Commit Graph

38 Commits

Author SHA1 Message Date
rob ea1df51d08 Replaced flag code with hash tables. Roughly 76% faster. 2022-08-28 16:09:49 +10:00
rob 81c033d7dc Removed sprintf() usage
Now conpiles properly on linux again
2022-08-27 21:38:56 +10:00
Rob Pearce 134542ed8f Adding a bunch of files which say they're modified, possibly just because I'm on a new system. 2021-11-16 11:23:38 +11:00
Rob Pearce 33c532339c Slightly increase chance of vaults in the main dungeon
When creating vaults, use 50% chance each time of increasing rarity instead of 33%
Make chests have better objects
2016-06-18 18:22:43 +10:00
Robert Pearce e9a2ccb2c8 - Fixed heaps of memory leaks and bad memory usage. This should finally fix the flagpile corruption from 6 years ago!
- forgot to initialise brand->description
- door displaying as "leaf" - definition of knowledge->id was OBCLASS instead of OBTYPE.
- Repeated text:
        Minimum agility to use effectively: 50 to use.Minimum agility to use
        effectively: 50 to use. (bonus at 70).
- change wish text to be more meaningful
- fix failure when loading objects with a bonus from vaults/bones (eg. blessed '+5' sword)
- when raging, don't prompt to really attack when you won't gain xp
- disable flagpile checks
- Use 'interact' to use shops, not 'operate'
- Bad text: You are resistant to: projectiles[-7870t], explosives[-7870t].
- scorpions shouldn't follow you up stairs. (but giant scorpions can)
- make failed relinkob() calls return the original object rather than null, otherwise we get situations where an object becomes NULL and causes a crash.
- make cooking skill description show what size corpses you can cook.
- bug: potion of growth caused instadeath when reverting.
- bug: not showing monster abilites properly
- show raceclass in descriptions (/ v)
- make evasion only work if you're not exhausted
- Felix should be pleased by attacking people while hidden
- Not seeing felix angered messages when donating items
- Holes in roof - you now need to climb to inspect them.
- Fixed crash when hitting @ while producing light.
2016-05-31 00:21:12 +10:00
Rob Pearce 60914f4842 - [+] change cooking skill - make it determien the size of the corpse
you are able to cook.
- [+] then greatly increase chances of getting sick from raw meat.
- [+] and decrease nutrition for raw meat again
- [+] wizard classes should get random spells on level up
- [+] Interact (with adjacent things)
    - [+] add new command
    - [+] bookshelf
    - [+] wardrobes (contain clothes)
    - [+] open barrels
    - [+] computers
- [+] only show "it currently contains..." for containers which you
      have opened.
    - [+] F_BEENOPENED.
- [+] some barrels are randomly jammed
- [+] change jam to be strength check.
- [+] change skillcheck roll - now only 1-50
- [+] monsters shouldn't cast lethargy if you're already exhasted
- [+] lethargy should cancel rage.
- [+] change spellbooks - always id them but you might not be able to
      read them.
new vaults:
- [+] goblin nest
- [+] orc fort
2012-12-23 22:02:52 +00:00
Rob Pearce fe41614a1c - [+] better help text for temperature effects in @e
- [+] why wasn't eyebat levitating? fixed. anything with nostam should
      always have 100% stamina.
- [+] pain shouldn't work on undead.
- [+] screamer
    - [+] walking
    - [+] plant. purple brocolli
    - [+] spellcloud scream
        - [+] deafens adjacent creatures for 40-50 turns (doesn't stack)
        - [+] attracts other monsters
    - [+] leaves "screamer slice"
- [+] how do you open a barrel without hurting contents?
    - [+] answer: don't use DT_BASH.
- [+] giant bee
    - [+] sting then die. (cause pain)
- [+] don't get dizzy while running
2012-12-07 04:42:14 +00:00
Rob Pearce 234d70b099 - [+] chat->all allies command.
- [+] replace 'step carefully' key to free up 's' - OT_A_TIPTOE
    - [+] 's' = 'shut door' (replace 'c')
    - [+] 'c' = 'chat to single'
    - [+] rewrite docomms() to use other funcs
    - [+] 'C' = 'command all allies'
        - [+] only possible for single person:
            - [+] 'o' donate
            - [+] 'i' tell me about this area
            - [+] 'j' join me
            - [+] 'k' trade knowledge
            - [+] 'm' mercy
            - [+] 't' trade
            - [+] 'x' dangers nearby?
        - [+] make a list of all commands which are valid for EVERYONE
        - [+] send command to everyone.
        - [+] docommslf()
    - [+] test with single target
    - [+] test with multiple targets
- [+] hitconfer lifetime for wight/contagion zombie should only happen
      on fatal hits
- [+] makezombie() should be able to call petify()
- [+] bug: mosnters never using HIDE ability.
- [+] monsters which pretend to be objects (ie. gargoyle)
    - [+] F_ISMONSTER v0=raceid v1=objectid, v2 = spot check difficulty
    - [+] when generating, add contents->first as objectid v1
    - [+] getobname -> if you have f_mosnters, use contents->first
    - [+] getobdesc -> if you have f_mosnters, use contents->first
    - [+] mosnters won't walk onto it
    - [+] if you are next to them and can't see them... reveal then
          attack!
    - [+] F_ISMONSTER - must always be impassable to everyone!!!
    - [+] if you try to walk onto it:
        - [+] "the xxx starts to move!"
        - [+] kill ob
        - [+] add lf
        - [+] they get a free attack
    - [+] if it takes damage
        - [+] ... convert.
    - [+] spot checks to see them.
        - [+] ...convert.
    - [+] F_PRETENDSTOBE - mosnters will revert if unseen.
    - [+] reveal hidden should show them.
- [+] gargoyle
    - [+] stone statues
    - [+] winged
    - [+] large
    - [+] ~37hp
    - [+] start off as an obejct
- [+] wight
    - [+] rare.
    - [+] ~26 hp ...TR5
    - [+] silent move
    - [+] dr4 attack (low damage) but....
    - [+] any humans killed rise as a wight .
        - [+]  (hitconfer revive).  how can i limit hitconfer to a
              race? maybe f_hitconferrace
        - [+] bones file
        - [+] tested ok.
    - [+] 1 leveldrain per hit
        - [+] skillcheck to avoid
        - [+] wight gains +5 hp
2012-12-04 05:15:27 +00:00
Rob Pearce ae01d1bbfa - [+] add f_nostam to undead.
- [+] add nonausea rather than nosmell sometimes.
    - [+] rats should eb able to smell, but not get nauseated.
