Commit Graph

69 Commits

Author SHA1 Message Date
Rob Pearce 25ca8f3e43 - [+] fix bug in randomtalk
- [+] fix bug with beggars
- [+] prompt before giving money in C-d
- [+] bug: allies walking into walls
- [+] make your own race / job more likely to kjoin for less gold
- [+] new rarity level: rr_frequent ?
    - [+] add it
    - [+] in swamp, aquatic things are freqentut
- [+] swamp level:
    - [+] createdungeon (but use different h_habitat. how do i do this?)
    - [+] then remove all doors
    - [+] then change all walls into deep water
    - [+] add rarity for monsterss
    - [+] add rarity for objects
- [+] add f_nolink for vaults which aren't linked to rest of map
- [+] fishbowl vault
- [+] change misisle dam calculation - add firespeed rather than
      multiply.
- [+] forced shops at certain level intervals
    - [+] implmement RT_OBJECT text=objectname
    - [+] add buildings at levles 2-4 5- 7 8 - 10 11-13 14-16 17-19
          20-22 23 -25
- [+] split sp_ally_attack into attack and attack_unseen
- [+] base throwspeed on throwin gskill, not strength
- [+] make it much harder to catch thrown missiles
- [+] try to place RT_OBJECTs in rooms
- [+] maybe get rid of sound lowering for 's'lowwalk. this should be
      based on stealth!

- [+] don't let you walk down stairs if there's an impassable object in
      the way.
2011-11-17 00:50:33 +00:00
Rob Pearce 10e4713940 - [+] 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 00:57:21 +00:00
Rob Pearce dd03042c70 - [+] 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
2011-11-14 18:21:40 +00:00
Rob Pearce 497b4e0ead - [+] shouldn't be able to dodge if you can't move! ie sawgrass
- [+] chef steak knives aren't stacking. - because they weren't
      f_stackable!
- [+] chicken soup - cures poison
- [+] finish ob donate code
    - [+] chance of becoming pet
    - [+] only certain races
    - [+] only  f_tamable (but harder than pets)
- [+] implement lfflammable
    - [+] io.c announcements ( move from shatter()) 
    - [+] fire effect
- [+] sugar water
- [+] gaining skills too quickly at higher levles
    - [+] maybe make it get slightly harder each time.
    - [+] keep a count of total skillpoints ever gained
- [+] fixes to rollhitdice
- [+] missile weapons doing no damage!!
- [+] no sprinting while levitating / flyign 
- [+] icicle spell should deal piercing damage if lf can't be pushed
      out of the way
2011-11-09 01:18:07 +00:00
Rob Pearce d5c24cd742 - [+] 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 01:19:25 +00:00
Rob Pearce 39af842e74 - [+] bug: when ally can't see you it goes to sleep
- [+] after waking it just goes to sleep again!!!
- [+] bug:npc warriors aren't starting with a weapon
- [+] shouldn't be able to shieldblock if youre asleep!!!
- [+] allies sohuld announce what they are doing
    - [+] "I'm attacking a goblin"
    - [+] I just killed a goblin
    - [+] I need some rest soon...
    - [+] make sure only HUMANS do this...hu
- [+] F_EXTRADESC v0 should be 'order'.
    - [+] makedesc_skill should honour this
    - [+] makedesc_spell 
    - [+] same with other makedesc() functions
    - [+] auto-inc this when adding them.
- [+] allies not properly following me downthe stairs
- [+] armour that can cover multiple body parts
    - [+] f_goesonmulti
    - [+] multiple f_equipped flags.
    - [+] handle multiple f_equipped in takeoff()
    - [+] all required bodyparts  must both be clear
    - [+] if not, prompt to remove both things.
    - [+] check all code for f_equipped copes with multiple
          occurences...
    - [+] display as:  f - a wetsuit (worn over body and on legs)
    - [+] update io.c.  "it is worn over xxx and yyy)"
- [+] heat metal spell
    - [+] weilded metal burns hands and you drop it (unless immunte to
          fire/burn)
    - [+] metal armour damages you (1-4 each)
    - [+] metal lifeforms take huge damage
- [+] all lifeforms should have at least novice level knowledge of
      their own raceclass
- [+] new raceclass - dragons
    - [+] define it
    - [+] define skill for it
    - [+] make jobs know the skill
- [+] red dragon
    - [+] high armourrating
    - [+] swoop
    - [+] fly
    - [+] breath weapon
    - [+] spells
        - [+] heat metal
        - [+] fireball
        - [+] burning wave
    - [+] want gold
    - [+] immune to fire
- [+] red dragon hatchling
    - [+] generally lwoer power, only has heat metal and spark ?
