - [+] only say "the light here is a bit dim" etc if it's different form your previous level - [+] weapon stores shouldn't appear in baba yaha's hut! - [+] i think i said "weapon" but it turned into weapon store. - [+] works in a wish...... is this only a problem in a vault? - [+] test agian..... - [+] during summon mosnter, don't say 'the xxx starts to fly!' before "the xxx appears" - [+] when i read a create monster scroll, this _doesnt_ happen. - [+] when i cast summon small animals and a brian bat appears, it _doesnt_ happen - [+] only seems to happen whan a mosnter uses a summon spell - [+] maybe to do with finalisemonster() or "autogen" being set in addmonster? - [+] fixed now? - [+] walking on water shouldn't extinguish a flaming weapon! - [+] losehp_real needs a 'bodypart' argument - [+] klikirak should like killing plants - [+] do something to stop kilkirak worhipers from scarificeing the entire forest! - [+] if you attack a plant lf in the sylvan forest - [+] nearby plants attack. - [+] 33% chance of a treant: - [+] same if you destroy a plant object - [+] takedamage() needs a "fromlf" arg - [+] or sacrifice one. - [+] _warning_ if you attack a plant object or plant lf. (but don't kill it) - [+] WISDOM warnings: - [+] if you are about to attack an OC_FLORA object in the woods (and have felt the woods get angry once before) - [+] if you are about to attack a RC_PLANT lf in the woods - [+] if you are about to attack a CT_WALLTREE cell in the woods - [+] remove base 'wizard' class...
2012-08-12 15:04:49 +10:00
msg("%s %s to the %s...", lfname, mverb, getdirname(dir));
2011-05-20 06:30:58 +10:00
wrefresh(msgwin);
}
// is there a map in that direction ?
thismap = lf->cell->map;
adjmap = findmap(lf->cell->map->nextmap[dir]);
if (!adjmap) {
// make one
adjmap = addmap();
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
createmap(adjmap, thismap->depth, thismap->region, thismap, dir, NULL);
2011-05-20 06:30:58 +10:00
}
if (adjmap) {
// find an empty cell in the next map
dst = findmapentrypoint(adjmap, diropposite(dir), lf);
}
if (!dst) {
// failed
if (isplayer(lf)) {
msg("Your path seems to be blocked.");
}
return B_TRUE;
}
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
if (onpurpose && isplayer(lf)) {
2011-05-20 06:30:58 +10:00
// get list of adjacent allies
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
getwhowillfollow(lf, NULL, adjally, seen, &nadjallies);
for (n = 0; n < nadjallies; n++) {
if (seen[n]) {
char lname[BUFLEN];
- [+] change real_getlfname(): - [+] take lifeform_t * for usevis instead of boolean - [+] add new option "useorigrace" for shapechangers - [+] whips - [+] F_WHIP - [+] new skill: sk_whips - [+] basic trais: - [+] high accuracy - [+] lowish dam - [+] pierce/slash/bash damage - [+] some will let you cast 'snatch' and suck - [+] no crit chance - [+] examples: - [+] bull whip (lowest damage) - [+] flail (ie. chain whip ,change type from club to whip) - [+] heavy flail - [+] metal-tipped whip (flail with higher acc) - [+] barbed whip (causes piercing damage as well) - [+] io.c @@ should take extradam into account - [+] describbeob() should show F_EXTRADAM - [+] change morale values - this shoudl default to your TR, otherwise f_morale replaces it. - [+] CRASH in doknowledgelist() - [+] hecta bug: fixed! - [+] You bisect the kobold! The dying kobold shouts "Nooooo!". Hecta's voice grates against your mind: "You allowed my sacrifice to escape!" - [+] is this because i'm calling "flee" after the lf takes fatal damage but before die() is called? - [+] NO, because flee() checks isdead(lf) - [+] it's happening when i kill a monster, and another one of the same type sees me! - [+] change: only trigger this is the player has previously attacked the monster - [+] replace fire titan with balrog - [+] You bisect the giant gnat! The dying giant gnat shouts "Nooooo!". - [+] fixed. - [+] boggart -brown 'n' - [+] made of wood - [+] cause things to disappear - [+] cause milk to sour (low power blight) - [+] scared of salt - [+] demandgold - [+] briar thrash (spiky) - yellow 'T' (grab) - [+] bingebark - red 'T'. wants edible, canwill snatch - [+] leshy (human with leaves) - green 'h' - [+] manticore - red 'm'' - [+] lion, bat lings, man head, tail tipped with iron spikes - [+] carnivore - [+] human sized - [+] shoots 1-6 spikes. each spike does 1d6. too much!! - [+] change this to be 5d3 damage per volley. - [+] ie missiledam 4d3 - [+] can do this once every 50 turns. - [+] can fly - [+] claws - 1d3 1d3 - [+] want gold (non covet)
2012-03-29 07:17:47 +11:00
real_getlfname(adjally[n], lname, NULL, B_NOSHOWALL, B_CURRACE);
- [+] bug in skillpoint % display in @@ - [+] make detect life last longer - [+] stirge should have enhacnesmell - [+] plants should never "turn to face you". - [+] they should be able to see in all dirs. - [+] don't announce "turns to face" if the lf has f_awareness - [+] AGAIN: walk on to a dark place and i can still see my own cell! needed >= instead of > in celllitfor - [+] don't show sacrifice text if you can't see - [+] butterflies shouldn't produce light. - [+] peaceful things shouldn't turn to face you all the time (only low % chance) - [+] CRASHES when killing flags - [+] killflag() was dereferencing f-> after freeing it. - [+] skill which aren't ready not showing up in 'm' list - [+] i think a previous fix for spells broke this... - [+] whatever it was, it shoudl only apply to spells, not abilities. - [+] don't show @G if you're looking at someone else. - [+] sunrise code didn't work - i immediately went to full fov! - [+] was a bug in isnighttime(). - [+] jimbo needs more hp - [+] diningroom should have a fridge, instead of all food being on ground. - [+] bug: "it is pitch black" as soon as you use stairs....... need to recalc light - [+] show temp lit areas as bold - [+] do it. - [+] test....... - [+] notification of being followed to other maps/stairs: - [+] "you walk up the stairs. xxx follows you." - [+] implement. - [+] move sacrifice code to god.c - [+] change twoewapon->master to make your second weapon act like a shield - [+] ie. getshield() returns it. - [+] act like low level shield skill. special case in SC_SHIELDBLOCK - [+] make twoweaponers only be able to use secondary weapons in which they are skilled.
