Commit Graph

39 Commits

Author SHA1 Message Date
Rob Pearce ce878f6ae8 * [+] fire should set equipped obs on fire too
* [+] trapped doors/objcets
* [+] make careful walking have less chance of triggering some traps
      (eg tripwire)
- [+] dex penalty when drunk
- [+] require dex to put on most shoes
- [+] Diety's short sword of pyromania isn't appearing?
- [+] make sure i can tumble over traps
* [+] able to cut tripwires with slashing/chopping/piercing weapons?
- [+] maybe make cmomando have no weapon skill
- [+] make armour more common
- [+] shouldnt be able to swap place with someone who is sleeping
- [+] if you're not in the water, can't see lfs in water (unless they
      are adjacent)
- [+] You break free from the zombie!  You reintegrate inside a solid
      object!--More--
* [+] shopkeepers will charge an extra fee to identify stuff
- [+] shouldn't get an empty flask when I dirnk from a fountain!
- [+] identify and remove curse scrolls should be COMMON
* [+] provide detailed skill descriptions
- [+] dumpoutlines()
- [+] make minotaurs stay in room
- [+] make minotaurs have good smell
- [+] don't auotreveal vaults.
* [+] should be able to fill flasks from fountains
- [+] don't announce corpse decay death while training.
* [+] add the initial godstone at the bottom of firstdungeon
* [+] make fountains names same as their linked potions
- [+] bug: when filling potions from the ground, ground object was
      never dryaing up
Beggars
- [+] stealing ability sometimes. run away after using this
* [+] various lots of generic f_talktext->"have a coin to spare?"
World map
- [+] 1-2,1-2: habitat: village
- [+] multiple villages
- [+] vault: island with treasure (or acid island?)
- [+] jump into a water  - it splashes small puddles to surrounding
      cells
* [+] let dig spell go up/down.
* [+] fountains, random potion effect or water (blue _ or })
- [+] make thingchance and obchance be habitat_t parameters.
work on game goal
- [+] find a way out of the magical dungeon barriers in the first
      dungeon
- [+] slime
- [+] troll = t
- [+] lizardman
- [+] ogre
- [+] kobold
- [+] fire sprite
- [+] hobgoblin
- [+] bugbear
- [+] gnoll
- [+] giant
- [+] zombie
- [+] skeleton
* [+] ghoul
- [+] ghast
- [+] can operate spanner to
    - [+] jam/unjam a door
* [+] visibility
- [+] initial code for monsters opening doors while giving chase
- [+] acid does more damage to armour
* [+] implement temporary flags. 
* [+] implement unknown flags
- [+] mana spike
- [+] energy bolt
- [+] energy blast (hits all in radius)
- [+] flash (like flashbang)
- [+] telekinesis (open/close doors remotely, grab/throw objects
      remotely)
- [+] mindscan - knoweldge of hp etc
* [+] airblast (push obs, push someone very far, AND lose obs. break
      walls they hit?)
- [+] fireball - sets on fire
- [+] flamepillar
- [+] fire arrow
- [+] spark (light a flammable object)
- [+] flameburst - 2d8+3 damage in a circle
- [+] burning wave - 2d10 damage and set on firea, line towards target
    - [+] range 3
- [+] freezing touch (turns an object to ice)
- [+] knock - opens doors
- [+] gas form
- [+] polymorph
- [+] write on floor
- [+] light
- [+] weaken (lose str)
- [+] poison cloud - change cloudkill to this?
- [+] animate dead
- [+] posession
- [+] minor healing
- [+] healing
- [+] turn undead
- [+] identify
- [+] detect magic
- [+] detect aura
- [+] reveal surroundings
- [+] uncontrolled teleport
- [+] speed
- [+] slow
- [+] boost gravity
- [+] create monster
- [+] divine
    - [+] wish
2011-07-21 01:43:45 +00:00
Rob Pearce 7c86e87f4a * [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
      no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
      to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
      allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
      further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
      getspellschoolknown() should return the HIGHEST known skill, not
      the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
      there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
      through right away
* [+] all towns should have:
- [+] give monks more  psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
      skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
      shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance. 
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
      number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-13 21:40:28 +00:00
Rob Pearce 14eb81566c - [+] when i pick up an object, if i'm invisible, i need to redraw my
cell.
- [+] bug: You pour a potion of water onto a cursed -3 pair of leather
      gloves.
      A cursed -3 pair of leather gloves gets wet.
      Your cursed -3 pair of leather gloves gets wet.
- [+] -xx weapon shoudll reduce and accuracy(5 each) too
- [+] evasion skill helps too much? only increse by 5, not 10??
- [+] test monk #attacks again.
* [+] MONK MPDIEC BUG:
* [+] put lighting in Jimbo's room!
2011-07-01 04:05:06 +00:00
Rob Pearce 95c6ab8396 - [+] tweak armour damage -make natural armour hittable.
- [+] getdirtowards/away bug
- [+] metalwork or armour skills let you see armour hp!
* [+] allow players to select their weapon specialties at the start
- [+] make statbar easier to read
* [+] druids
- [+] spark on rum will blow it up!
