nexus/flag.h

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#include "defs.h"
// functions
flag_t *addflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text);
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flag_t *addtempflag(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int timeleft);
flag_t *addflag_real(flagpile_t *fp, enum FLAG id, int val1, int val2, int val3, char *text, int lifetime, int known, long obfromid);
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flagpile_t *addflagpile(lifeform_t *owner, object_t *o);
void copyflags(flagpile_t *dst, flagpile_t *src, int lifetime);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
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int flagcausesredraw(lifeform_t *lf, enum FLAG fid);
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int flagstacks(enum FLAG fid);
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flag_t *hasflag(flagpile_t *fp, int id);
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flag_t *hasflagknown(flagpile_t *fp, int id);
flag_t *hasflag_real(flagpile_t *fp, int id, int wantknown, flag_t *exception);
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flag_t *hasflagval(flagpile_t *fp, int id, int val1, int val2, int val3, char *text);
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flag_t *hasflagvalknown(flagpile_t *fp, int id, int val1, int val2, int val3, char *text);
flag_t *hasflagval_real(flagpile_t *fp, int id, int val1, int val2, int val3, char *text, int wantknown);
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int killflagsofid(flagpile_t *fp, enum FLAG fid);
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void killflag(flag_t *f);
void killflagpile(flagpile_t *fp);
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void makeflagknown(flagpile_t *fp);
void sumflags(flagpile_t *fp, int id, int *val0, int *val1, int *val2);
* [+] backstab - [+] monsters start asleep and make spot checks ? - [+] make them start asleep - [+] then make this random - [+] sound will wake them (ie. "makenoise") - [+] when you move, make SC_STEALTH check. if you fail, you make noise! - [+] must pass LISTEN check OR have los to hear something. - [+] "the blowfly falls asleep" "the blowfly appears" when summoned. - [+] don't show 'falls asleep' while being created! * [+] don't start summoned mosnters asleep! * [+] clean up bresnham functions - [+] hearing - instead of just using distance, use distance modiied by # of walls! - [+] getcelldistsound() - each wall counts as an extra cell! - [+] add WALK/FLY noises to all monsters! - [+] don't show 'you hear xxx' when resting. - [+] extra damage for weapon skill (up to 50% extra) - [+] make broken glass crushable - [+] only interrupt rest for non-peaceful, non-friendly monsters - [+] save to fight off poison * [+] beholder is never using its BITE attack * [+] need a price for manuals!! * [+] change"dobresnham" to populate an array of cells - [+] make ai cast animate metal (if they ahve a second weapon) - [+] implement getallegiance() to clean up isfriendly / ispeaceful etc - [+] bug - f_else f_ifpct etc not working in startobs * [+] OT_S_CHARM - [+] update askcoords to show "weilding x AND Y" - [+] stop enemies from throwing firearm ammo somehow * [+] implement - [+] pacify spell - [+] make spellbooks less common - [+] detectmetal not wokring. fixed. - [+] detectobjects spell - [+] cleanup using flagcausesredraw() - [+] increase odds of weapons in rooms, and max ob count in rooms
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void timeeffectsflag(flag_t *f, int howlong);
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void timeeffectsflags(flagpile_t *fp);