2011-09-15 11:40:26 +10:00
msg("%s follows you.", lname);
}
2011-05-20 06:30:58 +10:00
}
}
// announce
announcearrival(lf, dst->map);
// move there
moveto(lf, dst, onpurpose, B_TRUE);
if (onpurpose) {
taketime(lf, getmovespeed(lf));
}
// move adjacent allies
if (onpurpose) {
for (n = 0; n < nadjallies; n++) {
cell_t *c;
- [+] vault:pub - [+] has lots of recruitable people - [+] plants, magic creatures, etc shoudl have infinite staina - [+] severed fingers/heads are no longer considered "corpses". - [+] new kind of bed: pile of straw - [+] closed shops now work properly. - [+] stench skillcheck (in makenauseated) - announce this differenlty to 'nothing happen's - [+] monsters won't turn to face sounds when fleeing. - [+] increase accuracy for spear, but reduce accuracy when adjacent - [+] why didn't cyborg warrior start with bullwhip equiped?? - [+] isbetterwepthan() should take EXTRADAM flag into account - [+] monster starting skill levels should depend on iq - [+] no sprinting with injured legs - [+] more restructions when stunned: - [+] no throwing - [+] no operating - [+] no firearms - [+] tombstone text: Eaten by a snow troll's halberd - [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant corpse! reduced. - [+] learning certain lore skills should please gods - [+] repairing should take a lot longer. ie. shoudlbn't be able to do it during a fight. - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR, v0=material, v1=howmuch - [+] continuerepairing() should only fix <skill + helpsrepair> hp per turn. - [+] announce helpsrepair in obdesc - [+] coldroom vault: - [+] ice floor - [+] ice walls - [+] ice pillar - [+] frozen corpses - [+] new job: gladiator - [+] sword - [+] shield - [+] high shield skill - [+] high evasion skill - [+] limited armour skill - [+] net - [+] war cry fairly early on - [+] gust of wind and airblast should drop flying creatures - [+] fall_from_air(). - [+] trigger then when wind-based effects hit. - [+] chance of falling depends on size. - [+] if you polymorph a monster, it should NOT turn back to its original form! - [+] criticals dont seem to be happening any more... fixed - [+] when picking first askcoords target lf, pick the closest - [+] sakcs etc should contain rarer objects. - [+] intelligent ai: if exhausted and in battle, and faster than opponent, flee.??? - [+] easy way to fix reachability: - [+] is there a solid cell which is: - [+] adjacent to both a filled and an unfilled area? - [+] not a fixed vault wall? - [+] if so, just clear it. - [+] genericise getrandomrace flags - [+] some containers should have mini/tiny monsters inside! - [+] f_hashidinglf, v0=rid - [+] if you loot it, monster jumps out - [+] ...and gets a free hit! - [+] perception lets you see the container moving (only if it weighs less than what is inside it) - [+] genericise getrandomcell() with conditionsets. * [+] condset_t - [+] then replace all getrandomadjcell() calls... - [+] remove getrandomroomcells - [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
c = getrandomadjcell(dst, &ccwalkable, B_ALLOWEXPAND);
2011-05-20 06:30:58 +10:00
if (c) {
if (!initiatemove(adjally[n], NULL, B_TRUE, NULL)) {
- [+] walking on glowing moss sohuld damage it. - [+] make dagger stronger than combat knife (but combat knife is faster) - [+] optimise makefile. - [+] swapplaces message not appearing. - [+] fix exploit for dizziness with 'A' - [+] every time we ask for a direction, use askdirection(prompt). make this do dizziness check. - [+] no shieldblocking or dodging if you have no stamina. - [+] object rarity bugs - [+] i'm finding way too many books! might be fixed now... ? - [+] never finding wands - [+] added debugging to see if there is a problem with wands.... - [+] adjust footstep sound based on material - [+] carpet = soft - [+] stone = normal - [+] tiles = loud - [+] in @e, "you ar etipsy" should also talk about damage resistance. - [+] don't show starting abilities if you are a diety. - [+] don't say 'xx walks out of view' if they didn't move on purpose - [+] CRASH - summon weapon then drop the energy blade. * [+] CRASH when fumbling attack using energy blade. - [+] fighter with wisdom 31. novice perception skill. noticied teleport trap right in front of me. chances? - [+] maybe make it you can never detect anything further away than your perception skill. - [+] fix bug in geteffecttime() - [+] announce starting spells at beginning of game - [+] in skill help, highlight your current level. Maybe: "At Novice level>>> Unskilled weapons etc..." - [+] inept level lore shouldn't show "Adept Stealth" as a strength - [+] when you / then move over a cell with footprints short "Dirt (with human footprints)" - [+] or "Dirt (with xxx foorprints leading east) - [+] typo in killer text - an vs a - [+] get over here! should give you enough time to attack ? - [+] felix prayer should remove impassable objects. - [+] robots shoudl have big penalties to getting up checks. slip, fall, etc. - [+] fix bug when falling off a fence. - [+] BUG: no los when i climb on top of a wooden fence. why? - [+] F_BLOCKSVIEW needs new option: v1 = true means dont block if you are standing on it * [+] engineering / construction skill - replaces 'traps' - [+] fixed bug where you couldn't rest when you pet was visible. - [+] bug: aigetlastknownpos populating lastx & lasty with different info from the the cell returned. - [+] this has happening when following the direction of a scent. - [+] remove display of "xx throws xxx towards you" if you can't see the source and something is in the way. - [+] druid should alway sbe able to swap with plants. - [+] peaceful check should do this - [+] try agian... * [+] problem- create water can be used instead of soften earth ??? - [+] detect life should help with checking stairs. - [+] pentagrams should heal the undead. - [+] ekrub - don't et you sacrifice the flower that appears. * [+] when doing check for piety on eating animals - [+] don't auto give druid short blade skill due to sickle - [+] soften earth on boulder... turn it to mud - [+] adept psychology - receive change for gems. - [+] BUG: announceflagloss is never happening. - [+] new nature spell - absorb wood - [+] clank - robot, chomp to steal health, self destruct - [+] new tech - [+] l0 - [+] chewing gum (jam doors with it) - this should be food though. - [+] plants shoudl HELP druid from level 4 onwards - [+] clean up skill ability code - [+] automate skill descriptions based on skillwills "you gain the 'xxx' ability" - [+] auto-learn spells from initial spellbook, rather than having to read it manually - [+] finding rings of unholiness everywhere. - [+] because it's the only rare ring! - [+] fixed by making ALL rings be uncommon - [+] first time you slip on something, suggest using 's' - [+] sewing / metalwork: get resize and enhance earlier. - [+] bug with engineering seeing through one wall!s - [+] rogue/knifedancer / blademaster - throwing, extra skill with small blades. starts with extra knives. - [+] replace all SUBJOBS with plain regular JOBs - [+] fix "needobforstaff" for wizards! - [+] sewer should have mossy rock floor. slippery. - [+] new specialist classes: - [+] rogue/assassin (no stealing, no traps, lockpicking, better stealth+backstab, poison knives) - [+] minor healing spell is too powerful. should do 5-10hp max. - [+] reveal hidden is not powerful enough for l4. move to l2. - [+] reduce effects of stench as TR gets higher - [+] lumara should accept sacrifice of anything magic. - [+] oil lamp not making my viison longer! (on dlev11) - [+] just describe f_produceslight in io.c - [+] with no evasion skill, agi does way less for EV. - [+] fungus clouds should be in 1 radius, non orthogonal - [+] try putting monster zoo back in? - [+] STILL bugs detecting trapped doors ages away! - [+] detected one 8 away, perception novice! - [+] when a monster necromancer is made, i'm prompted for spell school!!! - [+] new mushroom: greycap. looks like a miniature snowy mountain. grants cold resistance - [+] shop opening hours - [+] F_OPENHOURS - [+] v0 = start (inclusive) - [+] v1 = end (inclusive) - [+] v2 = sayphrase - [+] SP_CLOSEDTILMORN (come back in the morning) - [+] SP_CLOSEDTILNIGHT (come back tonight) - [+] SP_CLOSEDTILHOUR (come back after x oclock!) - [+] make shops only be open during the day. - [+] make some temples only be open at night (eg. hecta)
2012-10-15 13:15:36 +11:00
movelf(adjally[n], c, B_FALSE);
2011-05-20 06:30:58 +10:00
taketime(adjally[n], getmovespeed(adjally[n]));
}
}
}
}
if (isplayer(lf)) {
statdirty = B_TRUE;
needredraw = B_TRUE;
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
//calclight(lf->cell->map);
- [+] 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(lf);
//precalclos(lf);
2011-05-20 06:30:58 +10:00
drawscreen();
}
return B_FALSE;
}
2010-12-02 12:17:54 +11:00
// returns direction to an adjacent cell