- [+] spellcasttext for individual spells
- [+] ancient red dragon
    - [+] higher hp and armourrating
    - [+] more damage
    - [+] more spells
2011-11-07 02:12:04 +00:00
Rob Pearce 965fcdd4c0 - [+] monsters should automatically attack locked doors if they're
chasing the plaeyr
- [+] if a monster tries to open a jammed door, make a noise
* [+] glyph of warding spell - monsters won't walk on it
- [+] ice crust not working? fixed.
- [+] seal entrance should close doors too
- [+] more kinds of wizard staff
* [+] replace 'freezing touch' with something more useful.
- [+] in askcoords, writing:xxx, use colours
- [+] replace poisongas damtype name with 'gas'
* [+] redo skill screen
- [+] make ash clouds (sleeping etc) not affect thrower's square?
- [+] There is a magical inscription here:  ""
* [+] rename some spells
* [+] poltergeist spell keeps missing.
- [+] reduce fire damage from burning objects in pack, or equipped
- [+] first spell in beginner spellbook should be the one we know. 
- [+] fix bug with item inspect ability
* [+] stamina food
* [+] locate object issues
- [+] still got a wrapprint bug when showing spell descriptions.
2011-11-01 20:35:50 +00:00
Rob Pearce 7f809977ce - [+] chage skill descriptions to use Accuray Rating numbers, not
percentages
- [+] change hardness calculation
- [+] assertion roomidx failure
    - [+] map roomids are geetting screwed up.
    - [+] especially when i do RESTART MAP GENERATION.
    - [+] possible fix is in place...
- [+] maybe make all monsters always have close to max hp
* [+] change weapons to use 'damage rating'
- [+] when reading a spellbook, notify which spells are too hard. OR
      don't even list them?
- [+] print "it is too powerful for you to cast" in red
- [+] don't show "[magic]" on identified objects
- [+] why does agility of 12 give +3 accuracy??? should be lower
- [+] why do i suddenly show about rings???
    - [+] bug in giveobflag()
    - [+] fixed ???
- [+] why could i learn a level 4 fire spell (flame pillar) when my
      fire mgic skillw as only lv3 (adept) ???
    - [+] bug in getspellpower's enforecement of max spell levels
- [+] higher level spells should cost more to cast.
    - [+] l1 = 1
    - [+] l2 = 2
    - [+] l3 = 4
    - [+] l4 = 8
    - [+] l5 = 16
    - [+] l6 = 32
- [+] lurking horror missing a weapon
- [+] in makedesc_spell, put mp cost in red if you can't cast it
2011-10-24 16:46:19 +00:00
Rob Pearce c79a0403c2 - [+] wizard staff should deal 1 extra magic damage as long as you can
pay it
    - [+] use "enchanted" weapon mod?
    - [+] test
    - [+] why aren't obmods working on start obs?
    - [+] why isn't wizard starting with staff weilded
        - [+] because gamemode was GM_LOADING
        - [+] use something different during character gen.
- [+] use different text for followup weapon hits (extradam)
    - [+] "you hit the xxx" (first one)
    - [+] "the xxx burns" (second)
    - [+] "magic blasts the xxx"
    - [+] "the xxx is chilled"
    - [+] move all of this into construct_hit_string(lf, victim, wep,
          damtype, dam, damnum)
    - [+] test
    - [+] move getkillvebr()  and getattackverb() into text.c
    - [+] make attackob() use the same code
- [+] spellbooks now contain multiple spells
    - [+] they have an associated SKILL (not spell)
    - [+] they have contents (a list of spells)
    - [+] hiddenname isn't getting assigned
    - [+] contents aren't getitng filled in
    - [+] when you read them, you learn all the spells (if you can)...
          OR prompt what to read
    - [+] DONT give wizards spells on levelup anymore?
- [+] gods should say WHY they are angry.
    - [+] angergodmaybe, angergod need to take enum GODANGERREASON
        - [+] change definitions
        - [+] change calls
    - [+] add new godsay text into angergod()
2011-10-20 17:15:24 +00:00
Rob Pearce 168a3c49ff - [+] 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 .