* [+] evasion skill
- [+] add charisma
* [+] add speech skill 
- [+] bug: gate to level 1 took me to the outside!
* [+] bug: not hearing shopkeepers final yell - out of range??
- [+] special corpses:  i - a Jimbo corpse should be "Jimbo's corpse"
- [+] when autogenerating monsters, make sure they have ammo for ranged
      weapons.
* [+] map to town
- [+] randomly place the town now.
* [+] shopkeeper still doesn't talk to us if we can't see him when we
      pick up an object
- [+] i am STILL not hearing when the shopkeeper yells you "stop
      thief"!!
* [+] bug:  LOTS of dungeon rooms with no exit
- [+] town guards want money
- [+] announce "a xxx falls through a pit" 
* [+] make running go around corners
* [+] colourise known skills
- [+] rename constitution to fitness
* [+] scroll of mending - should this fix dulled weapons (by hitting
      doors etc)?
- [+] colourise @@ (boldwhite for titles)
* [+] colourise @s
* [+] colourise @m and @e
2011-07-01 03:34:41 +00:00
Rob Pearce 7dfeb42e5a - [+] thrown objects taking no damage due to hardness
* [+] DIETY is slow.
- [+] map bug - from 0,0, walk NE (off top edge).  i end up at 0,0
      again!!!
* [+] ALLOW ROTATING OF VAULTS
- [+] BUG: dig X only goes 1 cell.
- [+] add a U shaped turn vault.
- [+] change wehre i apply HADRNESS for lfs! - don't use
      adjustdammaterial cause we inherit there
- [+] make obchance/thingchance part of habitat_t
- [+] make sense surroundings take cartography skill into account
* [+] BUG: rotated at() etc not working.
- [+] if you fail stealing, the target should get angry!!!
- [+] make sure to redraw stat bar when mind scan finishes.
- [+] villages
    - [+] initial code
    * [+] town gaurds. stand next to the gate
    - [+] potion shop vault
        - [+] implement
        - [+] potion shop isn't getting potions!!
        - [+] and getting wrong floor type.
        * [+] stop shop from always being at the top left.
        - [+] make sure its x/y arent too close to edge of map (at
              least 5 away)
            - [+] vault param.  f_mapmargin, 5
            - [+] make calcroompos take x/y margin
    - [+] don't put auto obs inside vaults
    - [+] town walls
    - [+] more kinds of shops
    * [+] signs outside shops
    - [+] bug with ai swapping between firearms and twohanded weapons.
          fixed.
    * [+] make _CELLS_ have habitats!
    - [+] move vaultchance to a habitat param instead of
          getvaultchance()
* [+] shopkeepers  (special race)
village things:
- [+] barrels,
- [+] guards,
- [+] statue

- [+] thrown objects should still take damage if blocked via a shield
* [+] hardness (must do dam >= xx to hurt)
* [+] WATER spread mods
* [+] very powerful spells have casttime
- [+] allow linkstairs() to take a parameter rather than always jsut
      searching for the other end
- [+] when digging holes, only use getrandomadjcell if there is an lf
      in the way. and then use WE_NOLF. clear out solid cells
- [+] show armour EVASION penalty in describeob
- [+] teleportation trap.  You reintegrate inside a solid object!  You
      die.--More--.
- [+] riverroom vault
* [+] water:  swap { and ~ again??
- [+] make "large puddle of water" evaporate more quickly
* [+] special glyph case: for deep water
2011-06-29 08:48:48 +00:00
Rob Pearce cf328f849f * [+] check darkmantle code now that i can se ab it in dark
- [+] don't drip blood from melting damge
* [+] climbing
- [+] LOTS of bugs with holes
- [+] cope with walking diagonally off world map
- [+] can no longer walk off the world map!!!
* [+] BUG: worldmap 0,-1 had a link to dungeon!
- [+] Dig down into a pit - CRASH. fixing previous one might fix this?
* [+] CRASH:
* [+] walking onto water:
- [+] boots of stealth / elven boots - make footstep volume = 1
* [+] f_freezingtouch
2011-06-23 05:57:55 +00:00
Rob Pearce 6cd743b9f9 - [+] askchar - default isnt working.
* [+] implement regions
- [+] new vaultflag:  norandom (doesn't rnadomly appear)
* [+] jimbo's lair
* [+] implememnt skill training
* [+] still a bug with flooded rooms having no doors!
* [+] change f_impassable to be a size _range_ which can't pass it.
- [+] metal armour should add to walking volume!
- [+] sewing/metalwork skill to repair cloth/metal armour, instead of
      "armour" skill?
- [+] moveob() onto a pit - they fall through!
vault options:
- [+] dlevmin/max:xx appears at this depth/difficulty
- [+] goesin appears in habitat xx (if none of these, can be anywhere)
    - [+] habitat has to be a struct first, with a name.
- [+] norandom (don't randomly generate - only from outline)
- [+] pits
    - [+] only one can exist in a cell
- [+] replace getemptycelltype() with entries in habitat_t
- [+] make map->habitat a link.
* [+] update linkstairs to do pits
SPELLS:
- [+] shatter (grav/air, break glass, break potions. damage to anyone
      nearby)
2011-06-22 06:01:48 +00:00
Rob Pearce 9db5f3aeec - [+] adjust damage for size
* [+] repair armour
* [+] armour "hardness" to reduce damage?