int whichwayto(cell_t *start, cell_t *end, lifeform_t *srclf, int wantcheck) {
int i;
cell_t *c;
for (i = DC_N; i <= DC_NW; i++) {
c = getcellindir(start, i);
if (c == end) {
int ok = B_FALSE;
enum ERROR error = E_OK;
if (wantcheck) {
if (srclf) {
if (canandwillmove(srclf, i, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
ok = B_TRUE;
}
} else {
if (srclf) {
if (cellwalkable(srclf, c, &error)) {
ok = B_TRUE;
} else if (error == E_DOORINWAY) {
ok = B_TRUE;
}
} else {
ok = B_TRUE;
}
}
if (ok) {
return i;
} else {
return getdirtowards(start, end, srclf, wantcheck, DT_ORTH);
}
}
}
return D_NONE;
}
2011-02-01 06:16:13 +11:00
int willmove(lifeform_t *lf, int dir, enum ERROR *error) {
cell_t *cell;
* [+] make vending machines use this container code instead. - [+] don't say "you see a few things" if one of them is footsteps * [+] IFMONSTER code failing....because flags are now SORTED!!! - [+] tumble - askcoords is letting us pick a cell we don't have lof to. * [+] assign a name to lfs once you hire them * [+] coloured msgtext - [+] make min dam reduction from AR be AR/5. - [+] safebox - [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with no getsweaker (val1) * [+] make fire / ice damage mor elike netheck - [+] towns should have gates on EVERY side - [+] forest cells outside town gates need to be CLEARED. (maybe turn to dirt) - [+] fix up knock targetting to include magical barriers - [+] say "open a bag?" not "operate a bag?" * [+] implement immunetodisease - [+] sort known skills in @s. - [+] better damage bonus when attacking someone who is asleep - [+] practive firearms/throwing * [+] need objecttype->size * [+] containers * [+] change guns so you have to reload them. ("operate") - [+] crash when loading map with water - [+] SAVE OBJECT CONTENTSk - [+] monsters with jobs aren't getting start items - [+] shopkeeper has shotgun - [+] bug: monster keeps swapping between shotgun and flail - [+] when hiring, remember failure. * [+] Inn - [+] bug: pets fighting!!! then they all turn on you. never make allies get angry unless the attacker is the player * [+] hiring npcs - [+] chat to pet: "stay close" or "keep your distance" - [+] new 'furniture' obclass - [+] allow for 'randomshop' regiontype * [+] add enchantment school - [+] cast a scroll of mending on itself. CRASH. * [+] lessengravity should make you jump better and get knocked back further - [+] boostgrav/lessengrav cancel out each other. * [+] CRASH when you fall down a hole and die. - [+] problem: master gravitation doesn't let us cast levitat. getspellschoolknown() should return the HIGHEST known skill, not the first. * [+] bug: dregion is null?!??! * [+] dig a pit, if you cleared out land below, you just stay down there. - [+] potion of leveitation - [+] warning msg when levitate is about to expire * [+] if you fall upwards to the surface... * [+] if you are ever on the surface while levitating.... - [+] BUG: cna't go up stairs to surface anymore!!!!! - [+] get hungry LOTS more quickly when you start sprinting * [+] monk slow metabolism psionic pell. - [+] fix buf with lore giving LESS accuracy instead of more. - [+] food shop - [+] wand of digging not identified if you dig upwards * [+] when you make ah ole in the roof, objects above should fall through right away * [+] all towns should have: - [+] give monks more psionics spells. - [+] sk_throwing skill - [+] make calm animals use spellpower * [+] add wisdom * [+] need to save region data along with maps * [+] COMBINE armour evasion and accuracy penalty!!! * [+] make armour reduce accuracy as well (unless you have 'armour' skill) - [+] landmine trap * [+] make friendly monsters of same raceclass swap ammo - [+] rename 'pull' to 'suck' to avoid confusion with pull metal * [+] food to fix blindness - [+] potion of coffee * [+] genericise statbrackets * [+] tumble ability * [+] simplify spell power * [+] shopkeeprs should be allowed to pursue targets outside of the shop. - [+] give shopkeepers a shotgun * [+] make F_RNDHOSTILE be able to ahve a random chance. * [+] if you randomly generate food in a shop, still give it a price. - [+] if peaceful humanoid walks into you, "sorry!" - [+] sayphrase(lf, SP_SORRY, vol) - [+] only let you recruit jobs with j_recruitable - [+] CRASH - summon "monk" - [+] dogs, - [+] chickens, - [+] drunks, * [+] village objects - [+] change armourrating AGAIN. instead of a percentage, make it a number. - [+] rename inn to "pub", since you can't sleep there. * [+] random speech code * [+] genericise sayphrase text based on lf's job * [+] monks - add rest of abliities - [+] add fiengdeath ability to some monsters
2011-07-14 07:40:28 +10:00
enum ATTRBRACKET iq;
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
enum ATTRBRACKET wis;
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
object_t *o;
char buf[BUFLEN];
* [+] 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
flag_t *f;
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
//object_t *o;
* [+] 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
iq = getattrbracket(getattr(lf, A_IQ), A_IQ, NULL);
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
wis = getattrbracket(getattr(lf, A_WIS), A_WIS, NULL);
2011-02-01 06:16:13 +11:00
// default
if (error) {
*error = E_OK;
rdata = NULL;
}
- [+] 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 (iswoozy(lf)) {
- [+] young hawk moving very slowly? was healing. - [+] make monsters heal faster when resting - [+] make pet rest when you do - [+] allow 'R' to heal allies - [+] F_RESTUNTILALLIES - [+] mindless/animal mosnters won't throw things - [+] announceflag for attrset not working * [+] feeblemind spell - reduces intelligence to ANIMAL. - [+] ai: if we are carrying too much, drop something (non-weapons/armour first) - [+] teleport spell should teleport any adjacent allies too. * [+] new 'C'hat commands: * [+] change 'resist elements' potion to 'rum' * [+] notify when pet is low on hp - [+] why could a pirate use a biuckler? * [+] genericise usage of canhaveobmod! - [+] armour mod: blooodstained. adds scary. - [+] CRASH when you have two weapons and catch a glowbug in your flask. * [+] potion of restoration onto frozen axe: - [+] slow spell repeated message: The brown snake looks sluggish. The brown snake is now moving slower. - [+] make you only hear one thing each turn ? - [+] always draw impassable objects on top - [+] special ash - [+] exploding powder - explode in radius 1 around player (including player) - [+] concealing powder - create smoke cloud radius 3 around player - [+] redo levelup logic. - [+] trigger LevUp when you have 'newskillready' - [+] announce when you gain level. - [+] can't gain more experience when LevUp! - [+] only update maxhp/mp from new level after you train - [+] diety can't use abilities. fixed. * [+] when i exit from@S output, statbar isn't redrawn * [+] make SKILLS page show which skills you can learn. - [+] In @s, downline isn't showing the title on the second page of SKILLS... - [+] show POWER in @M spells page - [+] ###--- - [+] show cost RANGE in @M for varpower ones - [+] need getspellcosttext(spellid, power, buf) function - [+] 25-62MP - [+] leftover rubbish chars at end of ---- in doheading() - [+] mosnters should follow you up/down stairs * [+] different poison types - [+] implement tremorsense (like darkvision butrun can't be blinded etc) * [+] implement HIDE ability * [+] Thief job - [+] if you walk into a room and every cell is lit, reveal it all. - [+] auto-learn jump ability with high athletics skill * [+] secret doors - [+] items to spot secret doors - [+] gem of seeing - [+] ENHANCESEARCH - [+] F_SEEINVIS - [+] spell: "reveal hidden" - [+] shows secret doors - [+] removes invisibility - [+] wand of detect hidden - [+] ... casts the spell
2011-04-14 09:44:29 +10:00
return B_TRUE;
}
2011-02-01 06:16:13 +11:00
cell = getcellindir(lf->cell, dir);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (!cell) {
// won't walk off map
return B_FALSE;
}