- [+] fix triumph pleasure for bjorn.  must be no monsters within
      LOF... or within radius ?
    - [+] and make it very low piety gain.
- [+] remember which level we got flags form
    - [+] flag_t -> fromlev
    - [+] announce this in getflagcourse
- [+] undead qualities
    - [+] no criticals
    - [+] don't naturally heal
    - [+] don't breath
- [+] drainlevel(fromlf)
    - [+] check for dtresist necrotic 
    - [+] fitness saving throw (difficulty is 100 + fromlf's level*6)
    - [+] call loselevel()
- [+] loselevel()
    - [+] announce.
    - [+] drop maxhp.
    - [+] adjust hp appropriately
    - [+] lose any flags where >fromlev is too high.
    - [+] handle monk f_hasattack specially.
        - [+] getmonkdr(level)
        - [+] getmonkattacks(level)
    - [+] keep track of what stats we gained and lose them again.
- [+] TEST level drain with cursed xp pot
- [+] TEST level drain with stats...
- [+] prevent drinking when wearing full-face masks like gas
      mask/football helmet
    - [+] implement f_COVERSFACE.
    - [+] add it to objects.
    - [+] check it when doing caneat() candrink()
    - [+] up their AC bonus too
- [+] large scorpion
- [+] hellhound
- [+] large primalities
- [+] new vault flag: usehabitat:xxx
    - [+] means "set the habitat of all vault cells to xxx"
    - [+] real_getrandomob() should be given a CELL, not MAP.
    - [+] getrandomobofclass() should be given a CELL, not MAP.
    - [+] use CELL habitat to determine random obs
    - [+] apply to caves
- [+] vault scatter: ignore locked cells (ie. reusable ones)
new vaults
- [+] dualroom
- [+] sauna - vhot!
- [+] pentagram and demons
new pionic spells
- [+] chi bolt - low dam ranged attack 1d4
- [+] chi strike (l4) - add 1d4 explosive damage to melee hits
2012-12-03 05:12:29 +00:00
Rob Pearce c6fed68ba2 - [+] fix carpetted floor colour
- [+] bug: giant ant zombie not attacking giant ant
- [+] change table symol to PI
- [+] replace footstool with chair
- [+] allow reusable cells in vaults
- [+] slippery floors should make pushing easier
- [+] when checking stairs i found "Pete footprints"
- [+] new monsters:
    - [+] polar bear
    - [+] owlbear
- [+] bug: sleeping monsters never waking up.
- [+] "random good weapon" wish broken. fixed now.
- [+] cope with med/small/large dancing weapons
    - [+] generice code to check baseid instead of raceid
    - [+] handle automatic generation - need to populate:
        - [+] select an appropriate object (rarity freq / common, 
              uncommon,  rare)
        - [+] copy from obejct to lf:
            - [+] OBHP
            - [+] SIZE
            - [+] OBATTACKDELAY
    - [+] bug: always getting 'twisted branch' for small dancing weapon
    - [+] bug: crash in attackcell. nweps = 0
- [+] replace thin walls with unicode symbols
    - [+] glass
    - [+] wood
    - [+] metal
    - [+] getcellglyph() looks at surrounding cells if required
        - [+] too slow?
- [+] attacking helpless undead shouldn't count
- [+] differentiate EXTRADAM from WOUNDING.
    - [+] wounding = add damage to ALL attacks
    - [+] EXTRADAM = add DIFFERENT type of damage
- [+] psionics on levelup
    - [+] make this a "select from iq/10", not a select from any
- [+] if poison needle trap misses, place it on the ground.
- [+] no nauseated effects while asleep.
- [+] if something runs out of view adjacent to you, say "xxx moves
      behind you"
- [+] ashkari bug:
    - [+] when getting enraged by the sight of something, f_rage runs
          out a few turns before f_aicontrolled. should be the same!!!
2012-11-29 20:18:21 +00:00
Rob Pearce 2867b4488f - [+] might need to increase effectiveness of armour again. incease
damreduced.
- [+] reduce sliperriness of blood now that we get lots more.
- [+] restrict hiscores to scores of >= 1.
    - [+] (and remove all current entries with score of 0)
- [+] modifications:
    - [+] make levels more sparse
    - [+] make "things"more common
    - [+] make objects more common (as opposed to lfs)
- [+] monsters with territorial CAN approach if you're sleeping/ko
- [+] monsters with territorial don't get angry if you're sleeping/ko
- [+] CRASH when i tried to dismantle something.
- [+] speed up map generation.
    - [+] most time is in createhabitat.
    - [+] calcposandmakeroom(). speed this up.
    - [+] linkexit()
- [+] FIX reachability algorithm
    - [+] unless we can make a dircet path, REMOVE all other code.
    - [+] instead, use modified a*
    - [+] distance to dest roomm, not dest cell
        - [+] = distance to centre of dest room
    - [+] cell is okay for pathfinding
        - [+] adjcellokforreachability(cell) = true
    - [+] cell is the finish spot if:
        - [+] it is in a different room and
              adjcellokforreachability(cell) = true
    - [+] i THINK this is working now.
- [+] f_startobwepsk ... text = "common" not working. fixed.
2012-11-19 04:57:48 +00:00
Rob Pearce ca132c87c7 - [+] before removing deadends:
- [+] find any four corridors in a square
    - [+] where one of them has 4 exits, and the rest have 3
    - [+] fill in the ones with 3
- [+] VALGRIND.
- [+] reduce ID costs at shops
- [+] necromancer mods
    - [+] start with a dagger, since you don't get early attack spells
    - [+] start with limited short blades skill
    - [+] start with animate dead (now a level 1 spell)
- [+] increase TR of ice wraith.
- [+] replace strrep function:
    - [+] strrep(&mystring, find,replacewith)
    - [+] code:
        - [+] char *strrep(char **mystring, char *x, char *y)
        - [+] char *temp
        - [+] temp = dostrrep(x,x,x)
        - [+] free(*mystring)
        - [+] *mystring = temp
- [+] flag loop in F_IGNORECELL!
    - [+] problem: i'm getting f->next == f
    - [+] added a new assertino in addflag()
    - [+] change how killflagsofid() works, maybe this is the problem.
    - [+] i think my "insertbefore" is being freed somehow...v
    - [+] fixed with valgrind?
- [+] try harder to link using tunnels rather than portals
2012-11-14 04:59:18 +00:00
Rob Pearce 98ba363e8a - [+] vault:pub
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
      to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent 
- [+] why didn't cyborg warrior start with bullwhip equiped??