- [+] fix resting while poisoned.
- [+] shouldn't be able to attack while ethereal
- [+] cursed scroll of mending should damage stuff
- [+] spark should light unactivated candles/torches instead of
      igniting.
* [+] askcoords:  add a subprompt param:
* [+] xp levels:
- [+] stealing skill
* [+] alarm spell - level 1 wild magic
- [+] reduce damage when drunk (-1d3)
* [+] better armour material damage immunities
* [+] bug - lots of mosnters on same square - bug with f_numappear
- [+] chat-> "go to x,y" (they must have los to there)
- [+] reduce # objects in rooms again!!!!
* [+] put gatekeeper on DLEV 6
- [+] bug: when doing a heavy blow, don't use weapon effects liek trip.
- [+] don't show "[magic]" or [inspected] at end of game
- [+] knockback bug: You flatten the kobold!  The kobold slams into a
      rock floor!
- [+] warn before dulling blade.... (if pretty high iq)
- [+] monstesr should not start eating when enemies are nearby!
- [+] increase weight of weapons
- [+] fix up what counts as a heavy wep
- [+] check throwing - i can throw a 6.5 javelin 6 squares with a str
      of 7!!
- [+] eat blinkdog corpse for instant blink ability

- [+] true strike (???, next xx attacks alway hits).  xx is power/3
- [+] floating disc (summon)
- [+] obscuring mist spell fixes
2011-06-20 03:16:30 +00:00
Rob Pearce 27d22df11d - [+] implement getradiuscells()
- [+] evaporate spell - turn water into steam
- [+] monster generation bug? even on dlev10 i'm stil getting mostly
      kobolds
- [+] ai infinint eloop again - frost hawk trying to open door
- [+] another infinite loop - not falling through after spell failure.
* [+] reduce attack delay for most weapons.
- [+] letplayer see a tiny bit in the dark (1 cell ?)
- [+] beginner tracking not working - fixed.
- [+] only show "...but do no damage" if you have good knowledge about
      their race.
- [+] make gold lighter
* [+] footprints glyph shouldn't override pudles of water!
- [+] only show eviscerate etc if you have good knowledge?
- [+] don't start monsters on the stairs/magical barriers!!!
- [+] stone should be immune to more damage types
* [+] addexits adding way too many exits.
- [+] blessed identify should ID everything
- [+] blessed mending mends all
- [+] don't make noise when slowmoving.
- [+] eyebat dispersal big: The eyebat's strong scent leading north
      disappears!
- [+] go over footprint+scent+corpse and pickup:"You can't pick up
      footprints!"
* [+] doors can't do on top of each other!!!
* [+] low ground
- [+] make sure you can't have more than one "water" object in a cell.
* [+] make val2 of rarity be "common/uncommon/rare" etc
- [+] more monster types should appear in the forest.
- [+] when i go down stairs into a dark area, "it is pitch black!" is
      being cleared.
* [+] helm of the poltergeist
- [+] flying creatures get penalties in webs etc 
- [+] blind things shoudln't follow up/donw stairs
- [+] You shout a blood-curdling war cry!  The sawgrass turns to flee
      from you!
- [+] potions still worth too much.  minor healing was 420!!
- [+] AI should only go towards covetted object if it's closer or the
      same distanec as target.
- [+] branded objects should be worth LOTS - at the moment they're
      worth 1!!
* [+] maybe just adjust value of rarity?
- [+] don't roll spot checks while training!
* [+] replace f_nofeel with:
- [+] revenge did too much damage (50)
* [+] change how AR works
- [+] need to add: "really walk into a falling rock trap" ?
- [+] put only ONE staircase going up on dlev 0
- [+] why am i stopping sprinting after 1 move?
* [+] somehow make sure mosnters can't see footprints in a cell with
      mist
- [+] bones shouldn't be able to catch on fire.
- [+] when you levle up, gainskill BEFORE getting new spells
- [+] put out flaming objects after pickup
* [+] don't say "really target yourself?" when using a potion of sleep!!
- [+] enhance a random skill when levelling up? every 2 levels?
- [+] weaken koboldsa little - less change of javelin
- [+] don't drown instantly - take a few turns, depending on CON
* [+] create vault spell for debugging ???
- [+] doors in the middle of rooms.
- [+] highlight selected choice in askstr
- [+] flooded_room being created without walls!!!!!!
- [+] describe spell from levleup not working
* [+] GETROOMEDGE RETURNING NO CELLS for circularroom!!!!!
- [+] fire wizard not prompted to get firedart at l2..
Vaults
* [+] X corridor - 
- [+] crosshatch
- [+] should water be ~ instead ?? and change whatever is currently a
      tilde to something else...
Initial work on goal:
- [+] surround all stairs with barriers
- [+] start player NEAR stairs (randomadjcell from stairs, allowexpand)
+ methods of escape
- [+] knock scroll
- [+] digging (but it stops the dig from going any further)
2011-06-09 08:58:35 +00:00
Rob Pearce 3442dc293d - [+] display cell wall types in askcoords()
- [+] sort OC_ in defs.h
- [+] when a monster UNHIDES, need to redraw!!!