- [+] chat->all allies command. - [+] replace 'step carefully' key to free up 's' - OT_A_TIPTOE - [+] 's' = 'shut door' (replace 'c') - [+] 'c' = 'chat to single' - [+] rewrite docomms() to use other funcs - [+] 'C' = 'command all allies' - [+] only possible for single person: - [+] 'o' donate - [+] 'i' tell me about this area - [+] 'j' join me - [+] 'k' trade knowledge - [+] 'm' mercy - [+] 't' trade - [+] 'x' dangers nearby? - [+] make a list of all commands which are valid for EVERYONE - [+] send command to everyone. - [+] docommslf() - [+] test with single target - [+] test with multiple targets - [+] hitconfer lifetime for wight/contagion zombie should only happen on fatal hits - [+] makezombie() should be able to call petify() - [+] bug: mosnters never using HIDE ability. - [+] monsters which pretend to be objects (ie. gargoyle) - [+] F_ISMONSTER v0=raceid v1=objectid, v2 = spot check difficulty - [+] when generating, add contents->first as objectid v1 - [+] getobname -> if you have f_mosnters, use contents->first - [+] getobdesc -> if you have f_mosnters, use contents->first - [+] mosnters won't walk onto it - [+] if you are next to them and can't see them... reveal then attack! - [+] F_ISMONSTER - must always be impassable to everyone!!! - [+] if you try to walk onto it: - [+] "the xxx starts to move!" - [+] kill ob - [+] add lf - [+] they get a free attack - [+] if it takes damage - [+] ... convert. - [+] spot checks to see them. - [+] ...convert. - [+] F_PRETENDSTOBE - mosnters will revert if unseen. - [+] reveal hidden should show them. - [+] gargoyle - [+] stone statues - [+] winged - [+] large - [+] ~37hp - [+] start off as an obejct - [+] wight - [+] rare. - [+] ~26 hp ...TR5 - [+] silent move - [+] dr4 attack (low damage) but.... - [+] any humans killed rise as a wight . - [+] (hitconfer revive). how can i limit hitconfer to a race? maybe f_hitconferrace - [+] bones file - [+] tested ok. - [+] 1 leveldrain per hit - [+] skillcheck to avoid - [+] wight gains +5 hp
2012-12-04 16:15:27 +11:00
// mosnters will never move on top of other monsters
// pretending to be objects (ie. gargoyles)
if (hasobwithflag(cell->obpile, F_ISMONSTER)) {
if (error) *error = E_WONT;
return B_FALSE;
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (celldangerous(lf, cell, B_TRUE, error)) {
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
// if lfs are fleeing and have below average wisdom,
// they will walk onto dangerous cells
if (isfleeing(lf) && (wis < AT_AVERAGE)) {
} else {
if (error) *error = E_WONT;
return B_FALSE;
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
}
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
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
// dont move out of range of lifeobs, but attacking out of range lfs is ok
if (!cell->lf) {
f = lfhasflag(lf, F_LIFEOB);
if (f) {
- [+] ai shuldn't want its home/life objects. - [+] lich - [+] lifeob = ornate glass jar - [+] can walk up to 12 away - [+] chilling touch - [+] mindshield - [+] teleport back to jar on death - [+] monster ghosts have lifeob = corpse, which we generate. - [+] but DONT let them possess the player ? or dont let them possess anyhting ? - [+] mosnters should say noooo! if their lifeob is destroyed - [+] lifeobs need a link back to owner f_lifeobfor xxx - [+] lifeob check wasn't including the lf's cell itself. - [+] spellcasttext for dryad - "Charm" = beckons - [+] poltergeist should be invisible - [+] troll should covet food - [+] avian - birds should be friendly - [+] scroll of permenance should make armour invulnerable - [+] amulet of mind sheild - immune to psionics - [+] parserace() shouhld handle "random _baseid_" ie. random ant, random troll etc - [+] vault: troll cave (very rare) - [+] trolls - [+] bones - [+] cooked corpses - [+] bug: minions not being created in vaults. - [+] vault: ant nest - [+] queen ant - [+] dirt floor - [+] lots of ants - [+] LOTS of food. - [+] reduce flame volume - [+] vault maintainedge not working. slightly fixed now? - [+] vampires are turning into gas clouds but then trying to attack. - [+] new amulets - [+] Of evolution (turn into a merman in deep water, aviad instead of falling, (fireres humanoid) in fire, (coldred human) in cold) - [+] in deep water and can't swim? turn into merman - [+] about to fall through a hole? turn into a flying aviad - [+] in fire and not resistant? turn into a Lavax - [+] in cold and not resistant? turn into sasquatch - [+] all polymorphs are TEMPORARY (5 turns or so). - [+] no autoid - [+] of bloodthirst - walking over blood heals you! - [+] no autoid - [+] Of graceful swimming (auto turn into a swan when you enter water) - [+] no autoid - [+] paranoia (5% chance per turn to create monsters out of sight, but in lof) - [+] they will make a "walk" noise right away - [+] or something just "you hear xxx right behind you!"
2012-03-09 06:42:25 +11:00
if (!findnearbylifeob(cell, NA, f, NULL)) {
- [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!! - [+] air spells: - [+] create whirlwind - make a single whirlwind - [+] implement - [+] ethereal steed - move very fast and levitate - [+] f_autocreateob whirlwind behind you - [+] whirlwind object throws any lfs/objects around randomly - [+] tornado - creates a single tornado at a given location (more powerful). it moves around randomly, kills adjacent walls. - [+] F_OBMOVESRANDOMLY - [+] find an adjacent cell (walls ok) - [+] kill any walls there - [+] move there - [+] hurricane - creates a cross cloud of whirlwinds (very powerful!). these move around randomly and kills adjacent walls. - [+] implement - [+] make them all move TOGETHER. - [+] djinni / genie - [+] invisibility - [+] gaseous form - [+] illusion? mirror image ? - [+] permenant ethereal steed effects - [+] airblast - [+] gust of wind - [+] efreeti - [+] wall of fire (new spell) - [+] gas form - [+] enlarge - [+] flame pillar - [+] when summoning a monster with a lifeob, place it under them? - [+] druid should learn canwill plantwalk at some point... level 7 - [+] allow f_cancast to have a timer too, like canwill. (so that monsters only cast certain spells sometimes) - [+] is ai plantwalk working? - [+] seems to... - [+] but then i get "something casts a spell at you!" - [+] aigetspelltarget is setting targlf to player. FIXED. - [+] ai keeps on casting plantwalk after doing it once. - [+] ai needs to sto fleeing after casting plantwalk successfully! - [+] this is because after stealing, we are fleeing for a time limit, rather than PERMENANT - [+] once this is fixed, add spellcasttext plantwalk = null for dryad. - [+] NEw code: if you teleport, and you were fleeing, and you can no longer have LOF to the one uou're fleeing from, STOP. - [+] The dryad vanishes! A dryad moves out of view.--More-- - [+] don't say both! - [+] change CHARMEDBY code for player: - [+] walk towards charmer, then give them your stuff! - [+] dryad brown 'T' (tree creature) - [+] knife - [+] must stay near oak tree - [+] can "plantwalk" between oak trees (or other plants). - [+] cast spell at cell with plant, warps you to a random one - [+] for player: reveal all cells with trees, then ask you which one. - [+] range 1 - [+] maxpower 1 - [+] ai casting: must be a plant in range. - [+] emergency code: if not within lifeob range, move back! - [+] can cast sleep - [+] wants gold/gems/weapons - [+] home oak tree contains gems - [+] steal - [+] stayinroom - [+] charm - [+] AI shouldn't ever walk away from life ob! - [+] ai homeob gems aren't appearing
2012-03-07 22:46:55 +11:00
if (error) *error = E_WONT;
return B_FALSE;
}
}
}
// glyph of warding?
if (cell->writing && strstr(cell->writing, "*WARD")) {
char buf[BUFLEN];
char *bp, *p;
int power;
// extract number
bp = buf;
for (p = cell->writing; *p; p++) {
if (isdigit(*p)) {
*bp = *p;
bp++;
}
}
*bp = '\0';
power = atoi(buf);
- [+] vaults - [+] oval - [+] chasm - [+] room split in 4 by glass - [+] concentricroom - [+] Crash when a vault uses the object 'hole in the ground' - [+] better method of giving spells to monsters - [+] f_randomspellcount v0=amt - [+] f_randomspellschool v0=ss_xxx v1=minlevel v2=maxlevle, text = pw:xxx or null - [+] if power not given: - [+] castig power is (starting depth / 2) - [+] limited by spell's max level. - [+] OR - [+] f_randomspellcount v0=amt - [+] f_randomspellposs v0=spellid, optional text = power. - [+] include these in validateraces - [+] populate monsters... - [+] TEST! (with fire sprite, check if it casts a spell other then fire dart) - [+] if monster is randomly given the job "j_wizard", you MUST pick a subjob too! - [+] go back to using CANCAST for monster spells, so that they show up properly in a mind scan. - [+] druid should start with sickle as secondary weapon. - [+] healing not hurting undead - should be fixed now. - [+] add description of spell powe calculation to spell skills - [+] increase obhp of armour - [+] i was a druid, levelled up to l4, and didn't get a new spell! FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX. - [+] make it a lot harder to get "beheaded" etc. - [+] show real object name in "killed by a thrown xxx" even if you didn't see it - [+] short blades shouldn't be able to behead. - [+] monster threat calc should take #attacks into account! - [+] CTRL-DIR to turn isn't working agian. fixed. - [+] make peasoup have range 1, rather than just going straight in front of you. - [+] power 1 glyph of wardning useless. fixed. - [+] reduce zombie maxattacks to 1. - [+] bug: Are alcohol no longer covered in (null).--More-- - [+] make merlochs much more rare. - [+] light recalc is MASSIVELY slow on some levels. - [+] for now: remove dark levels completely? - [+] "You see 2 sheet of ices here." - [+] remove F_FROZEN when you cook something. - [+] frostbite should do a little more damage. d4 instead of d3.
