Commit Graph

34 Commits

Author SHA1 Message Date
Rob Pearce 660481c27e - [+] show varpower spell effects in @E
- [+] don't say "you hear xxx" for your pet's footsteps
- [+] when hungry, ekrub likes eating animal corpses, rather than
      killing animals
- [+] failed spells now always make spelleffect() return B_TRUE.
- [+] stickstosnakes now works on non-wood objects.
- [+] light spell can only blind people at high level
- [+] amberon shouls accept sacfirice of evil corpses
- [+] tweak potion rarity
- [+] attacking helpless evil creatures shoudln't anger amberon
2012-02-01 20:56:07 +00:00
Rob Pearce 81d65d35d9 - [+] hunter calm animals not working
- [+] when announcing new ability/spell gains, show spell power, and
      allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
      level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.  
    - [+] char *knowledge_t->triedon
    - [+] update maketried()
    - [+] update getobname()
- [+] potion of grow/shrink should only be temporary
    - [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option:  autopickup_used_missiles
    - [+] give everyone 1 free object drop/pickup per turn. after that
          it takes time.
    - [+] add the option
    - [+] add f_usedplayermissile to objects before firing them.
    - [+] if you walk onto an object with f_usedplayermissile
        - [+] AND autopickup_used_missiles is set
        - [+] ...then pick it up.
        - [+] ...and remove the flag.
2012-01-31 02:25:12 +00:00
Rob Pearce a4ac951f15 - [+] remove "inscribe" spell for now.
- [+] beginner perception should let you see next to you.
- [+] fix trail directions when checking stairs
- [+] make labyrinth vault be a proper labyrinth shape
- [+] 'spark' should affect floor obs even if there is a lf there.
- [+] cursed scroll of awareness should blind you for 10-20 turns.
- [+] bug: monsters trying to flee through locked drainage grate.s
- [+] new god: Bjorn the battlelord
    - [+] Pray effects:
        - [+] bless weapon
        - [+] bezerk 
        - [+] true strike
        - [+] haste
    - [+] Likes: battles (ie. kill last enemy in lof)
    - [+] Dislike:
        - [+] calming
        - [+] poison
        - [+] magic (wands, spells etc)
        - [+] retreat (moving away with back turned) "Coward!"
    - [+] gifts:
        - [+] weapons, armour
    - [+] sacrifice:
        - [+] untouched battle spoils
        - [+] after dropping objects, add f_battlespoils if YOU killed
              the ownert.
        - [+] remove this if/when the object gets moved again
        - [+] splatter blood
    - [+] minor anger:
        - [+] rust your armour / weapon
    - [+] major anger:
        - [+] destroy your armour
        - [+] destroy your weapon
        - [+] summon lots of enemies
- [+] new god: Lumara - fem, magic
    - [+] likes:
        - [+] most things which train magic skills
            - [+] ie. casting spells
        - [+] using wands
        - [+] reading scrolls
    - [+] dislikes:
        - [+] missile weapons
    - [+] pray:
        - [+] restore mp if low
        - [+] identify books/scrolls
        - [+] remove curses
    - [+] gift:
        - [+] spellbooks
        - [+] manuals of spell schools
        - [+] extra mp
    - [+] angry minor:
        - [+] lose mp
        - [+] forget a spell
    - [+] angry:
        - [+] spells stop working (100% failure chance)
        - [+] forget all spells
        - [+] polymorph you into something bad
    - [+] sacrifice
        - [+] weapons / armour
2012-01-25 09:20:15 +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 9da88f06e3 - [+] ob1() macros
- [+] healing  potions should heal even "permenant" injuries
- [+] potions/spells
    - [+] summon decoy (chicken horde) spell  - "friends!"
    - [+] potion of spider climb (arachnid adhesion)
    - [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
      specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
      they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
      this already.
    - [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
    - [+] HP:[    11 / 11   ]
    - [+] makebar(window,min,max, loss,barcol, losscol)
        - [+] print the prefix:  "HP:["
        - [+] construct the bar string to fit into 10 chars: "     11 /
              11    "
        - [+] print it one char at a time, setting bg as follows:
        - [+] background:
            - [+] 0 - min is barcol
            - [+] min+1 - min+loss is losscol
            - [+] rest is black
        - [+] print the suffix:  "]  "
    - [+] remember last dam amount for hp.
