Commit Graph

9 Commits

Author SHA1 Message Date
Rob Pearce 2db53bca61 - [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
      arrow traps)
- [+] simplify monster spellcasting
    - [+] don't use any mp
    - [+] select power based on monster hit dice only
    - [+] monsters should cast spells less often  - use f_castchance,
          default of 15% chance
    - [+] TEST
    - [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
    - [+] The cockatrice loses consciousness.  The cockatrice falls
          asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
      lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.

- [+] in getchoicestr:
    - [+]  if !showall, and if it shows a longdesc, then you hit
          backspace, longdesc should be cleared.
    - [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
      cell->room->id == thatid!!
    - [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
      monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks 
- [+] bug: sometimes we have no player start position.
    - [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo:  ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
    - [+] sword of mercy (at <1hp, ko)
    - [+] tranq dart
- [+] add sleeptypes
    - [+] change all refernces to f_asleep->val[1] (now an enum)
    - [+] change "stirs in its slumber" if unconscious
    - [+] change all 'fallasleep' calls
    - [+] attacking a ko'd enemy with merciful weapon should do nothing.
    - [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
      killing?
    - [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
    - [+]  implement F_BPNAME, v0=enum bodypart, text = name
    - [+] getbodypartname() needs a lf argument.
    - [+] once i add this, also make animals have "front legs" instead
          of "arms", "paws" rather than "hands" etc.
    - [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
    - [+] can't wear most armour?
        - [+] need f_noarmouron - we HAVE this bp, but can't put armour
              on it.
    - [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
    - [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 02:00:16 +00:00
Rob Pearce 5bd96d7e5a - [+] bug in skillpoint % display in @@
- [+] make detect life last longer
- [+] stirge should have enhacnesmell
- [+] plants should never "turn to face you". 
    - [+]  they should be able to see in all dirs.
    - [+] don't announce "turns to face" if the lf has f_awareness
- [+] AGAIN: walk on to a dark place and i can still see my own cell! 
      needed >= instead of > in celllitfor
- [+] don't show sacrifice text if you can't see
- [+] butterflies shouldn't produce light.
- [+] peaceful things shouldn't turn to face you all the time (only low
      % chance)
- [+] CRASHES when killing flags
    - [+] killflag() was dereferencing f-> after freeing it.
- [+] skill which aren't ready not showing up in 'm' list
    - [+] i think a previous fix for spells broke this...
    - [+] whatever it was, it shoudl only apply to spells, not
          abilities.
- [+] don't show @G if you're looking at someone else.
- [+] sunrise code didn't work - i immediately went to full fov!
    - [+] was a bug in isnighttime().
- [+] jimbo needs more hp
- [+] diningroom should have a fridge, instead of all food being on
      ground.
- [+] bug: "it is pitch black" as soon as you use stairs....... need to
      recalc light 
- [+] show temp lit areas as bold
    - [+] do it.
    - [+] test.......
- [+] notification of being followed to other maps/stairs:
    - [+] "you walk up the stairs. xxx follows you."
    - [+] implement.
- [+] move sacrifice code to god.c
- [+] change twoewapon->master to make your second weapon act like a
      shield
    - [+] ie. getshield() returns it.
    - [+] act like low level shield skill. special case in
          SC_SHIELDBLOCK
- [+] make twoweaponers only be able to use secondary weapons in which
      they are skilled.
2011-09-15 01:40:26 +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 16fb58c3cf 2011-08-17 20:57:43 +00:00
Rob Pearce 907ed43e40 - [+] calm animals should please mercy god
- [+] fix crash in godappears() if no cells free enxt to player
* [+] hecta's drain life didn't work?  MR?
2011-08-10 16:39:32 +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 00f9d4e0bf - [+] vampire gas cloud not working for player
- [+] monsters should only weild weapons if they are better than their
      inbuilt attcaks!
- [+] show dtected obkects in bold green
- [+] bug: can blink into impassable objects
- [+] infinite loop in ai turn for porcupine.
    - [+] movetowards()
* [+] vampires
- [+] vampire changes back to its original form.  CRASH.
2011-08-05 21:34:35 +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