2012-02-29 17:05:14 +11:00
limit(&power, 1, NA);
if ( gettr(lf) <= power) {
if (error) *error = E_WONT;
return B_FALSE;
}
}
* [+] fire should set equipped obs on fire too * [+] trapped doors/objcets * [+] make careful walking have less chance of triggering some traps (eg tripwire) - [+] dex penalty when drunk - [+] require dex to put on most shoes - [+] Diety's short sword of pyromania isn't appearing? - [+] make sure i can tumble over traps * [+] able to cut tripwires with slashing/chopping/piercing weapons? - [+] maybe make cmomando have no weapon skill - [+] make armour more common - [+] shouldnt be able to swap place with someone who is sleeping - [+] if you're not in the water, can't see lfs in water (unless they are adjacent) - [+] You break free from the zombie! You reintegrate inside a solid object!--More-- * [+] shopkeepers will charge an extra fee to identify stuff - [+] shouldn't get an empty flask when I dirnk from a fountain! - [+] identify and remove curse scrolls should be COMMON * [+] provide detailed skill descriptions - [+] dumpoutlines() - [+] make minotaurs stay in room - [+] make minotaurs have good smell - [+] don't auotreveal vaults. * [+] should be able to fill flasks from fountains - [+] don't announce corpse decay death while training. * [+] add the initial godstone at the bottom of firstdungeon * [+] make fountains names same as their linked potions - [+] bug: when filling potions from the ground, ground object was never dryaing up Beggars - [+] stealing ability sometimes. run away after using this * [+] various lots of generic f_talktext->"have a coin to spare?" World map - [+] 1-2,1-2: habitat: village - [+] multiple villages - [+] vault: island with treasure (or acid island?) - [+] jump into a water - it splashes small puddles to surrounding cells * [+] let dig spell go up/down. * [+] fountains, random potion effect or water (blue _ or }) - [+] make thingchance and obchance be habitat_t parameters. work on game goal - [+] find a way out of the magical dungeon barriers in the first dungeon - [+] slime - [+] troll = t - [+] lizardman - [+] ogre - [+] kobold - [+] fire sprite - [+] hobgoblin - [+] bugbear - [+] gnoll - [+] giant - [+] zombie - [+] skeleton * [+] ghoul - [+] ghast - [+] can operate spanner to - [+] jam/unjam a door * [+] visibility - [+] initial code for monsters opening doors while giving chase - [+] acid does more damage to armour * [+] implement temporary flags. * [+] implement unknown flags - [+] mana spike - [+] energy bolt - [+] energy blast (hits all in radius) - [+] flash (like flashbang) - [+] telekinesis (open/close doors remotely, grab/throw objects remotely) - [+] mindscan - knoweldge of hp etc * [+] airblast (push obs, push someone very far, AND lose obs. break walls they hit?) - [+] fireball - sets on fire - [+] flamepillar - [+] fire arrow - [+] spark (light a flammable object) - [+] flameburst - 2d8+3 damage in a circle - [+] burning wave - 2d10 damage and set on firea, line towards target - [+] range 3 - [+] freezing touch (turns an object to ice) - [+] knock - opens doors - [+] gas form - [+] polymorph - [+] write on floor - [+] light - [+] weaken (lose str) - [+] poison cloud - change cloudkill to this? - [+] animate dead - [+] posession - [+] minor healing - [+] healing - [+] turn undead - [+] identify - [+] detect magic - [+] detect aura - [+] reveal surroundings - [+] uncontrolled teleport - [+] speed - [+] slow - [+] boost gravity - [+] create monster - [+] divine - [+] wish
2011-07-21 11:43:45 +10:00
// some lfs will only leave their rooms if they have a target
// ie. shopkeepers
* [+] 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
f = lfhasflag(lf, F_STAYINROOM);
if (f) {
int roomid;
- [+] poltergeists are not honouring stayinroom.... fixed. - [+] unique monsters shouldn't get things like 'hungry' - [+] A some bread flies through the air toward you. A some bread hits you. - [+] related to using "FEELTEXT" - [+] fixed - need to set "no_a" when using feeltext. - [+] bug: ice wraith drops a bog wraith corpse - [+] ...why ? - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith corpse' - [+] racename is "wraith", not "ice wraith" - [+] ...because "p" was just "wraith corpse", what happened to "ice" ? - [+] wishing for "bog wraith corpse", p is "bog wraight corpse" was expected. - [+] for some reason the prefix "ice " is special... - [+] it's because "ice" is the name of a material - [+] need isvalidoverridemat() - [+] don't show attribs as options when levelling up if the base score is maxed. - [+] bug donating money - [+] bug: wearing gauntlets, someone cast heat metal on me. my gauntlets didn't hurt me? - [+] nor did my armour?? - [+] they get set to 'a red-hot xxx' - [+] ...but don't deal damage. - [+] touch() needs to differentiate touching something (with your hands) from it touching you! - [+] ie. int onpurpose argument. - [+] bjorn no longer being pleased by defeating all foes... - [+] monster modification at nighttime/daytime - [+] undead are stronger at night (bonus on all skillchecks & tohit) +/- 15% - [+] undead are weaker during the day (penalty to skillchecks & tohit) - [+] plants are stronger during the day - [+] describe in adept level knowledge - [+] more work on hydra - [+] poison breath - autocreate poison gas in front of it - [+] cases where head not severed - [+] criticalhit() needs to know about the weapon which was used (or NULL) - [+] then: - [+] flaming weapon cauterises wound - [+] silver does too - [+] in this case after severing a head: - [+] don't regrow more - [+] lower TR - [+] lose f_hasattack - [+] if it was the last head, it dies. - [+] fishfolk should have extra evasion in water, and aviads in air - [+] implmement - [+] apply to races: - [+] fishfolk - [+] aviad - [+] nimble creatures with aquatic - [+] nimble creatures with natural flight - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 11:29:48 +10:00
int goingtodiffroom = 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
roomid = f->val[0];
- [+] poltergeists are not honouring stayinroom.... fixed. - [+] unique monsters shouldn't get things like 'hungry' - [+] A some bread flies through the air toward you. A some bread hits you. - [+] related to using "FEELTEXT" - [+] fixed - need to set "no_a" when using feeltext. - [+] bug: ice wraith drops a bog wraith corpse - [+] ...why ? - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith corpse' - [+] racename is "wraith", not "ice wraith" - [+] ...because "p" was just "wraith corpse", what happened to "ice" ? - [+] wishing for "bog wraith corpse", p is "bog wraight corpse" was expected. - [+] for some reason the prefix "ice " is special... - [+] it's because "ice" is the name of a material - [+] need isvalidoverridemat() - [+] don't show attribs as options when levelling up if the base score is maxed. - [+] bug donating money - [+] bug: wearing gauntlets, someone cast heat metal on me. my gauntlets didn't hurt me? - [+] nor did my armour?? - [+] they get set to 'a red-hot xxx' - [+] ...but don't deal damage. - [+] touch() needs to differentiate touching something (with your hands) from it touching you! - [+] ie. int onpurpose argument. - [+] bjorn no longer being pleased by defeating all foes... - [+] monster modification at nighttime/daytime - [+] undead are stronger at night (bonus on all skillchecks & tohit) +/- 15% - [+] undead are weaker during the day (penalty to skillchecks & tohit) - [+] plants are stronger during the day - [+] describe in adept level knowledge - [+] more work on hydra - [+] poison breath - autocreate poison gas in front of it - [+] cases where head not severed - [+] criticalhit() needs to know about the weapon which was used (or NULL) - [+] then: - [+] flaming weapon cauterises wound - [+] silver does too - [+] in this case after severing a head: - [+] don't regrow more - [+] lower TR - [+] lose f_hasattack - [+] if it was the last head, it dies. - [+] fishfolk should have extra evasion in water, and aviads in air - [+] implmement - [+] apply to races: - [+] fishfolk - [+] aviad - [+] nimble creatures with aquatic - [+] nimble creatures with natural flight - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 11:29:48 +10:00
if (roomid == NA) {
if (getroomid(lf->cell) != getroomid(cell)) {
goingtodiffroom = B_TRUE;
}
} else {
if ((getroomid(lf->cell) == roomid) && (getroomid(lf->cell) != getroomid(cell))) {
- [+] poltergeists are not honouring stayinroom.... fixed. - [+] unique monsters shouldn't get things like 'hungry' - [+] A some bread flies through the air toward you. A some bread hits you. - [+] related to using "FEELTEXT" - [+] fixed - need to set "no_a" when using feeltext. - [+] bug: ice wraith drops a bog wraith corpse - [+] ...why ? - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith corpse' - [+] racename is "wraith", not "ice wraith" - [+] ...because "p" was just "wraith corpse", what happened to "ice" ? - [+] wishing for "bog wraith corpse", p is "bog wraight corpse" was expected. - [+] for some reason the prefix "ice " is special... - [+] it's because "ice" is the name of a material - [+] need isvalidoverridemat() - [+] don't show attribs as options when levelling up if the base score is maxed. - [+] bug donating money - [+] bug: wearing gauntlets, someone cast heat metal on me. my gauntlets didn't hurt me? - [+] nor did my armour?? - [+] they get set to 'a red-hot xxx' - [+] ...but don't deal damage. - [+] touch() needs to differentiate touching something (with your hands) from it touching you! - [+] ie. int onpurpose argument. - [+] bjorn no longer being pleased by defeating all foes... - [+] monster modification at nighttime/daytime - [+] undead are stronger at night (bonus on all skillchecks & tohit) +/- 15% - [+] undead are weaker during the day (penalty to skillchecks & tohit) - [+] plants are stronger during the day - [+] describe in adept level knowledge - [+] more work on hydra - [+] poison breath - autocreate poison gas in front of it - [+] cases where head not severed - [+] criticalhit() needs to know about the weapon which was used (or NULL) - [+] then: - [+] flaming weapon cauterises wound - [+] silver does too - [+] in this case after severing a head: - [+] don't regrow more - [+] lower TR - [+] lose f_hasattack - [+] if it was the last head, it dies. - [+] fishfolk should have extra evasion in water, and aviads in air - [+] implmement - [+] apply to races: - [+] fishfolk - [+] aviad - [+] nimble creatures with aquatic - [+] nimble creatures with natural flight - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 11:29:48 +10:00
goingtodiffroom = B_TRUE;
}
}
if (goingtodiffroom) {
if ((f->val[1] == B_MAYCHASE) && aihastarget(lf)) {
// exception!