    - [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug:  "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar:  show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc <  C
    - [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-05 17:03:47 +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 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 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 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 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 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 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 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 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 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 7099d01164 * [+] F_prone if you're knocked down
- [+] make sheilds very good against projectiles
- [+] make smoke just REDUCE vision, not block it.
- [+] noncorporeal should stop grabs!
* [+] don't say 'a javelin is damaged' when you throw it, just apply
      the damge
- [+]  increase damage bonus with every lore level.  +10% each time
      (ie. up to 50% at top)
* [+] give accuracy + critical bonus for lore levles too
- [+] typo: Enhance which skill enhance (1 left)? ['=next page,?=toggle]
- [+] Show Pain on botl.
* [+] more staves
- [+] low hitpoint warning for pets (or make them shriek, whine, etc)
- [+] CRITKNOCKDOWN
* [+] FINISH GRIZZLY
- [+] undead should be immune to poison!!
    - [+] make code to auto add flags to undead.
- [+] if you ever move a door (ie. airblast), automatically open it.
- [+] young wolf shouldn't be able to open a door!
* [+] You throw a dart at the carpet snake.  Your dart misses
      you.--More--
- [+] no sprinting while burdneed
- [+] blood should be drawn BELOW stairs
- [+] weilded torch should do 1d4 fire damage (counts as a club)
* [+] The skeleton touches a leather belt then recoils in pain!The
      skeleton drops a blessed leather belt.The skeleton puts on a
      leather belt.
- [+] don't show "you can cast it at power level xxx" for abilities
* [+] more item randomising
- [+] make grey ooze splatter into acid
- [+] "the vine grabs you" if you walk onto an entangling vine.
- [+] don't start monsters within player's los
- [+] properly randomise sticks to snakes
- [+] stirge
- [+] leech (like stirge but can charge/leap, and slightly more hp /
      damage)
- [+] treesnake
- [+] constrictor
- [+] cobra
- [+] stickes to snakes - make caster's weapon revert.
- [+] A something comes into view.
- [+] is invisibility code working properly when you see someone use
      the invis spell?
- [+] don't include cosmetic objects in 'you see xxx'
* [+] monsters: don't use spells if you don't have lof.
- [+] pets not following around corners if you move diagonally. fixed a
      little.
- [+] summon small animals (2-3 x SZ_SMALL)
* [+] jet of water
- [+] summon medium animals (2-4 x SZ_MEDIUM, wolf etc)
- [+] lightning storm (lightbning everyone within los, and more damage)
- [+] summon large animals (SZ_LARGE, horse, bear etc)
2011-05-03 07:34:07 +00:00
Rob Pearce b18dea83a3 * [+] bug: secret doors revealed when we walk away from them.
- [+] make lamps last heaps longer
* [+] web spell
* [+] spider monstrer
* [+] funnelweb:
* [+] redback:
- [+] if you are wracked with pain, don't clear msg
- [+] check rarity for spiders
* [+] attack/defense mod if there is stickiness in your square
- [+] replace "sticky" with "restrictive"
* [+] make some mosnters start hidden
- [+] adjust spot checks basd on distance
- [+] ensure that attacking stops you hiding
- [+] casting spells stops you from being hidden
- [+] hidden mosnters shouldn't move unless their victim is ADJACENT.
- [+] hidden mosnters shouldn't cast spells, throw missiles, etc unless
      their victim is ADJACENT.
- [-] XP CALC
    - [+] funnelweb and redback are the same.
    - [+] check this is right...... i want funnel web to be worse.
    - [+] make hitconfer check in calcxpval take lifetime into account
        - [+] ALSO assign an xp rating to each hitconferred flag.
        - [+] hardcode this.
* [+] entangle spell
- [+] reveal secret doors if you see them get damaged.
* [+] make askcoords list restrivitce objects
- [+] ACTUALLY make vines not damaged by struggling
* [+] object descriptions, a/an needs to change if showing condition: 
      "a battered entangling vine"
- [+] wizard levelled up and was prompted for "WISH, GIFT"! shouldn't
      happen!