    - [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
    - [+] no throwing
    - [+] no operating
    - [+] no firearms
- [+] tombstone text:   Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a  soldier ant
      corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
      it during a fight.
    - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
          v0=material, v1=howmuch
    - [+] continuerepairing() should only fix <skill + helpsrepair> hp
          per turn.
    - [+] announce helpsrepair in obdesc
- [+] coldroom vault:
    - [+] ice floor
    - [+] ice walls
    - [+] ice pillar
    - [+] frozen corpses
- [+] new job: gladiator
    - [+] sword
    - [+] shield
    - [+] high shield skill
    - [+] high evasion skill
    - [+] limited armour skill
    - [+] net
    - [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
    - [+] fall_from_air().
    - [+] trigger then when wind-based effects hit.
    - [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
      original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
      opponent, flee.???
- [+] easy way to fix reachability:
    - [+] is there a solid cell which is: 
        - [+]  adjacent to both a filled and an unfilled area?
        - [+] not a fixed vault wall?
    - [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
    - [+] f_hashidinglf, v0=rid
    - [+] if you loot it, monster jumps out
        - [+] ...and gets a free hit!
    - [+] perception lets you see the container moving (only if it
          weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
    * [+] condset_t
    - [+] then replace all getrandomadjcell() calls...
    - [+] remove getrandomroomcells
    - [+] then remove WE_xxx
2012-11-13 05:04:30 +00:00
Rob Pearce 68e5435fdf - [+] walking on glowing moss sohuld damage it.
- [+] make dagger stronger than combat knife (but combat knife is
      faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
    - [+] every time we ask for a direction, use askdirection(prompt).
          make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
    - [+] i'm finding way too many books! might be fixed now... ?
    - [+] never finding wands
    - [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
    - [+] carpet = soft
    - [+] stone = normal
    - [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31.  novice perception skill. noticied
      teleport trap right in front of me.  chances?
    - [+] maybe make it you can never detect anything further away than
          your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe:  "At Novice
      level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
      (with human footprints)"
    - [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
      fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
    - [+] F_BLOCKSVIEW needs new option:  v1 = true means dont block 
          if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
      info from the the cell returned.
    - [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
      the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
    - [+] peaceful check should do this
    - [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
    - [+] l0
        - [+] chewing gum (jam doors with it) - this should be food
              though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
      'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
      read it manually
- [+] finding rings of unholiness everywhere.
    - [+] because it's the only rare ring!
    - [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
      small blades.  starts with extra knives.
- [+] replace all SUBJOBS  with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
    - [+] rogue/assassin (no stealing, no traps, lockpicking,  better
          stealth+backstab, poison knives)
- [+] minor healing spell is too powerful.  should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
    - [+]  just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
    - [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
      school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
      grants cold resistance 
- [+] shop opening hours
    - [+] F_OPENHOURS
        - [+] v0 = start (inclusive)
        - [+] v1 = end (inclusive)
        - [+] v2 = sayphrase
        - [+] SP_CLOSEDTILMORN (come back in the morning)
        - [+] SP_CLOSEDTILNIGHT (come back tonight)
        - [+] SP_CLOSEDTILHOUR (come back after x oclock!)
    - [+] make shops only be open during the day.
    - [+] make some temples only be open at night (eg. hecta)
2012-10-15 02:15:36 +00:00
Rob Pearce 57be5448c8 - [+] hecta's escaping sacrifices - only trigger this 5 turns AFTER
they get out of sight.
- [+] some kind of obstacle which you must CLIMB over
    - [+] objects
        - [+] metal barricade (also breakable)
        - [+] pile of rubble (not breakable)
    - [+] F_CLIMBOBSTACLE
    - [+] need a climb check of difficulty v0 to move ON to it. if you
          fail, you fall off in a random direction.
    - [+] if you don't ahve the climbing skill, you can't move onto it.
    - [+] ...and EVERYONE needs to be able to learn swimming & climbing
    - [+] vaults:
        - [+] room with heaps of these in rows - "fortified_room"
        - [+] room with lots of these over a pit - "pit_path"
        - [+] room with lots of these over fires (or something
              damaging) - "firepit"
    - [+] if you're standing on something with "climbobstacle", you
          count as being higher
    - [+] tables should have CLIMBOBSTACLE diff 5
- [+] vault - pit with archers on the side
    - [+] cope with "monster_name with _objectname_"
    - [+] cope with objects of name "random firearm"
- [+] BUG: "Gather up the spoils of battle!"  A masterwork weapon store
      appears!--More--
- [+] rarity on wands seems broken...
- [+] god gifts are happening too often when god is just 'pleased'
- [+] on levels where floor is carpet, don't create vaults with obs
      made of MT_FIRE
- [+] bjorn prayer's forcesphere radius should depend on piety level
- [+] collapsing door trap - need f_doortrap to restict this to just
      doors
2012-07-15 13:27:45 +00:00
Rob Pearce c421529221 - [+] glorana doesn't like you attacking during Glorana's Peace
- [+] make more shops let you donate
    - [+] bookstore
    - [+] jewellery store
- [+] rename blood hawk to hunting hawk
- [+] offering a bribe to creatures should make them move likely to
      helkp you, AND reset the "auto don't help' flag
- [+] change "get lost " message to "get lost, <racename>" if your race
      is different.
    - [+] sayphrase() needs a new arg:  lifeform_t *talkingto
- [+] colours for spell effect.
    - [+] eg. "the flame dart hits xxx" should use CC_BAD
- [+] muddy room - mud should be immutable.
- [+] maybe change rage - you lose control totally and just attack
      anything in sight?
    - [+] do it.
    - [+] don't train when enraged
    - [+] don't hear sounds when enraged
    - [+] RAGE effects: strength bonus, accuracy bonus, infinite
          stamina, never flee, 
- [+] fix bug in skill point calculation
- [+] CRASH - someone got their turn BEFORE the player!
- [+] new poisontype field - contracttext
- [+] hecta's pray effect not working.
- [+] adjust food poisioning check difficulty based on food age
    - [+] check OBHP percentage of max.
    - [+] >= 80% obhp means -30% difficulty check
- [+] ring of unholiness should confer dtvuln holy.
- [+] fix colour on spellclouds
- [+] fix bug with spellclouds not affecting centre cell.
- [+] if you are frozen, heat does extra damage and cold does none.
- [+] when frozen, lessen chance of melting.
- [+] reduce bite damage of snakes
- [+] balaclava should protect from gas
- [+] make some floor types (like carpet) be multicoloured
    - [+] celltype->altcolour
    - [+] if altcolour is not C_NONE then use it where (x + y) % 2 is
          true.