* [+] chain lightning
- [+] teleportation trap
- [+] wish bug with invalid strings: The xxx's strong scent leading
      east appears on the ground!
- [+] bug: animals ggetting extra attacks due to unarmed skill.
- [+] change melee attack with 2nd hand to happen at SKILLED level, not
      adept.
* [+] infinite loops during creation
- [+] make javelins weigh more
- [+] potions still cost too much.. should be at least 1/3 the cost
- [+] "you feel footprints here".  need F_nofeel
2011-06-05 09:21:21 +00:00
Rob Pearce 11c03d71cf VAULTS
* [+] vaiultlegend_t
* [+] vaultdef_t
- [+] implement addlegend()
- [+] implement addvault()
- [+] function to read in a vault from a data file
    - [+] vs_noid
    - [+] vs_loadingmap
    - [+] vs_loadinglegend
    - [+] vs_loadingflags
    - [+] vs_loading
- [+] load all vaultdefs in at start
- [+] change createroom to calculate the posistion
- [+] for each room, give a %chance of haivng a vault. (based on
      habitat?)
* [+] createvault(map_t, roomid?, char *vaultid)
- [+] mapdata with letters
* [+] MSG up vault errors on load.
- [+] Select job _before_ generating first map.
* [+] make addob() handle door flags:
* [+] addob() improvements
* [+] wish bug: first object goes in pack, rest on ground.
- [+] genericise getroomedge()
- [+] finish 'autodoors' (at the end, add doors if none already done)
- [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x,
      v1=y, v2=pct text=what
* [+] "what" can be:
* [+] scatter:y1:x2:y2:what:chance%:howmany
* [+] some way to make the @map bit just say 'random room at least 2x4'
- [+] make "scatter" able to take range instead of count.
- [+] make "scatter"able to take x% instead of count.
- [+] upsidedown chars no longer working with winch()
- [+] ensure no DUPE ids
- [+] make legend take percentages (optional)
- [+] make "at" take negative values...
OPTIONS
- [+] autodoors - put doors on edges like with normal dungeon rooms.
* [+] autopop - fill with obs/monsters like normal rooms
VAULT FILES
- [+] flooded room
- [+] labyrinth
- [+] vault (lots of money, locked secret doors)
- [+] monster zoos (money and monsters)
- [+] diningroom - lots of tables and chairs
- [+] circleroom
- [+] pillared room
- [+] glass pillared room
- [+] cockatrice lair (statues)
- [+] traproom - need "random trap".  need OC_TRAP.
- [+] BUG: piranhas walking out of water sometimes.......
- [+] add startatt x-y rather than just a bracket. use text field.
- [+] make teleport auto move away form lfs
- [+] add minotaur
2011-06-02 08:34:44 +00:00
Rob Pearce af0d8f244d - [+] 's' = slowwalk(lf, dir). ask which dir if not given and player.
- [+] adds F_SNEAKING 
    - [+] calls trymove
    - [+] removes F_SNEAKING
    - [+] effects:
        - [+] move slowly (2 times normal)
        - [+] never slip
        - [+] bonus on stealth check
2011-05-27 02:50:59 +00:00
Rob Pearce f4cdcae146 * [+] shallow water / deep water
- [+] copy getmovespeed() water code into getactspeed too.
- [+] CAN throw missiles or fire guns while swimming, but you have an
      accuracy penalty, and they go slower. 
* [+] can't cast spells while in the water
* [+] sk_swimming
- [+] new obclass - terrain - goes baove everythign
- [+] remember tarrain like dfeatures
- [+] replace cone of cold with cold ray which hits all objects in the
      path, but stops at the first lf.
- [+] towel - dries things off.
- [+] f_needswater - suffocate if you aren't in water.
- [+] l6 nature - FLOOD.
- [+] make water jet leave a water trail
* [+] water monsters ( non-grey ;)
- [+] add aquatic mosnters to flooded rooms. addmonsters needs to check
      for water.
* [+] SPEED UP the game. running very slowly now. switched ncusrses
      draw func.
- [+] fix crash when moving off forest map with DC_xx instead of D_xx
2011-05-27 00:41:34 +00:00
Rob Pearce 69982623ed Monster AI improvements:
- [+] replace f_target with f_targetlf
- [+] wantrange.  for melee fighters (default), it's 0. for
      spells/archers, it's higiher.
    - [+] if we are further away than bestrange, move towards.
    - [+] if we are closer than bestrange, move away
    - [+] AND: move to wantrange before doing spells etc
    - [+] if we have a ranged attack and wantrange is default, increase
          it.
- [+] in movetowards/away, cells in the wrong dir should NEVER be
      acceptable!
* [+] mflag_push for monsters
          http://roguelikedeveloper.blogspot.com/2007/10/unangband-monst
          er-ai-part-three.html
- [+] randomly use ranged attacks when adjacent

* [+] show trail in askcoords
- [+] when throwing, pass range to askcoords
- [+] max monsters per room is depth + 1
* [+] why do humans take ages to appear?
- [+] fireball spell is slow
- [+] why can i throw objects through magic barriers?