- [+] The human diety reads a blessed scroll of create monster! -- but
      nothing happens??
* [+] throw code
- [+] wizard:  ask for school specialty at start, from:  fire, ice, xxx
      ?  You get this + WILD.
- [+] describe varpower spells
- [+] fix mp cost for varpower spells
- [+] we're not stopping running at staircases anymore  for some reason.
- [+] CHARGE ability (like swoop but don't return to original positino)
- [+] need to honor f_canlearn when displaying new skills to learn!
- [+] ai:  if we are going to player's last known loc (via targetcell),
      abandon if we can SEE the player!
- [+] make shatter() into a function
- [+] oil potion makes oil puddle whan smashed
- [+] make flammable objects be able to convert to others
- [+] replace 'magic item usage' with 'channeling'
- [+] a cloud of darkness descends.  this is a *cursed* wand of light.
- [+] spiders shouldn't be able to be stuck in a web!
* [+] spells should be able to have MULTIPLE schools.
- [+] don't bleed into walls
- [+] in @M, use colours to show which spells are too hard so far (ie
      cost > maxmp)
* [+] in @M, use schools that you know
* [+] after loading game, barbarian is getting an extra attack?
          You miss the eyebat.  You punch the eyebat.
- [+] show objects on top of stairs
- [+] stuck mosnters must pass a saving throw to follow you up/down
      stairs
    - [+] genericise:  trytomove(lf)
* [+] add more snakes
- [+] undead can't eat or drink? or MOST undead can't.
* [+] why can MONSTERS shoot webs through things? (but I can't)
- [+] barkskin - doesn't reduce max mp enough?
- [+] The skeleton touches a fuming aqua potion [tried] then recoils in
      pain!
      The skeleton drops a blessed fuming aqua potion [tried].
      The skeleton drinks a fuming aqua potion!
- [+] why can't i use abilites anymore?
- [+] infinite loop bug due to ai only having one ignorecell.
- [+] make sleet storms rust all armour
- [+] make a kind of walkdam that hits armour
    - [+] add this as well as walkdam for: acid, fire, water
- [+] Takeoff isn't prompting properly. only showing weapons!
* [+] waterproof obs (ie cloak)
* [+] walkdambp doesn't hurt body if you have a cloak
NATURE SPELLS:
- [+] mending, heals 1d6 damage
- [+] spark
- [+] purify food
- [+] sticks to snakes
- [+] calm animals (power_d4 hd)
* [+] charm animal (works on one animal up to power hit dice, temporary)
- [+] airblast
- [+] barkskin (power +2 AR, firevuln, ongoing)
- [+] soften earth (makes ground into mud)
- [+] warp wood (damages wooden objects)
- [+] repel insects
- [+] reduce poison
- [+] web
- [+] windshield
- [+] call lightning, air
- [+] resist elements, ongoing
- [+] passwall
- [+] poisonbolt
- [+] quench (puts out a fire)
- [+] sleet storm (lowers movement, vision)
- [+] healing
- [+] cure poison
* [+] calming scent
- [+] dig
- [+] entangle
- [+] levitate
- [+] flamepillar
- [+] hailstorm.  like sleetstorm but hurts more. power d 6.
- [+] burning wave
- [+] gaseous form
* [+] knowledge skills:
* [+] force makespellchoicelist() to show spells in level order.
* [+] druid
- [+] check OBJECT rarity list (dumplev)
- [+] fix bug where heaps of books suddently appear from dlev 3 onwards
- [+] gain skills on level up for some jobs
    - [+] f_levspellschool, v0=lev, v1 = school or ANY - select one
          from that school
2011-04-23 04:27:42 +00:00
Rob Pearce 4f54fc0ef9 - [+] young hawk moving very slowly? was healing.
- [+] make monsters heal faster when resting
- [+] make pet rest when you do
- [+] allow 'R' to heal allies
    - [+] F_RESTUNTILALLIES
- [+] mindless/animal mosnters won't throw things
- [+] announceflag for attrset not working
* [+] feeblemind spell - reduces intelligence to ANIMAL.
- [+] ai: if we are carrying too much, drop something
      (non-weapons/armour first)
- [+] teleport spell should teleport any adjacent allies too.