- [+] don't regain stamina while training
- [+] random text in shops - sayphrase needs to cope with lf == null
    - [+] done
- [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with
      staves!
- [+] BUG: in vault.vlt.
    - [+] "30% chance of door" really means "otherwise empty cell"
    - [+] need to be able to say "else put a wall here"
    - [+] so change:
        - [+] c:type:what[:pct]
    - [+] to this:
        - [+] c:type:what[:pct][:alttype:altwhat]
    - [+] vlegend_t needs
        - [+] enum VAULTTHING tt2
        - [+] char *what2
        - [+] they default to VT_NONE, NULL
- [+] secret doors should take their fake wall type from the vault spec
    - [+] vaults need f_celltypeempty/solid flags
    - [+] add via:  solid:xxx in vault def
- [+]  recycler
    - [+] donate anything
2012-07-15 05:01:58 +00:00
Rob Pearce 2603d35bc7 - [+] glorana should accept scarifice of undead corpses.
- [+] babayagahut stay in vault not working. am i allowing it to pursue
      out ?
- [+] babayagahut shoud ahve nobleed
- [+] scourge shouldn't get heavy blow etc
- [+] problem - scourge was able to learn allomancy.
- [+] rats should squeak
- [+] bug: anticipate spell lasting forever.
- [+] time announcements if you have a watch
    - [+] night is falling
        - [+] undead will be stronger
    - [+] sun is rising outside
        - [+] undead weaker
2012-07-04 06:01:07 +00:00
Rob Pearce 43aa7888f3 - [+] poltergeists are not honouring stayinroom.... fixed.
- [+] unique monsters shouldn't get things like 'hungry'
- [+] A some bread flies through the air toward you.  A some bread hits
      you.
    - [+] related to using "FEELTEXT"
    - [+] fixed - need to set "no_a" when using feeltext.
- [+] bug: ice wraith drops a bog wraith corpse
    - [+] ...why ?
    - [+] wish for 'ice wraith corpse', and i end up with 'bog wraith
          corpse'
    - [+] racename is "wraith", not "ice wraith"
    - [+] ...because "p" was just "wraith corpse", what happened to
          "ice" ?
    - [+] wishing for "bog wraith corpse", p is "bog wraight corpse"
          was expected.
    - [+] for some reason the prefix "ice " is special...
    - [+] it's because "ice" is the name of a material
    - [+] need isvalidoverridemat()
- [+] don't show attribs as options when levelling up if the base score
      is maxed.
- [+] bug donating money
- [+] bug: wearing gauntlets, someone cast heat metal on me. my
      gauntlets didn't hurt me?
    - [+] nor did my armour??
    - [+] they get set to 'a red-hot xxx'
    - [+] ...but don't deal damage.
    - [+] touch() needs to differentiate touching something (with your
          hands) from it touching you!
        - [+] ie. int onpurpose argument.
- [+] bjorn no longer being pleased by defeating all foes...
- [+] monster modification at nighttime/daytime
    - [+] undead are stronger at night (bonus on all skillchecks &
          tohit) +/- 15%
    - [+] undead are weaker during the day (penalty to skillchecks &
          tohit) 
    - [+] plants are stronger during the day
    - [+] describe in adept level knowledge
- [+] more work on hydra
    - [+] poison breath - autocreate poison gas in front of it
    - [+] cases where head not severed
        - [+] criticalhit() needs to know about the weapon which was
              used (or NULL)
        - [+] then:
        - [+] flaming weapon cauterises wound
        - [+] silver does too
        - [+] in this case after severing a head:
            - [+] don't regrow more
            - [+] lower TR
            - [+] lose f_hasattack
            - [+] if it was the last head, it dies.
- [+] fishfolk should have extra evasion in water, and aviads in air
    - [+] implmement
    - [+] apply to races:
        - [+] fishfolk
        - [+] aviad
        - [+] nimble creatures with aquatic
        - [+] nimble creatures with natural flight
    - [+] announce in makedesc_race, beginner level knowledge.
2012-06-08 01:29:48 +00:00
Rob Pearce 97eda5fa2d - [+] tweak random monster code - highest TR () shiuld appear at level
23-24!
    - [+] highest TR is about 20.
    - [+] gettrrange()
- [+] F_NUMCONVERT xx text
    - [+] if stack reaches xx in number, change to obtype "text" 
        - [+] eg. blood splash x 5 = large pool of blood
- [+] troll blood -> healing potions
2012-04-14 13:23:04 +00:00
Rob Pearce 0f9db848d3 - [+] populate ant nest with objects (set rarity)
- [+] when placing any vault with maintainedge, set "LOCKED" for all
      cells
- [+] change all mapmaking code to honour LOCKED(not just digdungeon)
    - [+] room placement code
    - [+] cave
    - [+] dungeon
    - [+] forest
    - [+] sewer
    - [+] swamp
- [+] fixed. BUG: TRAVEL to the swamp, walk up stairs...
    - [+] ERROR - stairs should link to existing map ('dungeon L7 (id
          #3)', depth 7), but
          it has no free stairs.--More--
    - [+] walking _down_ is okay.
    - [+] was only checking to link entryob when we were going DOWN
          stairs.
- [+] place fixed vaults _BEFORE_ creating habitats ???
    - [+] this will only work after all creation routines honour
          "->locked"
    - [+] set locked on all fixed vault cells after making them.
- [+] better code for removal of internal doors.
- [+] bug! fleeing monsters taking no time!
- [+] brainbat
- [+] consume corpses to regain life? make this a normal death spell.
    - [+] f_consumesouls
    - [+] anything that dies in sight nearby heals her.
    - [+] "%s consumes the soul of the dying %s ?"
    - [+] give this to baba yaga
- [+] loading bug with map flags:
    - [+] getting a flag with text = "flags"
    - [+] am i saving something else with a space in it ???
    - [+] %s in fscanf doesn't handle spaces!
        - [+] in save.c, when I'm liable to get spaces in a string,
              replace %s with:
            - [+]  sscanf("%[ a-xA-Z0-9+'*/-]")
- [+] earthwyrm
    - [+] divine into two monsters if slashed
    - [+] appear in ant nests
2012-04-05 09:28:20 +00:00
Rob Pearce 892440031d - [+] if you cancel a limited wish, don't age you.
- [+] sourges shouldn't learn spells from books
- [+] MR doesn't affect canwill spells?
- [+] innate MR (ie. fromrace or from scource) doesn't affect spells
      either.
- [+] too many potions of water! made it common rather than frequent.
      now NO frequent potions.