- [+] add a bonus for mastery of cartography - magic mapping every 50
      turns.
- [+] crash with monsters moving off edge of world map
- [+] make magic barriers be ON stairs, not around them.
- [+] handle DIAGONAL entry to maps
    - [+] OR make this impossible.
- [+] druid should get auto nature knoeldge as they levle up (levs 5 10
      15).
- [+] CRASH flagpile corrupt
    - [+] happening during AI movement.
- [+] make lightning storm only hit enemies
- [+] store last known movement dir in TARGETLF and PETOF.
- [+] limit monsters per room not working?!?!
- [+] make askcoords let you show object piles with .
- [+] make askcoords say "A magical barrier (+xx other objects)"
- [+] combine getlastknownmovedir into getlastknowncell
* [+] BUG: secret doors are showing up as . again!
* [+] implement trails (footprints & scent)
* [+] aimovetowardslf(lf, wantattack)
* [+] make pets use wantdist code?
- [+] what does expert/master tracking give you?
    - [+] ex: your tracks don't last as long
    - [+] ms: you don't leave tracks.
- [+] change f_reducemovement from multiplier to addition
- [+] comma still showing up scents and footprints incorrectly!!!!!!!!
Initial shallow/deep water:
- [+] restrict movement
- [+] check for drowning in turneffectslf AND movelf
- [+] warn before walking onto dangerous objects.
- [+] change how walkdam works for deepwater.
    - [+] don't use walkdam flags.
- [+] don't make splashes of water on top of deepwater.
* [+] deep water will drown you if
- [+] don't leave footprints in either
- [+] create steam on fire damage, but don't CONVERT to it.
- [+] f_waterbreathing
    - [+] can't drown in water
- [+] extra damage from cold/elec if in deep/shallow water
Initial swimming implementation
* [+] sacred/cursed ground
- [+] vending machine
- [+] don't transfer f_rarity flag when making objects / lifeforms.
Initial work on adding a goal to the game!
2011-05-25 02:12:00 +00:00
Rob Pearce a763c3c4b1 - [+] issues with drawing off edge of map.
- [+] should ALWAYS be blank (' ')
- [+] The fire giant forgecaller incinerates you with a flaming
      morningstar.--More-- HP:-115193/139
- [+] barbarian should start with a heavy weapon (to do heavy blow with)
- [+] chang epegasus symbol to Q
- [+] stop sprinting when you open a door, attack, etc
- [+] "the darkmantle vanishes" "the darkmantle appearS" "the
      darkmantle steps though the shadows"
- [+] when generating humanoid monsters on dark levels without
      seeindark, high chance of them having a torch/candle
- [+] all undead should seeindark
- [+] major healing pot doesn't work
- [+] crossbow should do more damage
* [+] aiming skill - determines accuracy of firearms
* [+] change spellbooks to be a single object ("spellbook")
- [+] call wind spell
- [+] make plants boost power of druid spells
- [+] secret iron door showing up as '.'
- [+] table shoudl be misc, not dfeature
* [+] implement sound volume.  1 - xx
* [+] some monsers have f_varlevel. v0 = max.
- [+] implement 'say'
* [+] bandits should demand a bribe (based on their hit dice)
* [+] replace graph paper with cartography skill
- [+] lightning bolt (air, goes THROUGH all lfs until the target one.
      less damage than fireball though.)
- [+] no casting spells while prone
Initial world map implemention.
- [+] maps need flags.
* [+] when in world map, calculate rarity differently based on distance
      from 0,0
* [+] allow walking off edge of forest to new map areas
2011-05-19 20:30:58 +00:00
Rob Pearce 300f1637b3 - [+] can't go up to forest now!!!!
* [+] implement points:
* [+] listobs() printing nothign when i die...
- [+] use nextmap again.
- [+] make 'grass' cells burn to dirt
- [+] bug in checking screen chars.
- [+] NOW why isn't screen clearing after exiting inventory?
* [+] in drawlevelfor()
- [+] CRASH going down stairs to dlev 2.
- [+] outside light - 6pm -> 6am = DARK
- [+] outside 6pm-7pm = getting dark
- [+] outside 6am-7am = getting light.
- Initial forest implementation
	- [+] all grass
	- [+] lots of random trees
	- [+] add monsters / objects
	* [+] more forest objects
2011-05-16 02:03:25 +00:00
Rob Pearce 858a264b07 * [+] need to set "needredraw" every time we exit:
- [+] make eating take longer - depends on lf size and food sizes
* [+] stop eating if something attacks you!
- [+] change spell code to cope with caster = NULL!!
- [+] why are rooms never more than 2 high
* [+] traps
* [+] eating bug again
* [+] disarm trap skill?
- [+] lots of needredraw bugs
- [+] bug with cursor jumping around lots
- [+] draw darkened visible cells in blue
* [+] shadow cloak
- [+] tree shouldn't prevent resting!
- [+] make plants not attack druids
* [+] cooking
- [+] stop eating if your eating object is no longer with you
* [+] FLAG CORRUPTION BUG
- [+] pet walking back and forth on rotted objects
- [+] purified food shouldn't decay anymore.