2011-10-18 23:08:14 +00:00
Rob Pearce 0d663e81b3 * [+] maybe a new weapon damage calculation....
- [+] eyes shouldn't adjust if you can seein the dark
- [+] make fire spread to nearby flammable objects.
- [+] issue with soldering iron
    - [+] shouldn't be able to weild it if we don't know what it is
    - [+] shouldn't be able to get stats like damage dealt ect if we
          dno't know what it is
- [+] need technology skill to weild tech weapons??
- [+] misile damage problem - Killed by a spear (thrown by an orc
      warrior).(33 damage)
- [+] ring of endurance
- [+] make evasion checks modified by speed.
- [+] bone items have higehr chance to be cursed
- [+] tweak feign death check now - int check (attacker) vs wisdom (one
      feigning death)
- [+] cursed teleportation should take you next to a monster
- [+] bug: infinite loop during getrandomroomcell(map,ANYROOM)
- [+] make dumprooms able to show room ids
- [+] bug: i'm able to cast varpower spells which cost more mp than i
      have!
2011-10-13 21:37:15 +00:00
Rob Pearce 4eeb8cfe43 - [+] 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)
2011-10-12 21:15:48 +00:00
Rob Pearce 4101e7c066 - [+] shift+backward shouldn't let you attack backwards!
- [+] if LFINWAY and not "infront", "you run into somehting"
- [+] change tumle to just take a direction
    - [+] change to take a dir
    - [+] different dirs should give different messages
- [+] abilities should only charge STAMINA if they were successful!
    - [+] at end of useability()
    - [+] abilityeffects miust only retur TRUE on cancellation
- [+] scroll of awareness not being used up!
- [+] lore:  at adept level, add "it could potentially kill you in xx
      hits"
    - [+] (assume no armour)
    - [+] need getweapons()
- [+] implment 'canuseweapons(lf)'
- [-] spells should only charge mp if they were successful???
    - [+] move the validatespellcell() call into castspell. 
    - [+] add f_targettedspell, tt_xx to all spell defs
    - [+] remove validatespellcall() call from dospelleffects
    - [+] test with player
    - [+] test with monsters
    - [ ] special cases:
        - [ ] blink
        - [ ] test digging...
        - [ ] invisibillity?
        - [ ] light
        - [ ] darkness
    - [ ] do i still need "frompot" in spelleffects???
- [+] new ability: flipthrow
2011-10-07 02:38:58 +00:00
Rob Pearce c7845ee622 - [+] fixed buf where f_restuntilbetter wasn't cleared
- [+] monk was starting with agility too high.
- [+] crash: missing room ids.  hopefully fixed.
- [+] notify player when stamina rises from 0
- [+] resting - get rid of seperate "rest until xxx", just rest until
      EVERYTHINg is good.
- [+] steam should deal heat damage, not fire (ie. don't set things
      alight)
- [+] river going through a level. how do i do this?
    - [+] outline???:  "hasriver"
    - [+] river code:
        - [+] pick random radius (0-3)
        - [+] pick random spot along top ( x >= radius and x <=
              w-radius-1) 
        - [+] pick random spot along bottom
        - [+] bresnham between spots to make centrelist
        - [+] for each centrelist
            - [+] make a second list of rivercells (rivercell->x -
                  wid/2) - (rivercell->x + wid/2)
            - [+] foreach riverercell
                - [+] move any staircases here to somewhere else
                - [+] clearcell
                - [+] convert to low rock floor
                - [+] convert  to deep water
- [+] make ctrl-y work, as well as ctrl-c
- [+] i'm noticing tripwires too often (adventurer with 0 perception
      skill)
    - [+] make the check harder!
- [+] tweak safetorest() so that monsters don't just look away form the
      plaeyr then go to sleep!
2011-10-06 20:12:13 +00:00
Rob Pearce 3e7380a5b6 - [+] 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 ?)
2011-10-05 22:08:13 +00:00
Rob Pearce 5cb8b05817 - [+] 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
2011-09-27 18:56:58 +00:00
Rob Pearce 7f33b6351c - move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
      can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you.  A potion of sleep
      hits you.
      A potion of sleep shatters!  You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
      description below!