- [+] getting 'wake t someone runmmaging through your pack' when noone
      nearby
    - [+] maybe this flag isn't gettginre removed properly?
- [+] polymorph should fix injuries first
* [+] for missing hand injuries, select the hand AFTER main switch()
* [+] shouldn't be able to weild 2-handed weapons if you only have 1
      hand!!!
- [+] "travel" spell should let you go to RT_HABITAT things.
- [+] fix crash validating f_spotted flag
- [+] don't always put "The " on unique objects.
    - [+] use F_THE for this instead.
    - [+] godstones should still have F_THE
- [+] don't place staircases inside MAINTAINEDGE vaults!!
- [+] burning a wood floor only makes a hole in the ground if there are
      more levels underneath!
- [+] end of caves:
    - [+] both bossrooms should have goblin king and red wyrmling
    - [+] stone key.
- [+] need a vault flag which say s: add f_stayinroom to everyone who
      is created in this room
    - [+] done: "keepmonsinroom"
- [+] cope with a branch's entry stairs coming from a vault 
- [+] killing unique monsters with necrotic damage should still leave a
      corpse.
- [+] make "ornate chest" which has rare objects
    - [+] put it in branch endings and make it a rare object
- [+] f_extrainfo in fireat() should show damage _after_ adjustment
- [+] BUG: swamp rooms aren't connected!!!!
- [+] end of forest branch:
    - [+] vault containing baba yaga's hut
        - [+] bone fence around it
        - [+] skeletons
        - [+] the hut.
    - [+] baba yaga's hut
        - [+] cabin on chicken legs
        - [+] f_timid!
        - [+] jump
        - [+] claw attacks
        - [+] walks around
        - [+] corpsetype = link to inside the hut
        - [+] made of dragonwood (ie. hardness 5)
        - [+] Don't say "You kill the walking hut".
        - [+] text when it dies: "Exhausted, the hut slumps to the
              ground."
    - [+] inside the hut = small level with baba yaga
        - [+] new regiontype: babayaga's hut
        - [+] new habitat: byhut
        - [+] making the habitat: only has a single vault. (one with
              tag 'byhut')
        - [+] diff layouts
            - [+] circular
            - [+] square
        - [+] baba yaga herself
    - [+] baba yaga
        - [+] weighs 50kg
        - [+] obs:
            - [+] key!
        - [+] hp: 135 = 22 hitdice (d6)
        - [+] 75% magic resistance
        - [+] attribs
            - [+] str: exhigh
            - [+] iq: exhigh
            - [+] wis: exhigh
            - [+] agi: average
            - [+] con: high
            - [+] cha: exlow
        - [+] fire, cold, magic, poison resist
        - [+] immune to  necrotic
        - [+] abilities
            - [+] seeinvis
            - [+] awareness
        - [+] claw/teeth attacks.
            - [+] claw = 8 DR
            - [+] teeth = 6 DR
            - [+] maxattacks = 2
        - [+] grab ability
        - [+] spells??????
            - [+] fear
            - [+] weaken
            - [+] summon insects/animals
            - [+] entangle
            - [+] blink
        - [+] when she dies, unlock the hut door.
- [+] delving code.
    - [+] new digging code:
        - [+] delve()
        - [+] delve_pullcell
        - [+] etc
    - [+] h_antnest
        - [+] creaetantnest calls delve() functions.
    - [+] insert this in the main dungeon somewhere
    - [+] populate with monsters (set rarity)
    - [+] place queen ant on the map.
        - [+] via new regionthing type RT_LF 
- [+] branch ends should have a boss with a key!
    - [+] jimbo
    - [+] babayaga
    - [+] cave boss (dragon ?)
2012-04-04 09:59:48 +00:00
Rob Pearce 252a4024a7 - [+] disrupt undead
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
      either!
    - [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
      'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
      have hardness)
    - [+] change its material
    - [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
    - [+] low chance of spasm each turn (5%)
    - [+] "your [xx] spasms/contorts violently!"
    - [+] hand = drop weapon
    - [+] leg = fall over
    - [+] jaw = nothing
    - [+] back = spine broken, you die
    - [+] tail = tail broken
    - [+] chest = rib broken
    - [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
    - [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
    - [+] v0 = obid or celltypeid
    - [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
    - [+] deinfe it
    - [+] add effects
    - [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
      calculation.
    - [+] monsters now just get 1 extra hit die per level after the
          first.
- [+] only some branches should use region->depthmod. others only use
      regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell:  you hear an ultra=high pitched
      whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
2012-04-01 19:48:13 +00:00
Rob Pearce 53ada31364 - [+] bones file error:" the lazy minotaur"
- [+] parserace needs to cope with lazy etc.
        - [+] make enum BEHAVIOUR
        - [+] make behaviour_t
            - [+] id
            - [+] name
            - [+] flags
        - [+] killbehaviours()
        - [+] addbehaviour() calls to define them
        - [+] cleanup callsk illbehaviours
        - [+] givebehaviour(lf, enum behaviour)
        - [+] getrandombehaviour()
        - [+] instead of checking f_behaviour->text, use
              findbehaviour(f->behaviour->val[0])->name
        - [+] parserace should handle these and populate wantflags
              appropriately.
- [+] add disease incubation times (instead of getting them right away)
- [+] OT_A_TRIP should be a lot harder on anything with more than 2 legs
- [+] monster fleeing up/down stairs should anger hecta
- [+] reduce short bow damage.
- [+] add composite bow (between short & long)
- [+] need magic/silver weapons to hurt MT_MAGIC things
    - [+] spirits should no lnoger be made of "MAGIC" - make them
          something else. flesh will do.
    - [+] in attack.c, noncorporeal check should also check for silver
          / magic weapons
    - [+] describe noncorporeal in io.c if knowledge is high enough.
- [+] new spell casttype: ct_sounbased. deafness protects.
- [+] Banshee (7hd, spirit, death keen at night) - blue / red 'p'
    - [+] death keen = sonic damage"midnight dirge"
    - [+] but only at night. 
- [+] harpy: 7hd - orange 'A'
    - [+] charm (via sound, so sonic prevents)
    - [+] 50% chance of bone club
    - [+] bite, claw
2012-03-30 03:34:24 +00:00
Rob Pearce cbbab346e2 - [+] bones bug:
- [+] saving "a clear fountain"
    - [+] getobnametrue() needs to show "a fountain of xxxx" or "a
          water fountain"
    - [+] addobject() needs to handle "fountain of xxx" or "water
          fountain"
- [+] don't generate bones file while debugging
- [+] should amour really be 'battered' at 98% ?