- [+] plants shouldn't sleep
- [+] RESTING on statbar not being cleared. the add of f_interrupted
      was clearing statdirty before f_asleep got removed in killflag().
- [+] AI:  don't eat if in battle
- [+] reduce projectile damage
- [+] show raceclass in statbars
- [+] smoke should make you cough.
- [+] when going up levle, only prompt for spells you can cast?? (don't
      show "NOTCASTABLE")
- [+] Your young hawk dies.  The stirge releases something!
- [+] sleeping thigns shoudn't follow you up/down stairs.
- [+] when throw'ng an object, don't let it stack (otherwise we might
      destroy too much)
- [+] don't draw "c  - " for nopickup objects.
- [+] saving throw for traps if you know about it.
- [+] druid - get xp for calming animals
- [+] rogue- get xp for picking locks, disarming traps.  
- [+] metal should be immune to most damage types
* [+] make heavy blow need HEAVY weapon, not bashing.
- [+] can't rest/train while levitating!
- [+] gas traps only go off once.
- [+] bug: The goblin throws a boulder at you.  A boulder misses you.
- [+] don't give short sword skill to wizard.
- [+] hearing range based on listen skill
* [+] coldness disease:
- [+] CRASH when swapping places
- [+] bug: i can teleport into an impassable object!
- [+] add: "really target (your ally)?"
- [+] give wizards school-based skill instead of manaspike + wildmagic
- [+] LevUp still not being cleared!!!
* [+] why is air wizard being prompted for call lightning at level 2???
* [+] summon weapon (summoning)
- [+] hold portal (mod)
- [+] reveal hidden
- [+] stench (death)
- [+] frostbite (minor but direct cold damage. 1dpower. maxpower 3)
- [+] grease (modific) creates oil in a circle
- [+] fear (death)
- [+] seeinvis (div)
- [+] locate obejct (div) tells you where a seen objcet is.
- [+] swap places (transl) "twiddle"
- [+] fire brand (fire, melee attaks deal fire damage)
- [+] iceedge
- [+] lore (div, temporary knowledge from a particular school?)
- [+] icicle (cold, deals cold dam and knocks enemies away)
* [+] chill (ice, 1d3 damage per exposed body part)
- [+] hail storm (ice, big damage in area)
- [+] wall of ice (creates icy wall, hp based on power)
2011-05-12 01:49:35 +00:00
Rob Pearce 7b753b5f0f - [+] "carnivore" flag -only eats meat
- [+] smart monsters should move OFF damaging things as a priority.
2011-05-06 20:57:44 +00:00
Rob Pearce bfb7b12b46 - [+] when you 'look' on purpose, you should see cosmetic things.
* [+] CRASH in noise() when you swap with your pet!
- [+] if a goblin dodges, you shouldn't get any more attacks.
- [+] armour skill makes armour sustain less damage?
- [+] make orks have higher level tech
- [+] prone on botl (if not asleep/resting) in yellow
- [+] shields not being listed in 'T'akeoff
* [+] why doesn't stickstosnakes show up afetr i read a book?
* [+] why does 'sprint' count as a 'divine power' ???
2011-05-06 00:34:42 +00:00
Rob Pearce 810ab99662 * [+] always add webs if there are randomly generated spiders on a level
- [+] non-wood doors
    - [+] iron
- [+] only interrupt rest for hunger if it's 'starving' or 'vhungry'
- [+] limit the amount of jumping we can do from athletics skill.
- [+] no message when i lockpick with a -6 combat knife.
- [+] make small corpses give much less nutrition!
- [+] high unarmed skill should give you unarmed attacks with a
      1-handed weapon.
- [+] dual weild
    - [+] if you have twoweapon skill, when you weild a weapon, say
          "weild as secondary weapon? y/n"
    - [+] in attackcell(), check if we have a weapon in our second hand
          AND are skilled in twoweaponing
    - [+] if so, get an attack with both, but with an accuracy penalty
          (until adept level)
    - [+] make sure shiedl code doesn't accept weapons!
- [+] knockback() can now knock back other lfs that you hit on the way
* [+] faster resting obs (only via R)
- [+] replace F_RESTING with F_ASLEEP. v0 = onpurpose. if v0, you wake
      up when at full hp/mp/etc
- [+] implement F_TRAINING with traincounter
- [+] don't say 'rest until nearby allies ar eheald' if they aren't
      damaged
- [+] make listen dififculty check dependant on distance to noise
- [+] doesn't make sense for druid to be a vegetarian. use "can only
      eat meat when hungry"
- [+] @@ - combine acc+dmg.  ie.  "weapon: mace (63%,2-9dmg)
- [+] @@ - show both weapons if dualweilding.
- [+] porcupine shoudl have F_SHARP corpse.  implement F_CORPSEFLAGS
- [+] create monster - "giant ant" making "giant antlion"!
- [+] giant porcupine
    - [+] implement
    - [+] should attack ants on sight - f_hatesrace
        - [+] if race=hatesrace or baserace = hatesrace, will attack it.
- [+] gust of wind - blow obs away!
