Commit Graph

68 Commits

Author SHA1 Message Date
Rob Pearce 2867b4488f - [+] might need to increase effectiveness of armour again. incease
damreduced.
- [+] reduce sliperriness of blood now that we get lots more.
- [+] restrict hiscores to scores of >= 1.
    - [+] (and remove all current entries with score of 0)
- [+] modifications:
    - [+] make levels more sparse
    - [+] make "things"more common
    - [+] make objects more common (as opposed to lfs)
- [+] monsters with territorial CAN approach if you're sleeping/ko
- [+] monsters with territorial don't get angry if you're sleeping/ko
- [+] CRASH when i tried to dismantle something.
- [+] speed up map generation.
    - [+] most time is in createhabitat.
    - [+] calcposandmakeroom(). speed this up.
    - [+] linkexit()
- [+] FIX reachability algorithm
    - [+] unless we can make a dircet path, REMOVE all other code.
    - [+] instead, use modified a*
    - [+] distance to dest roomm, not dest cell
        - [+] = distance to centre of dest room
    - [+] cell is okay for pathfinding
        - [+] adjcellokforreachability(cell) = true
    - [+] cell is the finish spot if:
        - [+] it is in a different room and
              adjcellokforreachability(cell) = true
    - [+] i THINK this is working now.
- [+] f_startobwepsk ... text = "common" not working. fixed.
2012-11-19 04:57:48 +00:00
Rob Pearce 29483cd29f - [+] BUG: lfs are getting map flags!
- [+] Implement a* pathfinding for pets
    - [+] done
    - [+] TEST... seems okay so far.
- [+] druid spells not showing in starting list.
- [+] don't announce noise from unseen things which are attacking the
      player.
- [+] fix crash when no pet location found at start of game.
- [+] swap spell levels for warp wood and absorb wood.
- [+] only set godprayedto if you got a positive effect.
- [+] warp wood should affect wooden lifeforms.
- [+] pathfinding for player:
    - [+] only allow this to explored cells
    - [+] consider unexplored cells non-walkable.
    - [+] set f_pathfinding
    - [+] STOP if we see a monster
- [+] never let stamina exceed max.
- [+] you can now actually climb when you get the spiderclimb ability
      but don't have climbing skill
2012-11-06 20:32:56 +00:00
Rob Pearce 68e5435fdf - [+] walking on glowing moss sohuld damage it.
- [+] make dagger stronger than combat knife (but combat knife is
      faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
    - [+] every time we ask for a direction, use askdirection(prompt).
          make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
    - [+] i'm finding way too many books! might be fixed now... ?
    - [+] never finding wands
    - [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
    - [+] carpet = soft
    - [+] stone = normal
    - [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31.  novice perception skill. noticied
      teleport trap right in front of me.  chances?
    - [+] maybe make it you can never detect anything further away than
          your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe:  "At Novice
      level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
      (with human footprints)"
    - [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
      fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
    - [+] F_BLOCKSVIEW needs new option:  v1 = true means dont block 
          if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
      info from the the cell returned.
    - [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
      the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
    - [+] peaceful check should do this
    - [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
    - [+] l0
        - [+] chewing gum (jam doors with it) - this should be food
              though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
      'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
      read it manually
- [+] finding rings of unholiness everywhere.
    - [+] because it's the only rare ring!
    - [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
      small blades.  starts with extra knives.
- [+] replace all SUBJOBS  with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
    - [+] rogue/assassin (no stealing, no traps, lockpicking,  better
          stealth+backstab, poison knives)
- [+] minor healing spell is too powerful.  should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
    - [+]  just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
    - [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
      school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
      grants cold resistance 
- [+] shop opening hours
    - [+] F_OPENHOURS
        - [+] v0 = start (inclusive)
        - [+] v1 = end (inclusive)
        - [+] v2 = sayphrase
        - [+] SP_CLOSEDTILMORN (come back in the morning)
        - [+] SP_CLOSEDTILNIGHT (come back tonight)
        - [+] SP_CLOSEDTILHOUR (come back after x oclock!)
    - [+] make shops only be open during the day.
    - [+] make some temples only be open at night (eg. hecta)
2012-10-15 02:15:36 +00:00
Rob Pearce db83aadaac - [+] announce when a web spell hits you
- [+] grammar:  xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
      mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach -  with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
      away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
      go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
    - [+] have added debugging
    - [+] wait for it to happen again
    - [+] put in code to check at start of turn whethe r my alignment
          just changed.
    - [+] my alignment seems to have changed to NONE
    - [+] POLYMORPH is causing this.