* [+] new 'C'hat commands:
* [+] change 'resist elements' potion to 'rum'
* [+] notify when pet is low on hp
- [+] why could a pirate use a biuckler?
* [+] genericise usage of canhaveobmod!
- [+] armour mod: blooodstained.  adds scary.
- [+] CRASH when you have two weapons and catch a glowbug in your flask.
* [+] potion of restoration onto frozen axe:
- [+] slow spell repeated message: The brown snake looks sluggish.  The
      brown snake is now moving slower.
- [+] make you only hear one thing each turn ?
- [+] always draw impassable objects on top
- [+] special ash
    - [+] exploding powder - explode in radius 1 around player
          (including player)
    - [+] concealing powder - create smoke cloud radius 3 around player
- [+] redo levelup logic.
    - [+] trigger LevUp when you have 'newskillready'
        - [+] announce when you gain level.
    - [+] can't gain more experience when LevUp!
    - [+] only update maxhp/mp from new level after you train
- [+] diety can't use abilities. fixed.
* [+] when i exit from@S output, statbar isn't redrawn
* [+] make SKILLS page show which skills you can learn.
- [+] In @s, downline isn't showing the title on the second page of
      SKILLS...
- [+] show POWER in @M spells page
    - [+] ###---
- [+] show cost RANGE in @M for varpower ones
    - [+] need getspellcosttext(spellid, power, buf) function
    - [+] 25-62MP
- [+] leftover rubbish chars at end of ---- in doheading()
- [+] mosnters should follow you up/down stairs
* [+] different poison types
- [+] implement tremorsense (like darkvision butrun can't be blinded
      etc)
* [+] implement HIDE ability
* [+] Thief job
- [+] if you walk into a room and every cell is lit, reveal it all.
- [+] auto-learn jump ability with high athletics skill
* [+] secret doors
- [+] items to spot secret doors
    - [+] gem of seeing
        - [+] ENHANCESEARCH
        - [+] F_SEEINVIS
    - [+] spell:  "reveal hidden" 
        - [+] shows secret doors
        - [+] removes invisibility
    - [+] wand of detect hidden
        - [+] ... casts the spell
2011-04-13 23:44:29 +00:00
Rob Pearce 290d91677e * [+] backstab
- [+] monsters start asleep and make spot checks ?
    - [+] make them start asleep 
    - [+] then make this random
    - [+] sound will wake them (ie. "makenoise")
    - [+] when you move, make SC_STEALTH check. if you fail, you make
          noise!
- [+] must pass LISTEN check  OR have los to hear something.
- [+] "the blowfly falls asleep" "the blowfly appears" when summoned.
    - [+] don't show 'falls asleep' while being created!
* [+] don't start summoned mosnters asleep!
* [+] clean up bresnham functions
- [+] hearing - instead of just using distance, use distance modiied by
      # of walls!
    - [+] getcelldistsound() - each wall counts as an extra cell!
- [+] add WALK/FLY noises to all monsters!
- [+] don't show 'you hear xxx' when resting.
- [+] extra damage for weapon skill (up to 50% extra)
- [+] make broken glass crushable
- [+] only interrupt rest for non-peaceful, non-friendly monsters
- [+] save to fight off poison
* [+] beholder is never using its BITE attack
* [+] need a price for manuals!!
* [+] change"dobresnham" to populate an array of cells
- [+] make ai cast animate metal (if they ahve a second weapon)
- [+] implement getallegiance() to clean up isfriendly / ispeaceful etc
- [+] bug - f_else f_ifpct etc not working in startobs
* [+] OT_S_CHARM
- [+] update askcoords to show "weilding x AND Y"
- [+] stop enemies from throwing firearm ammo somehow
* [+] implement 
- [+] pacify spell
- [+] make spellbooks less common
- [+] detectmetal not wokring. fixed.
- [+] detectobjects spell
- [+] cleanup using flagcausesredraw()
- [+] increase odds of weapons in rooms, and max ob count in rooms
2011-03-24 05:09:31 +00:00
Rob Pearce 4edc66af47 * [+] darkmantle DARKNES isn't working! (but it does work if i cast it)
* [+] "you arrive at level 2" "it is pitch black" - but it isn't
- [+] make detect magic find more things
* [+] make some objects harder to identify? from easy->hard
* [+] magic item usage skill
- [+] with 'R', ask "heal mp, hp or both?"