- [+] thorns (grow spikes, attackers take dmg)
    - [+] f_retaliate, v0=ndice,v1=dsides, v2=damype, text=obname
- [+] major healing (new spell)
2011-05-05 03:12:52 +00:00
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 c32f93294c * [+] calcxp
- [+] more low power rings
- [+] don't think book names are being randomized - always 'azure'
- [+] charm moidifications
- [+] possession modifications
- [+] troglodyte being made with 180180108180180 mp!!
* [+] gain skills on level up for some jobs
- [+] only magic/blessed weapons can hit noncorporeal things.
- [+] monsters shouldn't walk into walls to attack things there.
- [+] The skeleton slams you with a boulder.--More--Innate Attack:
      boulder . was a bug in HASATTACK
- [+] no polymorphing into undead.
- [+] missiles shoudl always miss noncorporeal things!
- [+] need OFFMAP as well as WALLINWAY
- [+] can't possess undead
- [+] less charges in wands
- [+] when a thrown potion misses, "xx is destroyed" rather than "xx
      shatters!"
- [+] instead of "act:slow mv: slow", just "slow"
- [+] sprinting:  "you are exhausted" isn't triggering statdirty
- [+] On status, use 'v.fast' 'ex.fast' usbtead if "Very" etc
- [+] allies shouldn't attack peaceful things.
- [+] make fleeing lfs use stairs
- [+] undead can't start with blessed objects.
- [+] undead can't touch blessed objects
* [+] GHOST
* [+] PET code
- [+] can't trade items if your ally has NOPACK
- [+] make sure shared xp is working
* [+] firstaid skill shows extra mosnter hp info
* [+] more low power wands - at the moment it's always light or pwoer
- [+] pets: say 'your xxx' instead of 'the xxx'
* [+] pets: dancing weapons should be pets
- [+] need f_allyof as well so that allies will stay close.
    - [+] difference is that allies aren't called "your"
    - [+] AND no alignment penalty for attacking allies?
- [+] in lfstats, move physical stuff BACK to first page!!!
- [+] remove ally/pet flag when you die
* [+] pirate job
* [+] let firearms go into primary hand. test with PIRATE.
- [+] when fighting with a non-weapon: "you whack the xxx with xxx"
- [+] add specific attack verbs to weapons
    - [+] F_ATTACKVERB, dampct between v0 and v1, "stabs"
- [+] make showlfarmour() use colours
2011-04-11 05:05:45 +00:00
Rob Pearce 975d3c6e4f - [+] replace usage of controller == ...
- [+] change f_dam to use text field and combine with f_damtype
- [+] reduce unskilled weapon penalty
* [+] war cry - all make morale check vs user  or flee
* [+] change 'scare' fail results:
- [+] once you something flees form you, it is immune to fear from you
      for a while.
* [+] hurricanestrike ablity
- [+] check whether thrown poisoned dart works. didn't, but does now.
* [+] multiple staircases
- [+] CRASH - infinite death, then vomitted, then crash.
- [+] more wand of wonder effects 
- [+] armour skill
- [+] f_deaf
- [+] add size to lfstats
- [+] now runnign checkobdeath for lf's pack before checklfdeath.
* [+] add "{tried}" when you've traied an object but it's not ID'd
- [+] listening - at high levels this should let you detect life around
      you?
* [+] add more rings
* [+] 4leaf clover
* [+] possession spell
- [+] crash when getting job skills. You have learned the ability
      'warcry'.  Your training is interrupted!
* [+] nothing is doing much damage.
- [+] move physical details to 'effects' tab
- [+] make hexer appear with other goblins
- [+] brown snake shouldnt slip
- [+] make kobolds more common
- [+] make poison gas green
- [+] wand of invisibility should get known if we have seeinvis
- [+] when learning new skills, use askchoicestr
- [+] sunglasses should have f_noqual
- [+] make haste/slow more powerful
- [+] F_MAXATTACKS
* [+] hiddenname colour issues.
2011-04-08 03:18:54 +00:00
Rob Pearce 7e8aecf958 - [+] bug: "10 flaming arrows ##########\n are no longer on fire"
- [+] bug:  when wearing no boots: "A small puddle of water hits you!"
- [+] animated zombie keeps changing colour
* [+] wizard special case:
* [+] bug - walked down stiars on top of a monster
- [+] change "haslof" to come from a cell
- [+] replace WE_NOTSOLID with WE_WALKABLE
- [+] show hp/mp in colour
- [+] invis potion should always traget user
- [+] generic functions to curse/uncurse an object
- [+] not prompting for statgain after training properly. fixed.
* [+] pressing a key should interrupt resting
* [+] implement doublebuffering for screen
- [+] don't show attack dmg for mosnters
- [+] reduce sprint time
- [+] if a monster is chasing someone (ie has F_TARGET), then don't
      consider cursed ob ells as valid
- [+] don't hear noises when in battle
- [+] colourise attribs on status bar
* [+] askob/askobmulti
- [+] "lockpick with what" showing too much
* [+] inventoy colours
- [+] "masterwork stick" ?!
- [+] poison:  save to get rid of poison should be HARDER than save to
      prevent getting it
* [+] why are xats starting off carrying objects ?