    - [+] make 85 and abve still mean 'pristine'
- [+] reduce bjorn cowardice anger amount
- [+] snakes shouldnt follow up stairs
- [+] fix broken f_accuracymod.
- [+] unicode for trees and dense bushland.
- [+] bug loading again......related to gratings
- [+] don't inherit alignment when giving jobs to monsters
2012-03-23 04:36:32 +00:00
Rob Pearce 672e26a81c - [+] object descriptions giving away obmods! fixed.
- [+] change lf summoning to better control hostility
- [+] gods should be able to see invisible
- [+] travel spell to quickly get around branches
- [+] treant / ent = green T
    - [+] old/normal/young
    - [+] older = slower
    - [+] elder can cast 'animate tree' ?
- [+] bug: when you offer a godstone to a god outside of realm of gods,
      they are saying "no" but still taking it.
- [+] gods should yell out a warning when you walk over a new godstone
    - [+] this lets the player know that picking it up will anger that
          god.
    - [+] then add f_donewarning to it.
2012-03-22 23:17:28 +00:00
Rob Pearce a6aab1afe1 - [+] ai shuldn't want its home/life objects.
- [+] lich
    - [+] lifeob = ornate glass jar
    - [+] can walk up to 12 away
    - [+] chilling touch
    - [+] mindshield
    - [+] teleport back to jar on death
- [+] monster ghosts have lifeob = corpse, which we generate.
    - [+] but DONT let them possess the player ?  or dont let them
          possess anyhting ?
- [+] mosnters should say noooo! if their lifeob is destroyed
    - [+] lifeobs need a link back to owner f_lifeobfor xxx
- [+] lifeob check wasn't including the lf's cell itself.
- [+] spellcasttext for dryad - "Charm" = beckons
- [+] poltergeist should be invisible
- [+] troll should covet food
- [+] avian - birds should be friendly
- [+] scroll of permenance should make armour invulnerable
- [+] amulet of mind sheild - immune to psionics 
- [+] parserace() shouhld handle "random _baseid_" ie. random ant,
      random troll etc
- [+] vault: troll cave (very rare)
    - [+] trolls
    - [+] bones
    - [+] cooked corpses
- [+] bug: minions not being created in vaults.
- [+] vault: ant nest
    - [+] queen ant
    - [+] dirt floor
    - [+] lots of ants
    - [+] LOTS of food.
- [+] reduce flame volume
- [+] vault maintainedge not working.  slightly fixed now?
- [+] vampires are turning into gas clouds but then trying to attack.
- [+] new amulets
    - [+] Of evolution (turn into a merman in deep water, aviad instead
          of falling, (fireres humanoid) in fire, (coldred human) in
          cold)
        - [+] in deep water and can't swim? turn into merman
        - [+] about to fall through a hole? turn into a flying aviad
        - [+] in fire and not resistant? turn into a Lavax
        - [+] in cold and not resistant? turn into sasquatch
        - [+] all polymorphs are TEMPORARY (5 turns or so).
        - [+] no autoid
    - [+] of bloodthirst - walking over blood heals you!
        - [+] no autoid
    - [+] Of graceful swimming (auto turn into a swan when you enter
          water)
        - [+] no autoid
    - [+] paranoia (5% chance per turn to create monsters out of sight,
          but in lof)
        - [+] they will make a "walk" noise right away
        - [+] or something just "you hear xxx right behind you!"
2012-03-08 19:42:25 +00:00
Rob Pearce 69cd41a714 - [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
      you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
      MOVING.
- [+] bug: issue with skill display if you learn higher than your max
      level by reading a book!
    - [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
      & thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
    - [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
    * [+] nouns
    * [+] adjectives
- [+] flight  (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
    - [+] feather fall (dt_fall dmg = 0)
        - [+] don't "slam into the ground", just "float gently to the
              ground"
    - [+] of amplification (boost listening skillchecks, allow you to
          listen at stairs)
    - [+] peaceful sleep (don't get woken up by sound, cursed)
    - [+] chef's amulet(lower metabolism) 
    - [+] thief's amulet (lockpicking)
2012-03-05 10:31:21 +00:00
Rob Pearce 2b77aa200e - [+] vaults
- [+] oval
    - [+] chasm
        - [+] room split in 4 by glass
    - [+] concentricroom
- [+] Crash when a vault uses the object 'hole in the ground' 
- [+] better method of giving spells to monsters
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellschool v0=ss_xxx  v1=minlevel v2=maxlevle, text
          = pw:xxx or null
        - [+] if power not given:
        - [+] castig power is (starting depth / 2)
        - [+] limited by spell's max level.
    - [+] OR
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellposs v0=spellid, optional text = power.
    - [+] include these in validateraces
    - [+] populate monsters...
    - [+] TEST! (with fire sprite, check if it casts a spell other then
          fire dart)
- [+] if monster is randomly given the job "j_wizard", you MUST pick a
      subjob too!
- [+] go back to using CANCAST for monster spells, so that they show up
      properly in a mind scan.
- [+] druid should start with sickle as secondary weapon.
- [+] healing not hurting undead - should be fixed now.
- [+] add description of spell powe calculation to spell skills
- [+] increase obhp of armour
- [+] i was a druid, levelled up to l4, and didn't get a new spell!
      FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX.
- [+] make it a lot harder to get "beheaded" etc.
- [+] show real object name in "killed by a thrown xxx" even if you
      didn't see it
- [+] short blades shouldn't be able to behead.
- [+] monster threat calc should take #attacks into account!
- [+] CTRL-DIR to turn isn't working agian. fixed.
- [+] make peasoup have range 1, rather than just going straight in
      front of you.
- [+] power 1 glyph of wardning useless. fixed.
- [+] reduce zombie maxattacks to 1.
- [+] bug:  Are alcohol no longer covered in (null).--More--
- [+] make merlochs much more rare.
- [+] light recalc is MASSIVELY slow on some levels.
    - [+] for now:  remove dark levels completely?
- [+] "You see 2 sheet of ices here."
- [+] remove F_FROZEN when you cook something.
- [+] frostbite should do a little more damage. d4 instead of d3.
2012-02-29 06:05:14 +00:00
Rob Pearce 4808d2c9df - [+] allow user to DISABLE auto dodge fatal attacks ?. enable through
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
      your previous space!
    - [+] fix: aigetlastknownpos should  return the cell that trails
          point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
      in that weapon or perception
- [+] cope with mosnter necromancers, etc
    - [+] parserace should look for necromancer etc.
    - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
    - [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
    - [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
          "Skymage", "Wizard" (wild)
    - [+] instead of getjob() then j->name, use "getjobname(lf)"
    - [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
      knowledge
- [+] casting healing on myself pleased Glorana twice!
    - [+] one from casting a life spell
    - [+] one from casting healing.
    - [+] move ones from spell.c to castspell()
    - [+] new flag: f_pleasesgod v0=godid, v1=howmuch
    - [+] add to other spell objects:
        - [+] f_pleasesgod
            - [+] GODFIRE - spelllevel * 2
            - [+] GODDEATH = spelllevel
            - [+] GODLIFE = spelllevel*2
            - [+] GODNATURE: spelllevle*2
    - [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
      fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
    - [+] 1 per each positive levle of getpietylev()
    - [+] glorana: life
    - [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
    - [+] addsubjob()
    - [+] killsubjob()
    - [+] show subjobs in job descriptions.
    - [+] data.c:  addsubjob(.... 
    - [+] in job defs:
        - [+] f_canhavesubjob sj_xxx
    - [+] use this to determine whether to ask about them
    - [+] redo getjobname 
    - [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
      talk.
- [+] warrior subclasses
    - [+] "Scourge"
        - [+] gains magic resistance as you level up
            - [+] == 5 + (level * 3) %
        - [+] nospells
        - [+] no mana
    - [+] paladin
        - [+] blessed gear
        - [+] can will turn undead
        - [+] healing magic
        - [+] god = glorana.
        - [+] cannot use spells if glorana is angry.
    - [+] battlemage
        - [+] starts with one spell school (fire/ice/air)
        - [+] canlearn fire/ice/air spell schools
        - [+] limited to adept in all schools
        - [+] slightly less hp
        - [+] no warrior abilities
2012-02-24 06:45:23 +00:00
Rob Pearce d876d30d70 - [+] Remove or disable old code:
- [+] shopkeepers
    - [+] remove F_SHOPITEM - this was used for old shop code.
    - [+] "shop" vaults
    - [+] village map (but leave the habitat for use in bazaar vault
          etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
    - [+] pool of water
    - [+] small hut
    - [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
      dungeons
    - [+] brick wall (slightly weeaker, orange/red)
    - [+] metal wall
    - [+] wood ??
    - [+] instead of using map->habitat->solidcelltype, use
          getsolidcelltype(map)
        - [+] this checks map for f_solidcelltype
        - [+] if not there, uses map->habitat->solidcelltype.
    - [+] vaults should be able to inherit empty/solid types from map
        - [+] x:cell:EMPTY
2012-02-07 23:28:48 +00:00
Rob Pearce b1abb5ad76 - [+] reduce F_WALKDAM on fire objects to 1d4,2d4,3d4
- [+] bug: getvaulttype causes infinite loop if none found.
- [+] flameburst from klikirak offer shouldn't incrase piety further.
- [+] fireball / flame pillar spell: mark that the player created the
      fire
    - [+] ... so that when it damages otehr objects, damge caomes form
          the playerh
- [+] make shieldbash stun effect last longer
2012-02-02 05:26:14 +00:00
Rob Pearce d063040341 - [+] when we restart map creatuion due to failed fix_reachability,
need to delete all the map flags we added.
- [+] in fix_reachability, never create corridors on the perimeter of
      the map.
- [+] realmofgods should be a fixed vault. like stomach. no exits.
- [+] bug: addmosnter() not setting lf->born when autogen = false
- [+] bug: monsters trying to pick up objects with f_nopickup
- [+] gods shouldn't flee after stealing.
- [+] regenerating troll corpses!
    - [+] F_REVIVETIMER v0 = cur v1 = max.  if v0 = v1, change object
          to race v2. 
    - [+] + troll corpses do NOT decay.
- [+] worm stomach now uses tag:stomach rather than f_vaultisstomach
- [+] fire sprite should drop corpse AND fire


--This linee and those below, will be ignored--

M    nexus.c
M    attack.c
M    text.c
M    objects.c
M    vault.c
M    lf.c
M    data.c
M    map.c
M    spell.c
M    defs.h
M    ai.c
M    vaults/stomach1.vlt
2012-01-12 05:16:01 +00:00
Rob Pearce bbaca368e7 - [+] make ring of invisibility also drain your hp!
- [+] monster with tremorsense can 'hear'
- [+] allow attacking of wall cells with normal melee attacks
    - [+] glass should shatter
- [+] option: stop running on hearing a sound
- [+] make describerace use downline().
- [+] make certain strengths and weaknesses not show up in player
      selection
- [+] An uncursed manriki wraps around the hawk.  The hawk falls to the
      ground.
      A black bear comes into view.
      You critically scratch #.  The black bear roars.
    - [+] check construct_hit_string.
    - [+] i was hitting a hawk.
- [+] still some entrances overlapping glyphs.
    - [+] genericise checking code in fix_Reachabilty
    - [+] Also: in fix_reachability, disallow linking to cells which:
        - [+] are adjacent to a door
        - [+] are part of a vault with maintain_edge, and are 't marked
              as exits.
    - [+] looking a bit better now...
- [+] incorrect glyph colour for animated zombies
- [+] grow/shrink potions? to change lf size to fit armour.
    - [+] resizelf()
    - [+] modification spell (l2)
        - [+] grow
        - [+] shrink
    - [+] potions
        - [+] cursed growth does shrink
- [+] make rare monsters / objects only sometimes be known.
2012-01-12 01:28:07 +00:00
Rob Pearce 060470ac3a - [+] allies should always give out info without payment
- [+] ....but only about their home level!
    - [+] f_startmapid
- [+] cave entrances should make noise
    - [+] drip
    - [+] echoing
- [+] cope with multiple f_makesnoise flags on objects (pick one
      randomly)
- [+] showlfstats skill display bug - "MORE" keystroke doesn't fall
      through.
- [+] You impale the chicken!  The chicken turns to face you.
    - [+] shouldn't turn to face if your'e dead!
- [+] nulllify spell not populating seenbyplayer
- [+] crash in createfakes()
- [+] animals hsould still walk onto SHARP objects.
- [+] secret doors showing up as empty remembered cells when you look
      away from them (and have lowish cartography)
- [+] don't call remove_deadends on vaults.
- [+] when walking down stairs to level 3:
    - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)',
          depth 2), but it has no free stairs
    - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them.
    - [+] FIXED. countstairs() was including too much.  now using
          countmapobs(map, stairtype) instead.
- [+] The goblin rogue a half-sized leather armour (null).
- [+] fixed crash when you cast rage on someone who is eating.