- [+] in getchoicestr:
    - [+] remember desc_end_y
    - [+] if our typed text doesn't match, and desc_end_y is set 
        - [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
      first level!!!!!
    - [+] put in debugging to show if we ever destroy a staircase
    - [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
      still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
      turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
      certain %age. ie. f_modmaxhp 80% to get lower.
    - [+] jobs can no longer have F_HITDICE
    - [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??

- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT 
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
    - [+] can fly
    - [+] vuln to electric attacks
    - [+] vuln++ to fire
    - [+] ---str
- [+] cyborg
    - [+] +str, +int, +dex, +con
    - [+] ---cha
    - [+] -wis
    - [+] vulnerable to lightning, water,cold
    - [+] cannot use any magic, or med-high chance of spell failure
    - [+] bleeds oil rather than water
    - [+] see exact hp damage (f_extrainfo)
    - [+] tech usage.
- [+] remember race in highscores.
2011-09-19 01:47:35 +00:00
Rob Pearce b200e3acf7 - [+] move all definitions into data.c
- [+] initcommands
    - [+] initobjects
    - [+] initskills
    - [+] initjobs
    - [+] initrace
    - [+] (but leave init() itself in nexus.c)
2011-09-15 01:58:16 +00:00
Rob Pearce da656dfa52 - [+] 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
2011-09-14 22:42:54 +00:00
Rob Pearce 7370b60375 - [+] flak jacket too powerful
- [+] make it only protect against missiles?  no AR as such
- [+] facing N, walk NW.  turn instead of walk! bug in
      getrelativedir(). fixed.
- [+] ctrl+dir = turn.
- [+] make novice level listen more useful.
- [+] l2 tech: "styptic" -
    - [+]  heals certain bleeding injuries
    - [+] then if still bleeding() due to low hp, heal back up.
* [+] tool: bandage -fix blood loss
- [+] change enhancedsmell to happen in same place as 'detectlife'
- [+] spells:
    - [+] sixth sense - l1 - warns if someone is within 2 cells behind
          you.  lasts for a single use.
    - [+] canine tracking - l2 divination spell, gives temporary
          enhanced smell for short range (3).
    - [+] heightened awareness - l3 ongoing divination spell to enhance
          FOV to 360 degrees
    - [+] scrolls for the second two
    - [+] apportation
- [+] let wizards pick two secondary spell schools
    - [+] start with beginner in primary, novice in sec
2011-09-12 23:52:21 +00:00
Rob Pearce ec5942d31f - [+] 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
2011-09-11 23:52:14 +00:00
Rob Pearce d51dfa11f9 - [+] 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'
2011-09-09 23:03:32 +00:00
Rob Pearce 1f6429e305 - [+] 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)
2011-09-05 22:04:51 +00:00
Rob Pearce c181893ae4 - [+] sleeping mosnters aren't waking up soon enough!!! make difficulty
of listen check easier.
    - [+] they tend to only wake when i'm 1 sq away
- [+] get rid of sprintf
    - [+] replace all with snprintf via macro
    - [+] then search for HUGEBUFLEN etc and fix up
- [+] compile with -O2, fix up warnings.
- [+] gaze attacks (ie eyebat, beholder) now need 2way los, and glasses
      will protect you
- [+] use "wrapprint" to show physical props in @@
- [+] glowbugs should flash upon death
- [+] should stop gaze attacks (like eyebat)
- [+] golden cobra - acidspit at eyes
- [+] bright flash (glowbug, and make some of them hostile)
- [+] flashbangs (make them more common)
- [+] combine tracking with searching and call it "Perception"
    - [+] replace all occurences of SK_xxx
    - [+] replace skillcheck (or make it use different skill)
2011-08-31 17:33:35 +00:00
Rob Pearce b1b8e2506a * [+] 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
2011-08-30 20:10:43 +00:00
Rob Pearce 1f721ed03c - [+] bug in movement speed display for monsters
- [+] bug: curtime getting past 23:59.  need it to wrap around.
* [+] track # days spent.
- [+] need to save gametime!
2011-08-25 09:01:28 +00:00
Rob Pearce 52f6fd21c3 - [+] bug: when running, i jumped into deep water!
- [+] instead of evasion skill giving a fixed boost, make it change the
      evasion bonus due to xp level.