} else {
// won't go to a different room.
if (error) *error = E_WONT;
return 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
}
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
}
if (lfhasflag(lf, F_STAYINHABITAT) && (cell->habitat->id != lf->cell->habitat->id)) {
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
if (error) *error = E_WONT;
return B_FALSE;
2011-02-01 06:16:13 +11:00
}
2011-03-04 12:22:36 +11:00
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
// don't move anywhere which would put other non-allied lfs
// within our territorial range.
f = aihastarget(lf);
if (f && (f->id == F_TARGETLF)) {
} else {
f = lfhasflag(lf, F_TERRITORIAL);
if (f && !isfleeing(lf) && !lfhasflag(lf, F_RAGE)) {
int tdist,i;
tdist = f->val[0];
// is there a lf in sight, who is within our territorial
// radius of the cell we are testing?
for (i = 0; i < lf->nlos; i++) {
lifeform_t *otherlf;
otherlf = lf->los[i]->lf;
if (otherlf && !areallies(lf, otherlf) &&
(getcelldist(cell, otherlf->cell) <= tdist)) {
if (!isasleep(otherlf)) {
if (error) *error = E_WONT;
return B_FALSE;
}
- [+] chemistry skill lets to mix venom sacs into potions - [+] need a potion and venom sac - [+] make more things drop venom sacs - snakes etc - [+] F_EXTRACORPSE - [+] operate the venom sac ? - [+] can do this with first levle chemistry - [+] different kind of venom - blindness - [+] "blue venom sac" vs "purple venom sac" - [+] combiesn to potion of blindness - [+] more amulets - [+] common - [+] of bravery - [+] of light (common) - [+] of minor protection (common) (=5 AR - [+] energy absorbtion (absorb explosions, then pump them out) - [+] uncommon - [+] injury prvention (instead of ring) - [+] rare - [+] or major protection (not common) +10 AR - [+] had a missing eye. drunk a healing potino. - [+] Your head grows back! Your injured head has healed. - [+] objects with positive F_BONUS should never start cursed - [+] (in addobject) - [+] territorial monsters talk when you are approaching their threshold (but not within it) - [+] put this in ai_talk() - [+] if someone almost at territorial range: - [+] make f_noisetext v2 be SP_xxx. if it's set, just say this instead. - [+] it not, N_TERRITORY_APPROACH - [+] if we can talk, SP_TERRITORY_APPROACH - [+] possibilities: - [+] stay away! - [+] keep back! - [+] get away froma me! - [+] don't come any closer! - [+] that's close enough. - [+] keep your distance, stranger! - [+] out of my way! - [+] test with giant and - [+] test with insane humanoid - [+] make territorial creatures not walk too close to things, unless they are attacking or fleeing - [+] in willmove(), fail if it is too close to something - [+] ...unless we have a target lf - [+] ...or we are fleeing - [+] jumping when woozy will go to a random cell - [+] fix autoshortcuts to include starting spells - [+] still bugs with canreachbp - "The giant rat critically scratches your wizard hat." - [+] zombies shoudln't be able to talk. - [+] allow pets to "cheat" to find player's lcoation. - [+] need some kind of limit on zombie army creation - [+] no stairs - [+] areallies() on two pets returning false - [+] psychic shove - [+] push off something, or push them away - [+] l2 mental - [+] pushback power+1 cells (max power 3) - [+] different god message for first prayer. - [+] fix crash during swapplaces() - [+] sacrifice of masterwork weapons should work better. shoddy should be worse. - [+] bug: shops don't work anymore - [+] change lessen poison - power always goes to 1 - [+] replace description "spell's power is boosted when cast outside" with "boosted when cast in a forested area" - [+] minor healing problem. "at lest 2hp per power" but mxpower 10. should be maxpwer 5 - [+] wish for 'protection' should give something you can wear without penalties. - [+] locate object should give a message when none are found.
2012-11-15 22:39:46 +11:00
}
}
}
}
2011-03-04 12:22:36 +11:00
// don't attack other monsters
- [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground)
2011-12-20 19:03:15 +11:00
// or non-enemies
- [+] allies should always give out info without payment - [+] ....but only about their home level! - [+] f_startmapid - [+] cave entrances should make noise - [+] drip - [+] echoing - [+] cope with multiple f_makesnoise flags on objects (pick one randomly) - [+] showlfstats skill display bug - "MORE" keystroke doesn't fall through. - [+] You impale the chicken! The chicken turns to face you. - [+] shouldn't turn to face if your'e dead! - [+] nulllify spell not populating seenbyplayer - [+] crash in createfakes() - [+] animals hsould still walk onto SHARP objects. - [+] secret doors showing up as empty remembered cells when you look away from them (and have lowish cartography) - [+] don't call remove_deadends on vaults. - [+] when walking down stairs to level 3: - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)', depth 2), but it has no free stairs - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them. - [+] FIXED. countstairs() was including too much. now using countmapobs(map, stairtype) instead. - [+] The goblin rogue a half-sized leather armour (null). - [+] fixed crash when you cast rage on someone who is eating. - [+] crash when catching a glowbug in a flask - [+] use canreachbp code when selecting armour to damage as well.... ie newt can't hit your helmet! - [+] BUG: "tunnel doing up" went down! - [+] for monsters:auto raise lf stats to match starting weapons - [+] crash in aigetspelltarget() for CLIMB - [+] should deactiveate all spells on polymorph - [+] allow usage of FEIGNDEATH while prone. - [+] make coprses non-stackable - [+] CRASH in animatedead - [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 11:20:57 +11:00
// (unless we have targetted them)
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (cell->lf) { // if someone is in the way
object_t *defenderwep = 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
if (lf->race->raceclass->id == RC_INSECT) {
if (hasactivespell(cell->lf, OT_S_REPELINSECTS)) {
if (error) *error = E_WONT;
return B_FALSE;
}
}
defenderwep = getweapon(cell->lf);
if (defenderwep) {
if (lfhasflagval(lf, F_AVOIDOBTYPE, defenderwep->type->id, B_TRUE, NA, NULL)) {
if (error) *error = E_WONT;
return B_FALSE;
}
}
if (!isplayer(lf)) { // if we are a monster
- [+] high metalwork/sewing lets you make things into masterwork (combine two). - [+] get dizzy if you turn too much. - [+] stomach - [+] obejcts - gems etc (check phone) - [+] if you kill it form inside, you get expelled. - [+] don't say "you hear fighting" when things are attacking you! - [+] fix crash in polymorph code - [+] All bandits should demand gold - [+] when you give it to them, thel ALL get satisfied. - [+] more flagpile corruption still happening. - [+] wasn't allcoating enough space for losdark in precalclos. - [+] still missing death announcement for plauyer pets - [+] reduce #attacks for young hawk to 1 - [+] mercy - [+] say this to intelligent mosnters then pass a speech check - [+] if you pass: - [+] they say something - [+] they ko you - [+] monstesr shouldn'ts randomly move into unconscious/dead lfs - [+] monsters should take wanted obs from adjacent unconscious lfs - [+] when you wake up: "some/all of your items are missing..." - [+] at beginner weapon skill level: exposed strike - takes longer but higher accuracy? - [+] impaler frog - [+] sinkmite - [+] drills for hands - [+] canwill Ot_s_dig - [+] targetting: - [+] fleeing: downwards - [+] can drill downwards to flee - [+] can dig through walls - [+] necrons: - [+] trapper - blue - [+] reaper - red - [+] scythe - [+] hurricane strike - [+] bug: necron reaper is not preffering its weapon for attacks.... why? - [+] check attackcell() - [+] fix colour in retaliation text - [+] need to announce hurricane strike ability - [+] amnesia scroll - lose all skill points! - Hecta effects - [+] flay flesh (bleed depending on hitdice) - [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent lfs, drags underground)
2011-12-20 19:03:15 +11:00
// if the person in the way isn't our enemy, or is KO'd/dead...