* [+] small chance of catching a thrown missile if you have very high
      dex
* [+] if you polymorphed on purpose, have a "revert to original form"
      ability
- [+] nausea should only affect humanoids
- [+] BUG displaying knowledge when it goes longer than 1 screen.
- [+] monsters are attacking each other again! fixed?
* [+] BUG: when i load a game, i gain all knowledge!
- [+] more pole weapons
* [+] disarming weapons
* [+] tripping weapons
* [+] MORE ISSUES with askobject
* [+] validatelf
- [+] fix bug with poison triggering too often
- [+] chance of retching when nauseated. no hp loss, but takes time.
- [+] monsters shouldn't throw stuff if they don't have lof.
- [+] fix crash in knockbackob->fireat, caused by thrower == null
- [+] let high powered KNOCK knockback creatures again ?
- [+] test function to dump out:  dungeonlev   
      which_monsters_can_appear
- [+] firstaid tells you how long poison will last and whether it's
      lifethreatenting?
* [+] high level listen gives more info
- [+] wind shield spell
    - [+] repels all missiles of speed <= power 
- [+] variable level spells
    - [+] F_VARLEVEL
    - [+] when you cast, say "cast at how much power" with choices
          "Power II (5 MP)"
    - [+] show in spell list:  "5-10 MP"
- [+] replace ARBOOST with MAGICARMOUR
- [+] needan()
* [+] move psychic shield check into losehp
- [+] high level detectlife should show actual lf glyphs
- [+] control which jobs can learn which new skills.
    - [+] F_CANLEARN xxx
- [+] remember last target from spells
    - [+] askcoords = does lf for lastlftarg exist? if not, set it to
          null
    - [+] if so, start with it
    - [+] when you pick one, set it.
- [+] F_SHIELDPENALTY - modifies accuracy.
* [+] stop wizards from using shields
2011-04-06 07:27:55 +00:00
Rob Pearce 69d14c05fe * [+] goblins aren't opening doors...
- [+] xat shouldn't be able to open doors!
- [+] semicontrolled createmonster
* [+] implement semicontrolled teleport (can pick the general direction)
* [+] change how semicontrolled teleport works
- [+] make identify/remove curse more common
- [+] make minorheal/heal more common
* [+] NOTDONE. maybe reduce the amount of damage which AR blocks a bit?
      i got to 30ar very fast! (ie -45% dam)
* [+] make a special case for F_FLAKJACKET
- [+] BUG: glowbug is causing PERMENANT light, not temp!
- [+] diety ability - levelup
- [+] new damtype:  necrotic
- [+] drain life spell
- [+] make water evaporate
- [+] BUG in validating target cell. was asking a monster for input 
* [+] boots get wet if you walk in water
- [+] why does oil lamp and pil lantern make the same range of light?
- [+] fixed another vending maching crash
- [+] crash due to sprinting?
- [+] 2 blessed flask of battery acids
- [+] "This is a wand!" - don't use code for hiding names in the dark!
* [+] animals shouldn't eat their own race!
- [+] gem of seeing costs nothing!
- [+] frozen weapons do +1d4 cold damage
- [+] allomancy/psionics don't need spellcasting
- [+] poison isn't being announced on mosnters?
- [+] "you are full" only interrupt if we went < normal (ie peckish
      starving etc)
- [+] only F_HUMANOID creatures can wear armour / use weapons
* [+] what does a masterwork bow do?
- [+] implement strength requirements on weapons
- [+] UNDEAD cannot be poisoned by eating corpses!
- [+] ai lfs shoudlnt' eat tainted food
- [+] change how gravboost works wrt movement
- [+] smart ai lfs shouldnt move when in pain
- [+] don't stop walking if the only things there are non-pickupable
- [+] make mosnters swap places with each other if they are the same
      baseid
* [+] scroll of permenance
- [+] make more monsters have gold
* [+] can learn novice level weapon skills by using one a lot
* [+] finish hawks
* [+] add colour
* [+] job attribs aren't working
- [+] pile of ash has weird glyph!
* [+] when you learn the first rank of some magic skills, you get a
      spell with it
- [+] add colours to statbar
- [+] can only "stop on xxx" if you have feet
- [+] monsters shouldn't attack other to get to wanted objects.
* [+] "xat throws a knife"
- [+] manaspike doing no damage to giant newt
- [+] assign colours to rings
2011-03-31 23:54:44 +00:00
Rob Pearce e9f752dd2f - [+] auto swap places with peaceful lfs only if they are a lot smaller
- [+] prevent autoswap if there is somethign dangerous to the other lf
      in your cell
- [+] sometime give monsters random loot (if they dont have f_nopack)
- [+] stop sprinting and spellcasting if you slip. 
- [+] impement "C"ommunicate command
    - [+] ' with who'?
    * [+] list of options:
- [+] can throw items TO allies
- [+] improvements to getbestweapon()
* [+] give xp for using can of insecticide
- [+] fix monser spell casting
- [+] in describeob, include BONUS for armour
2011-03-25 01:23:15 +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 5f393e02e0 a 2011-03-11 01:25:38 +00:00
Rob Pearce 4ddc70a314 a 2011-03-10 05:47:18 +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
Rob Pearce 19d30819ae initial checkin 2010-12-02 01:17:54 +00:00