* [+] give monsters free moves when you go back onto a level, BEFORE
      placing the player.
- [+] fix dungeon code to eliminate nonlinked rooms
    - [+] force all vaults to be at least 3 squares away from map edges
    * [+] implement flood-fill test.
2011-08-24 23:48:29 +00:00
Rob Pearce f071b379ca - [+] fix bug with help not working
- [+] fix bug with redrawing when you open a door.
- [+] fix bug where pleasing gods during killflag() causes crash.
- [+] creatures >= 2 sizes bigger than you should block los
- [+] explosion trap should kill doors
- [+] redo getflags to take more args
- [+] genericise isprisoner code
* [+] jimbo's lair needs a portal back to dlev1
* [+] linkexits still not working properly.  fixed i think!
- [+] rename some spells
- [+] make max spell level be 6 (to match up with pr_master)
- [+] modify mp per level by sk_sorcery/2
- [+] bug: reading a blessed scroll of manding does nothing!
- [+] improved crit effects
    - [+] bash
    - [+] slash
    - [+] fire dam cauterises slash wounds
    - [+] cold dam fixes brusing
- [+] add crit chance to weapons. (default of xxx)
- [+] stirges shouldn't be able to latch on if you have no exposed body
      parts
2011-08-24 08:15:09 +00:00
Rob Pearce 9a3c2c69ba - [+] Redo precalclos() code!
- [+] more haslos() improvements
* [+] fix god pleaseing when fleefrom expires
* [+] bug with pet running away
- [+] instead of "You hit xxx but do no damage", say "You hit xx
      ineffectually."
- [+] if you do  >half someone's AR, they always take at least 1 damage
- [+] initial objects aren't worth any points
2011-08-20 04:14:39 +00:00
Rob Pearce 16fb58c3cf 2011-08-17 20:57:43 +00:00
Rob Pearce cdd7d69532 * [+] why did i get a gift from yumi in the middle of a battle?
- [+] need alignment. f_alignment.  default neutral.
- [+] slight change to armour damage calc
- [+] thrown poisoned weapons don't work!
- [+] holy aura spell. lv3 cleric.
* [+] are kobolds working properly??  seem buggy
* [+] calmed down a war hound with a mushroom.
- [+] use wisdom for checks for unwise things, not iq.
* [+] hecta should only care about attacking evil creatures if they
      were NOT hostile.
- [+] optimise:
    - [+] use getflags() more often.
    - [+] lookforobs() - redo code for ai wanting things.
    * [+] precalclos - 28%
    * [+] hasbetterweapon()
    - [+] haslos - 27.3%
- [+] when you move now, you don't have los to your previous cell on
      the first drawscreen when your turn starts!!!!!
- [+] ai is coming too close before firing ranged weapons. allow them
      to stay within 2 - maxrange if they have a weapon.
- [+] also let them fire form furhter away!
* [+] give healing potion to hurt (intelligent) lf to calm them down?
* [+] Amberon (m) purity, righteousness
* [+] Hecta - female, death, undead, evil, night
* [+] Felix -  male, thieves, greed
* [+] bug - i found jimbo dead!
- [+] cave vault (different wall types, boulder at the entrance, lots of
      food, bears)
2011-08-10 02:40:29 +00:00
Rob Pearce 81c7f37eff - [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
      skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying  might give you a gift. 
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
      turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
      before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
    - [+] prey = oneoff effect
    - [+] gift = ongoing
    * [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-03 18:43:05 +00:00
Rob Pearce 94ed133ace * [+] hiscores
- [+] limit name length
* [+] The fire titan is burnt by a flaming greatsword!
- [+] make ar slightly less effective.
- [+] don't prompt "really walk into xxxdangerousthingxxx" when
      carefully walking.
- [+] allow dodge check for web spell.
- [+] speedups in attack.c
- [+] "the centipede bites you" "the centipede hits you"
    - [+] how did it get "hit"? it should only have a teeth attack!
- [+] after looking at skills, bottom line of status bar isn't redrawn.
    - [+] anything with a --more--
- [+] druids regenerate mana based on nearby plants
- [+] bug: "your young wolf starts casting a spell" when sprinting.
- [+] bug with AI follow code - now fixed.
- [+] make ai pets be able to "smell" the player.
- [+] unarmed adept: break wood (no "ow!" and extra dam to wood/doors)
- [+] automatically give all player pets the ability to see footprints!