if (!areenemies(lf, cell->lf) || isdead(cell->lf) || isunconscious(cell->lf)) {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// if they are an ally...
if (canswapwith(lf, cell->lf)) {
return B_TRUE;
}
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
if (error) *error = E_WONT;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
return B_FALSE;
2011-03-04 12:22:36 +11:00
}
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
}
}
- [+] better alignment picking - [+] only show valid alignment choices (ie. race & job & subjob alignments don't conflict) - [+] don't show subjobs which aren't valid (ie. vell warrior/paladin) - [+] don't shows jobs which aren't valid (ie. vell druid) - [+] monsters with low wisdom should be able to flee into dangerous cells - [+] ie. wisdom < average - [+] allow selecting your subjob directly, instead of haveing to pick your base job first - [+] restrict low level monsters to only "common" weapons - [+] make consumesouls only work in a given distance - [+] bug: player start room not being linked to rest of map - [+] hawks etc can't swoop away if they somehow get killed/fall asleep during their attack - [+] use adverbs when describing misses ("narrowly miss" "wildly miss" ) - [+] make map light level (well lit etc) determine: - [+] visibility range (remove this from habitat!) - [+] stealth check modifier - [+] show material vulnerabilities in EFFECTS - [+] poison checks are too easy. i had fitness 33 and passed in 1 turn! - [+] i know this is baed on timeleft, so maybe make timeleft count for more ? - [+] bug: infinite loop when player fleeing - [+] imp - [+] TR2 - [+] damage low (sting) - [+] invisibility - [+] immune to cold, fire, electric - [+] magic resist (demon) - [+] regnerate 1hp per turn - [+] remove "modification" school with "wild" - [+] prevent constant 6th sense warnings when something is chasing you - [+] speak with dead should be a divination spell, not death. - [+] hecta worshippers get bonusses for bone weapons - +1 damage. - [+] same with Ekrub and wood weapons
2012-08-01 07:19:04 +10:00
// for at least average wisdom things...
if (wis >= AT_AVERAGE) {
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
// don't move if in pain
- [+] disrupt undead - [+] gust of wind has higher chance of knocking down small creatures - [+] check: ensure vault names have no ' 's - [+] loading bug: celltype id 0 doesn't exist. - [+] loading bug: adding minotair - don't call sethomeroom() - [+] fixed - bones bug: "2 loaves of stale bread" - [+] crash when object thrown away by holy circle dies. - [+] armour with "permenance" cast shouldn't be able to be healed either! - [+] use immutable instead of invulnerable - [+] if you weild your spare weapon (and dont have a spare), remove 'spareweapon' flag! - [+] skoob should be made out of "water", not "ice" (don't want it to have hardness) - [+] change its material - [+] hitting water-based lfs should rust weapon! - [+] rusted weapons should have 10-30% chance of giving tetanus. - [+] low chance of spasm each turn (5%) - [+] "your [xx] spasms/contorts violently!" - [+] hand = drop weapon - [+] leg = fall over - [+] jaw = nothing - [+] back = spine broken, you die - [+] tail = tail broken - [+] chest = rib broken - [+] wings = stop flying - [+] electricity damage confuses robots - [+] poison's power increase chance of its effects happening - [+] whenver tetanus effect fires, increase power. - [+] electric damage spreads through water - [+] create water spell (like grease, but just makes water) - [+] objectgrowth spell shoudl use f_growsto instead of hardcoding - [+] v0 = obid or celltypeid - [+] vt = determines VT_ob or vt_cell - [+] then add shrink spell which uses f_shrinksto - [+] deinfe it - [+] add effects - [+] specail case - brazer -> helmet should be red hot - [+] hecta should mind attacking evil peaceful creatures - [+] ai should still flee with bleeding legs - [+] bandit had 90hp - problem with varlevel!! have changed calculation. - [+] monsters now just get 1 extra hit die per level after the first. - [+] only some branches should use region->depthmod. others only use regiontype->depthmod. - [+] spell: disrupt undead - - [+] announce 'shatter' spell: you hear an ultra=high pitched whining/ringing. - [+] announce'sleep' spell: suddenly, you feel very drowsy. - [+] inducefear: too powerful. tweak skillcheck values. Initial work on baba yaga (sylvan forest boss)
2012-04-02 05:48:13 +10:00
if (move_will_hurt(lf) && !isfleeing(lf)) {
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
if (error) *error = E_WONT;
* [+] goblins aren't opening doors... - [+] xat shouldn't be able to open doors! - [+] semicontrolled createmonster * [+] implement semicontrolled teleport (can pick the general direction) * [+] change how semicontrolled teleport works - [+] make identify/remove curse more common - [+] make minorheal/heal more common * [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit? i got to 30ar very fast! (ie -45% dam) * [+] make a special case for F_FLAKJACKET - [+] BUG: glowbug is causing PERMENANT light, not temp! - [+] diety ability - levelup - [+] new damtype: necrotic - [+] drain life spell - [+] make water evaporate - [+] BUG in validating target cell. was asking a monster for input * [+] boots get wet if you walk in water - [+] why does oil lamp and pil lantern make the same range of light? - [+] fixed another vending maching crash - [+] crash due to sprinting? - [+] 2 blessed flask of battery acids - [+] "This is a wand!" - don't use code for hiding names in the dark! * [+] animals shouldn't eat their own race! - [+] gem of seeing costs nothing! - [+] frozen weapons do +1d4 cold damage - [+] allomancy/psionics don't need spellcasting - [+] poison isn't being announced on mosnters? - [+] "you are full" only interrupt if we went < normal (ie peckish starving etc) - [+] only F_HUMANOID creatures can wear armour / use weapons * [+] what does a masterwork bow do? - [+] implement strength requirements on weapons - [+] UNDEAD cannot be poisoned by eating corpses! - [+] ai lfs shoudlnt' eat tainted food - [+] change how gravboost works wrt movement - [+] smart ai lfs shouldnt move when in pain - [+] don't stop walking if the only things there are non-pickupable - [+] make mosnters swap places with each other if they are the same baseid * [+] scroll of permenance - [+] make more monsters have gold * [+] can learn novice level weapon skills by using one a lot * [+] finish hawks * [+] add colour * [+] job attribs aren't working - [+] pile of ash has weird glyph! * [+] when you learn the first rank of some magic skills, you get a spell with it - [+] add colours to statbar - [+] can only "stop on xxx" if you have feet - [+] monsters shouldn't attack other to get to wanted objects. * [+] "xat throws a knife" - [+] manaspike doing no damage to giant newt - [+] assign colours to rings
2011-04-01 10:54:44 +11:00
return B_FALSE;
2011-03-04 12:22:36 +11:00
}
}
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
// look for avoided objects (because they are cursed or otherwise).