- [+] crash when catching  a glowbug in a flask
- [+] use canreachbp code when selecting armour to damage as well....
      ie newt can't hit your helmet!
- [+] BUG: "tunnel doing up" went down!
- [+] for monsters:auto raise lf stats to match starting weapons
- [+] crash in aigetspelltarget() for CLIMB
- [+] should deactiveate all spells on polymorph
- [+] allow usage of FEIGNDEATH while prone.
- [+] make coprses non-stackable
- [+] CRASH in animatedead
- [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 00:20:57 +00:00
Rob Pearce 27f08ed7ab - [+] stomach code
- [+] create 1 vault
    - [+] must have:
        - [+] ot_playerstart
        - [+] ot_stomachexit
    - [+] swallow ability moves to there
    - [+] when the lf dies, destroy the map
    - [+] TEST
    - [+] mover object
        - [+] moves you if you didn't move
        - [+] f_pushdir, v0 = dir
        - [+] invisible obejct
    - [+] may flip them horizontally
    - [+] chance to dodge the swallow
- [+] rename green ooze to "sizzling slime"
- [+] don't put traps on top of stairs!!
- [+] remove unneeded extra redraw when changing levels.
- [+] make ']' show object AR bonusss
- [+] don't even call precalclos during endgame.
- [+] don't say "you see footprints and footprints here"
- [+] break grabs when you fall unconscious
- [+] bug - ring of wounding not working.
- [+] crash in free(npcnames) !!!!! pointer being freed was not
      allcoated
- [+] grave sprite
- [+] glutworm
    - [+] swallows you
    - [+] eats all objects
- [+] canines/felines should die from chocolate
- [+] weapons with multiple damtypes
    - [+] at adept skilllevel, you can change type (but only with
          weapons you're pr_skilled or higher in)
    - [+] f_altdamtype xx.  must have altdam for normal dam too.
- [+] fire primality
Hecta effect: - [+] necrotic beam
2011-12-19 08:04:49 +00:00
Rob Pearce 58f23588e8 - [+] weapon skill of sk_skilled or high gives you a chance to block
some damtypes
    - [+] BUT each weapon can only block certain damtypes (whereas
          shields can block all melee damtypes)
    - [+] add f_canblock to some weapons
    - [+] add f_canblock to shields
    - [+] check_for_block() should be a function
    - [+] getallshields()
    - [+] move othermod in SC_SHIELDBLOCK out of skillcheck(). 
          calculate the bonus beforehand instead?? 
    - [+] update descriptions for weapon skills
    - [+] can only block if you have full attrib requirements for this
          weapon
    - [+] update io.c to show what weapons/shields can block. "it can
          block xx, xx and xx damage"
    - [+] weapons can't ever block projectiles
- [+] make pickup/drop actions heaps faster
- [+] better description of agi/str affecting weapon accuracy/dam
- [+] stinkbeetle should be hostile, and should have bite attack ,not
      zapper
- [+] don't recover stamina while training
- [+] add seetext for "a blaring siren"
- [+] draw up a matrix for weapon types
    - [+] draw it up for:
        - [+] accuracy
        - [+] damage
        - [+] attack speed
        - [+] crit chance
    - [+] then adjust weapon stats
- [+] in shops, "?" now lets you examine an object
- [+] add canwill option for abilities:  "stamcost:" (to override
      stamina cost)
    - [+] add it.
- [+] bug: pickaxe not working
    - [+] "you start digging".  but nothign more.
- [+] salt kills:
    - [+] frog
- [+] impaler frog
    - [+] canwill jump
    - [+] ranged tongue attack
    - [+] killed by salt
- [+] BUG; getting manuals with no contents
- [+] odd-sized armour should cost more.
- [+] need to set statdirty when we change armour.
- [+] when we say "you see x and y here", don't include obs we can't see
2011-12-12 16:40:17 +00:00
Rob Pearce 089ce94751 * [+] let credit cards be used at some shops?
* [+] bug with adding obejcts to shops
- [+] issue with objects dying and killing their flagpiles
    - [+] A medium fire dies down a little.  A medium fire is no longer
          glowing.
    - [+] shouldn't say "is no longer glowing" when we're changing the
          type... ?
    - [+] put a breakpoint on "is no longer glowing"
* [+] let you bless objects using a holy circle somehow (but it might
      make the circle disappear?).
- [+] darness bug - need to recalc light for anyone who sees a cell's
      lightlevel change.
- [+] call more() after showing vaultentertext()
- [+] remove "inspected" when you ident or makeknown an object.
- [+] BUG - no objects in inventory!!!!
    - [+] listobs failing? mylist[0] = null.
MEMLEAK
- [+] finish implementing CLEANUP()
- [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing
      STACKABLE flag from cactus fruit???
    - [+] better now?
- [+] now a crash freeing hiddennames!
- [+] forgot to free obmods
- [+] leaking approx. 1 meg per turn!
- [+] where am i leaking?! maybe try valgrind or findleak.c
- [+] findleak.c now finds nothing.
- [+] but i am sitll leaking?????
- [+] related to lifeform count.  killing all but player dramatically
      slows it.
- [+] check calclos()... looks okay.
- [+] setcellknown() ?no.
- [+] startlfturn?? no.
- [+] remove unused "lf->viscell"
- [+] when there are 2 things in a cell, say "you see x and x here."
- [+] restore original stast when polymorphing back to original form!!!
- [+] when making shops, pick new ones more often.
- [+] change to maps: don't let vaults overlap.
- [+] HARDCODE object values
    - [+] potions
    - [+] tech
    - [+] tools
    - [+] rings
- [+] increase evasion skill effects
- [+] changes to  animradial... and animradialorth
    - [+] combine into one function
    - [+] move msg into here
    - [+] refs to spellcloud()
    - [+] refs to animradial()
- [+] fire should spread onto flammable lifeforms
- [+] bug: attack flurry doesn't work for monk
- [+] let monsters climb even when not facing a wall?
    - [+] set their facing first.
- [+] CRASH when you die while climbing (or on a solid cell)
- [+] rings
    - [+] stench
    - [+] breath water
    - [+] detect life
    - [+] deceleration
    - [+] meditation
    - [+] reflection
    - [+] boost magic power
    - [+] education - gain xpskills more quickly
    - [+] crit protection
    - [+] greed - detect obs
- [+] ivy - grows!
- [+] ragefungus - bezerk spores
- [+] nutter - drops peanuts
- [+] dish which slightly increases maxhp (beginner level)
    - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 02:55:14 +00:00
Rob Pearce c27ad12c49 added vault code to svn! 2011-11-30 02:07:19 +00:00