* [+] monsters not following properly! fixed now i think.
- [+] mark fountain potiontypes as "tried" after you drink
- [+] replace barbarian with warrior.  make it armour-based.
- [+] bug: "A Jimbo comes into view" should be "Jimbo coes into view"
- [+] more findlfags() calls needed in lf.c.
- [+] give jimbo f_dontleaveroom!
HELP SYSTEM
 - [+] ?? for commands
- [+] ?s for skills
2011-07-28 22:45:34 +00:00
Rob Pearce 07844bb69e * [+] 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 02:01:05 +00:00
Rob Pearce ce878f6ae8 * [+] 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 01:43:45 +00:00
Rob Pearce 7c86e87f4a * [+] 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
2011-07-13 21:40:28 +00:00
Rob Pearce 7dfeb42e5a - [+] 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 08:48:48 +00:00
Rob Pearce cf328f849f * [+] check darkmantle code now that i can se ab it in dark
- [+] don't drip blood from melting damge
* [+] climbing
- [+] LOTS of bugs with holes
- [+] cope with walking diagonally off world map
- [+] can no longer walk off the world map!!!
* [+] BUG: worldmap 0,-1 had a link to dungeon!
- [+] Dig down into a pit - CRASH. fixing previous one might fix this?
* [+] CRASH:
* [+] walking onto water:
- [+] boots of stealth / elven boots - make footstep volume = 1
* [+] f_freezingtouch
2011-06-23 05:57:55 +00:00
Rob Pearce f82a043509 - [+] BUG: genhiddennames() not being called.
- [+] because there is only ONE knowledge entry!!!
- [+] BUG: no low rarity potions for forest -was causing game to hand
      in startobclass.
2011-06-22 06:20:24 +00:00
Rob Pearce 6cd743b9f9 - [+] askchar - default isnt working.
* [+] implement regions
- [+] new vaultflag:  norandom (doesn't rnadomly appear)
* [+] jimbo's lair
* [+] implememnt skill training
* [+] still a bug with flooded rooms having no doors!
* [+] change f_impassable to be a size _range_ which can't pass it.
- [+] metal armour should add to walking volume!
- [+] sewing/metalwork skill to repair cloth/metal armour, instead of
      "armour" skill?
- [+] moveob() onto a pit - they fall through!
vault options:
- [+] dlevmin/max:xx appears at this depth/difficulty
- [+] goesin appears in habitat xx (if none of these, can be anywhere)
    - [+] habitat has to be a struct first, with a name.
- [+] norandom (don't randomly generate - only from outline)
- [+] pits
    - [+] only one can exist in a cell
- [+] replace getemptycelltype() with entries in habitat_t
- [+] make map->habitat a link.
* [+] update linkstairs to do pits
SPELLS:
- [+] shatter (grav/air, break glass, break potions. damage to anyone
      nearby)
2011-06-22 06:01:48 +00:00
Rob Pearce 9db5f3aeec - [+] adjust damage for size
* [+] repair armour
* [+] armour "hardness" to reduce damage?
- [+] fix resting while poisoned.
- [+] shouldn't be able to attack while ethereal
- [+] cursed scroll of mending should damage stuff
- [+] spark should light unactivated candles/torches instead of
      igniting.
* [+] askcoords:  add a subprompt param:
* [+] xp levels:
- [+] stealing skill
* [+] alarm spell - level 1 wild magic
- [+] reduce damage when drunk (-1d3)
* [+] better armour material damage immunities
* [+] bug - lots of mosnters on same square - bug with f_numappear
- [+] chat-> "go to x,y" (they must have los to there)
- [+] reduce # objects in rooms again!!!!
* [+] put gatekeeper on DLEV 6
- [+] bug: when doing a heavy blow, don't use weapon effects liek trip.
- [+] don't show "[magic]" or [inspected] at end of game
- [+] knockback bug: You flatten the kobold!  The kobold slams into a
      rock floor!
- [+] warn before dulling blade.... (if pretty high iq)
- [+] monstesr should not start eating when enemies are nearby!
- [+] increase weight of weapons
- [+] fix up what counts as a heavy wep
- [+] check throwing - i can throw a 6.5 javelin 6 squares with a str
      of 7!!