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
for (o = cell->obpile->first ; o ; o = o->next) {
flag_t *f;
int oblit = 0;
snprintf(buf, BUFLEN, "%ld",o->id);
f = lfhasflagval(lf, F_AVOIDOB, NA, NA, NA, buf);
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (f) {
// still cursed?
if ((f->val[0] != NA) && (o->blessed == f->val[0])) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (error) *error = E_WONT;
return B_FALSE;
} else {
// remove the flag.
killflag(f);
}
}
oblit = obproduceslight(o);
if (oblit) {
if (isundead(lf)) {
if (oblit >= gettr(lf)) {
if (error) *error = E_WONT;
return B_FALSE;
}
}
if (lighthurtseyes(lf)) {
if (wis >= AT_AVERAGE) {
if (error) *error = E_WONT;
return B_FALSE;
}
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
}
}
- [+] if can WILL _and_ CAST a spell, use power level from whichever is highest - [+] exorcise spell - l2 summoning - [+] +10% chance per skill level, -5% per monster TR, +5% per spell power - [+] implement - [+] paladins get exorcise at l5 - [+] new purity god pray effect: 100% success exorcisms. - [+] new perks for lore:demonology - [+] nov: exorcise demons (power 1) - [+] skilled: summon demon - [+] midnight -portals open. moongate? lunar portal? lunar gate? moon door? - [+] portals with no F_MAPLINK will create a random destinatino in the same map. - [+] makeobjecttemporary() function - [+] when it strikes midnight, a portal appears somewhere on the plaeyr's level - [+] the portal is temporary for 60 turns (ie. approx 1 hours) turns until end of midnight (calc this) - [+] fixed crash on "w-" - [+] during glorana's peace, striketoko is okay. - [+] announce posion potion effects. - [+] make dark maps just lower max vis range, isntead of not being lit ? - [+] redo entire light calculation code. - [+] light effects: - [+] create "bright light" object in radius around target cell (it has f_produceslight) - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] DARKNESS - [+] make a "magical darkness" object - [+] blocks view. - [+] at high level, light spell will increase ILLUMINATION level of the entire map. - [+] bright light objects burn/scare undead - [+] undead won't walk into cells with bright light power >= their TR - [+] monsters in cells with produces light which are vulnerable to light take damage - [+] cases to check for: - [+] vuln to light - [+] migrains - [+] iscelllit() should return light level of cell (sum of f_produceslight) - [+] gaining/losing f_produceslight should setlosdirty - [+] makelit() just places light/darkness objects - [+] monsters in cells with produces light which have good eyes get blinded - [+] move blinding code out of spell.c and into turneffectslf - [+] placing light/darkness objects causes los recalc in any who can see them - [+] this shoudl happen automatically since they will have BLOCKSVIEW. - [+] islit(): - [+] check for ot_darkness objects in the cell - [+] check for f_produceslight flags in the cell's lfs/objects - [+] return how MUCH the cell is lit - [+] f_produceslight flag now just lets you see further in the darkness - [+] still give light sources to monsters, but change the check to see whether we do this (check the map's illumnation level) - [+] get rid of calclight() code. - [+] then i can get rid of seeindark code in los checking ??? - [+] get rid of eyesight adjustment code - [+] remove enum LIGHTLEV - [+] CHANGE nightvisrange - it just countres the map's illumination level - [+] remove lf->eyeadjustment - [+] remove lf->losdark - [+] remove lf->nlosdark - [+] remove cell->lit and littime and otiglittimer and origlight and lastlit - [+] remove it - [+] don't save it
2012-08-02 14:08:27 +10:00
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (hasflag(o->flags, F_TRAP)) {
if (hasflag(o->flags, F_SECRET)) {
// hidden traps?
* [+] 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 (iq >= AT_GTAVERAGE) {
* [+] 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 (error) *error = E_WONT;
return B_FALSE;
}
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
} else {
// non-hidden traps?
* [+] 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 (iq >= AT_AVERAGE) {
- [+] thrown objects taking no damage due to hardness * [+] DIETY is slow. - [+] map bug - from 0,0, walk NE (off top edge). i end up at 0,0 again!!! * [+] ALLOW ROTATING OF VAULTS - [+] BUG: dig X only goes 1 cell. - [+] add a U shaped turn vault. - [+] change wehre i apply HADRNESS for lfs! - don't use adjustdammaterial cause we inherit there - [+] make obchance/thingchance part of habitat_t - [+] make sense surroundings take cartography skill into account * [+] BUG: rotated at() etc not working. - [+] if you fail stealing, the target should get angry!!! - [+] make sure to redraw stat bar when mind scan finishes. - [+] villages - [+] initial code * [+] town gaurds. stand next to the gate - [+] potion shop vault - [+] implement - [+] potion shop isn't getting potions!! - [+] and getting wrong floor type. * [+] stop shop from always being at the top left. - [+] make sure its x/y arent too close to edge of map (at least 5 away) - [+] vault param. f_mapmargin, 5 - [+] make calcroompos take x/y margin - [+] don't put auto obs inside vaults - [+] town walls - [+] more kinds of shops * [+] signs outside shops - [+] bug with ai swapping between firearms and twohanded weapons. fixed. * [+] make _CELLS_ have habitats! - [+] move vaultchance to a habitat param instead of getvaultchance() * [+] shopkeepers (special race) village things: - [+] barrels, - [+] guards, - [+] statue - [+] thrown objects should still take damage if blocked via a shield * [+] hardness (must do dam >= xx to hurt) * [+] WATER spread mods * [+] very powerful spells have casttime - [+] allow linkstairs() to take a parameter rather than always jsut searching for the other end - [+] when digging holes, only use getrandomadjcell if there is an lf in the way. and then use WE_NOLF. clear out solid cells - [+] show armour EVASION penalty in describeob - [+] teleportation trap. You reintegrate inside a solid object! You die.--More--. - [+] riverroom vault * [+] water: swap { and ~ again?? - [+] make "large puddle of water" evaporate more quickly * [+] special glyph case: for deep water
2011-06-29 18:48:48 +10:00
if (error) *error = E_WONT;
return B_FALSE;
* [+] 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
}
}
}
- [+] bug: "10 flaming arrows ##########\n are no longer on fire" - [+] bug: when wearing no boots: "A small puddle of water hits you!" - [+] animated zombie keeps changing colour * [+] wizard special case: * [+] bug - walked down stiars on top of a monster - [+] change "haslof" to come from a cell - [+] replace WE_NOTSOLID with WE_WALKABLE - [+] show hp/mp in colour - [+] invis potion should always traget user - [+] generic functions to curse/uncurse an object - [+] not prompting for statgain after training properly. fixed. * [+] pressing a key should interrupt resting * [+] implement doublebuffering for screen - [+] don't show attack dmg for mosnters - [+] reduce sprint time - [+] if a monster is chasing someone (ie has F_TARGET), then don't consider cursed ob ells as valid - [+] don't hear noises when in battle - [+] colourise attribs on status bar * [+] askob/askobmulti - [+] "lockpick with what" showing too much * [+] inventoy colours - [+] "masterwork stick" ?! - [+] poison: save to get rid of poison should be HARDER than save to prevent getting it * [+] why are xats starting off carrying objects ? * [+] small chance of catching a thrown missile if you have very high dex * [+] if you polymorphed on purpose, have a "revert to original form" ability - [+] nausea should only affect humanoids - [+] BUG displaying knowledge when it goes longer than 1 screen. - [+] monsters are attacking each other again! fixed? * [+] BUG: when i load a game, i gain all knowledge! - [+] more pole weapons * [+] disarming weapons * [+] tripping weapons * [+] MORE ISSUES with askobject * [+] validatelf - [+] fix bug with poison triggering too often - [+] chance of retching when nauseated. no hp loss, but takes time. - [+] monsters shouldn't throw stuff if they don't have lof. - [+] fix crash in knockbackob->fireat, caused by thrower == null - [+] let high powered KNOCK knockback creatures again ? - [+] test function to dump out: dungeonlev which_monsters_can_appear - [+] firstaid tells you how long poison will last and whether it's lifethreatenting? * [+] high level listen gives more info - [+] wind shield spell - [+] repels all missiles of speed <= power - [+] variable level spells - [+] F_VARLEVEL - [+] when you cast, say "cast at how much power" with choices "Power II (5 MP)" - [+] show in spell list: "5-10 MP" - [+] replace ARBOOST with MAGICARMOUR - [+] needan() * [+] move psychic shield check into losehp - [+] high level detectlife should show actual lf glyphs - [+] control which jobs can learn which new skills. - [+] F_CANLEARN xxx - [+] remember last target from spells - [+] askcoords = does lf for lastlftarg exist? if not, set it to null - [+] if so, start with it - [+] when you pick one, set it. - [+] F_SHIELDPENALTY - modifies accuracy. * [+] stop wizards from using shields
2011-04-06 17:27:55 +10:00
}
2011-02-01 06:16:13 +11:00
return B_TRUE;
}