Commit Graph

5 Commits

Author SHA1 Message Date
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 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 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 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 576be7c2be Relocating vault files under data/. 2012-02-01 23:03:47 +00:00