- [+] eat blinkdog corpse for instant blink ability

- [+] true strike (???, next xx attacks alway hits).  xx is power/3
- [+] floating disc (summon)
- [+] obscuring mist spell fixes
2011-06-20 03:16:30 +00:00
Rob Pearce 27d22df11d - [+] 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 08:58:35 +00:00
Rob Pearce 11c03d71cf 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 08:34:44 +00:00
Rob Pearce af0d8f244d - [+] 's' = slowwalk(lf, dir). ask which dir if not given and player.
- [+] adds F_SNEAKING 
    - [+] calls trymove
    - [+] removes F_SNEAKING
    - [+] effects:
        - [+] move slowly (2 times normal)
        - [+] never slip
        - [+] bonus on stealth check
2011-05-27 02:50:59 +00:00
Rob Pearce f4cdcae146 * [+] shallow water / deep water
- [+] copy getmovespeed() water code into getactspeed too.
- [+] CAN throw missiles or fire guns while swimming, but you have an
      accuracy penalty, and they go slower. 
* [+] can't cast spells while in the water
* [+] sk_swimming
- [+] new obclass - terrain - goes baove everythign
- [+] remember tarrain like dfeatures
- [+] replace cone of cold with cold ray which hits all objects in the
      path, but stops at the first lf.
- [+] towel - dries things off.
- [+] f_needswater - suffocate if you aren't in water.
- [+] l6 nature - FLOOD.
- [+] make water jet leave a water trail
* [+] water monsters ( non-grey ;)
- [+] add aquatic mosnters to flooded rooms. addmonsters needs to check
      for water.
* [+] SPEED UP the game. running very slowly now. switched ncusrses
      draw func.
- [+] fix crash when moving off forest map with DC_xx instead of D_xx
2011-05-27 00:41:34 +00:00
Rob Pearce 69982623ed 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 02:12:00 +00:00
Rob Pearce a763c3c4b1 - [+] issues with drawing off edge of map.
- [+] should ALWAYS be blank (' ')
- [+] The fire giant forgecaller incinerates you with a flaming
      morningstar.--More-- HP:-115193/139
- [+] barbarian should start with a heavy weapon (to do heavy blow with)
- [+] chang epegasus symbol to Q
- [+] stop sprinting when you open a door, attack, etc
- [+] "the darkmantle vanishes" "the darkmantle appearS" "the
      darkmantle steps though the shadows"
- [+] when generating humanoid monsters on dark levels without
      seeindark, high chance of them having a torch/candle
- [+] all undead should seeindark
- [+] major healing pot doesn't work
- [+] crossbow should do more damage
* [+] aiming skill - determines accuracy of firearms
* [+] change spellbooks to be a single object ("spellbook")
- [+] call wind spell
- [+] make plants boost power of druid spells
- [+] secret iron door showing up as '.'
- [+] table shoudl be misc, not dfeature
* [+] implement sound volume.  1 - xx
* [+] some monsers have f_varlevel. v0 = max.
- [+] implement 'say'
* [+] bandits should demand a bribe (based on their hit dice)
* [+] replace graph paper with cartography skill
- [+] lightning bolt (air, goes THROUGH all lfs until the target one.
      less damage than fireball though.)
- [+] no casting spells while prone
Initial world map implemention.
- [+] maps need flags.
* [+] when in world map, calculate rarity differently based on distance
      from 0,0
* [+] allow walking off edge of forest to new map areas
2011-05-19 20:30:58 +00:00
Rob Pearce 300f1637b3 - [+] can't go up to forest now!!!!
* [+] implement points:
* [+] listobs() printing nothign when i die...
- [+] use nextmap again.
- [+] make 'grass' cells burn to dirt
- [+] bug in checking screen chars.
- [+] NOW why isn't screen clearing after exiting inventory?
* [+] in drawlevelfor()
- [+] CRASH going down stairs to dlev 2.
- [+] outside light - 6pm -> 6am = DARK
- [+] outside 6pm-7pm = getting dark
- [+] outside 6am-7am = getting light.
- Initial forest implementation
	- [+] all grass
	- [+] lots of random trees
	- [+] add monsters / objects
	* [+] more forest objects
2011-05-16 02:03:25 +00:00
Rob Pearce 858a264b07 * [+] 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 01:49:35 +00:00
Rob Pearce 810ab99662 * [+] 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 03:12:52 +00:00