- [+] make dt_fire damage evaporate water.
- [+] make ring of sight increase nightvis and nomal visrange slightly
      too
- [+] FIX seeindark to give RANGE.
* [+] BUG: monster moved on top of me!
* [+] boost spells
* [+] more boost spells
- [+] modify accuracy based on size difference.
* [+] ooze should hurt objects it steps on
* [+] resist magic save
- [+] potion of blood
- [+] ability to fill a potion with blood / water
- [+] better potion -> splash code.
- [+] stop stoning when you polymorph
- [+] can't stone incorporeal or gaseos things
- [+] cockatrice blood
- [+] cockatrice
- [+] when being stoned, give 1 turn's grace
- [+] gain/lose text for "CANWILL" 
- [+] things killed by poison gas should have tainted corpses
- [+] make troglodyte corpses poisonous
* [+] smallteeth vs teeth
- [+] fix hitconfer code
2011-03-22 07:06:28 +00:00
Rob Pearce cc969bb800 * [+] mark more spells as AI_CASTTOFLEE
- [+] simplify AI spell code
- [+] sense surroundings - use power for radius!
- [+] OT_A_LEARN for dietys
* [+] getspellname(spellid, power)
* [+] max powers
- [+] Created monsters need f_xpval = 0
- [+] createmonster - let player choose the type at high power (ie. 8)
- [+] peaceful monsters are still attacking other ones!
- [+] explosions knock you back from centre of it!
- [+] manuals - teach you a skill, or enhance it.
- [+] wand of weakness not being identified.
* [+] more wizard mp reegn fixes
- [+] if you walk into a wall which you can't see, you DO lose hp.
- [+] maybe make it you CANT always see your cell?
- [+] "you feel" instead of "you see" if you have no light source ?
- [+] make it so you dont need LOS to cast spells
* [+] if you arrive in a dark cell after movement show msg
- [+] cannot INSPECT when blind.
* [+] reduce mp heal skill check difficulty since it takes longer
      begore triggering.
- [+] replace gamestarted/loading with gamemode.
- [+] fix spellpower calculation during validation of races
- [+] let "produceslight" go non orthogonal for radius=1
* [+] more frequently appearing light objects
* [+] allow use of oil potion to unjam doors too.
- [+] don't behead tiny/small things
- [+] rats / batsshould be hostile!
2011-03-18 01:25:18 +00:00
Rob Pearce 8d05746bf1 a 2011-03-16 04:45:46 +00:00
Rob Pearce 020f47b808 a 2011-03-04 01:22:36 +00:00
Rob Pearce 4f89ab33f8 - [+] monster which is horrific - penalties if you can see it! (or you
just can't attack?)
- [+] glow bug corpse in empty flask
* [+] auto hit if paralyzed/frozen
- [+] allomancer has permenant detect metal
- [+] remove detect metal spell
- [+] make detect magic last way longer (at least triple)
* [+] change scrolls to wands:
* [+] on "behead", leave head?
- [+] allomancer way to heal using metal? like absorb metal but costs
      more.
* [+] way to see spell descriptions
* [+] replace most occurensces of getmovespeed() with getactionspeed()
* [+] "sprint" ability
- [+] remove curse scroll!
- [+] need average IQ to know if something is rotting!
- [+] make mosnters rest.
- [+] create monster needs to cope with 'xxx wizard'
    - [+] ie. if no match on name, look for job suffixes
    - [+] if found, strip it, make the monsters (force no job!), then
          apply the job
- [+] rotting corpses turn into bones
* [+] Monster wizards start with a _random_ book, not flamedart.
- [+] 'R'esting bug.
    - [+] waited forever. NEver gained any hp!
    - [+] need to somehow check when resting that we _ARE_ actually
          gaining hp... ?
2011-02-15 18:21:33 +00:00
Rob Pearce 86ee482ce3 Updates 2011-01-31 19:16:13 +00:00
Rob Pearce 014d591109 update 2010-12-07 07:34:26 +00:00