    - [+] fixed
- [+] commando should have low level version of gunblade
    - [+] electromachete - low pierce + low electric
    - [+] gunblade - med slash + low explosive
    - [+] boomstick -  med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
      object)
    - [+] l2 tech
    - [+] operate it to recharge tech which has charges.
    - [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
    - [+] new arg: lifeform_t *causedby
    - [+] use this when dealing damage, so that it counts as player
          kill (etC)
    - [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
      1
- [+] seems almost impossible to break locks on chests by bashing....
      check the calc.
    - [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
    - [+] after first hit: +1dam, knockback
    - [+] after 2nd: +2 dam
    - [+] etc
    - [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100.  therefore: multiply by 3
      and a bit.
- [+] CRASH during wish for Power
- [+] bug:
    - [+] You whack the pixie.  The pixie turns to face you.
          The pixie turns to flee from you!
          Amberon's voice booms out from the heavens:
          "You dare attack an innocent?"  Amberon's voice booms out
          from the heavens:
          "You dare attack an innocent?"  The pixie gestures at itself.
- [+] baba yaga's hut
    - [+] shoudln't be able todrink potions
    - [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit: 
    - [+]  $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
    - [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
    - [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
    - [+] scourge should always start with a whip.
    - [+] fighter should be able to pick it 
- [+] aligned temples sohuld be half price (or free if god is pleased?)
    - [+] SM_DETECTCURSE
    - [+] SM_PURCHASEITEMS
    - [+] SM_BLESS
    - [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
    - [+] check out canreachbp() in lf.c
    - [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
      silver
- [+] klikirak should grant fire powers
    - [+] cast pyromania when you pray
    - [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
      i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't  do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
    - [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
      with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
      called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
      your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
    - [+] i think i said "weapon" but it turned into weapon store.
    - [+] works in a wish...... is this only a problem in a vault?
    - [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
      "the xxx appears"
    - [+] when i read a create monster scroll, this _doesnt_ happen.
    - [+] when i cast summon small animals and a brian bat appears, it
          _doesnt_ happen
    - [+] only seems to happen whan a mosnter uses a summon spell
    - [+] maybe to do with finalisemonster() or "autogen" being set in
          addmonster?
    - [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
    - [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing  plants
- [+] do something to stop kilkirak worhipers from scarificeing the
      entire forest!
    - [+] if you attack a plant lf in the sylvan forest
        - [+] nearby plants attack.
        - [+] 33% chance of a treant:
    - [+] same if you destroy a plant object
        - [+] takedamage() needs a "fromlf" arg
    - [+] or sacrifice one.
    - [+] _warning_ if you attack a plant object or plant lf. (but
          don't kill it)
    - [+] WISDOM warnings:
        - [+] if you are about to attack an OC_FLORA object in the
              woods (and have felt the woods get angry once before)
        - [+] if you are about to attack a RC_PLANT lf in the woods
        - [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
2012-08-12 05:04:49 +00:00
Rob Pearce 8377a72242 - [+] credit cards shouldn't be stackable
- [+] minor grammer fixes in skill descriptions and looting choices
- [+] crash when donating objects to a shop.
- [+] only allow lock breaking with bashing wepons
- [+] make minor undead like skeletons not pursue once you're out of
      sight.
- [+] don't allow damaged objects to stack
- [+] wyrmspawn should be able to learn master wyrm lore!
- [+] fixed crash when operating tech which asks for a target cell
- [+] bug in bones
    - [+] invalid at() definition: 'at(0,0) ob:an uncursed bone club'
          [vault:bones7/loading flags] Invalid line: [at(0,0) ob:an
          uncursed bone club]
- [+] when monsters polymorph into a new race, don't change their
      allegiance (ie. dont inherit f_hostile)
- [+] don't want boulders or other impassable objects in starting room
- [+] lumara should give you one more mp if you are already full
- [+] reduce radius of gas trap
- [+] fixed description for mana spike
- [+] increase damage of wild spells
2012-05-28 07:05:19 +00:00
Rob Pearce 435b374c25 - [+] "really attack the helpless something?"
- [+] don't show this message if we can't see iT!
    - [+] also dont count this as a peaceful attack if we can't see it.
- [+] missiles missing you should interrupt training!
- [+] Why does monk acuracy start at -4?!
- [+] godstone of destruction (hammer )
- [+] godstone of life (heart ?)
- [+] godstone of mercy (flower?)
- [+] revenge/theft (glove?)
- [+] godstone of purity (orb ?)
- [+] death: of death. (skull ?)
    - [+] casts infinite death
- [+] nature: of Nature (seed ?)
    - [+] all plants become peaceful
    - [+] all animals become peaceful
    - [+] cure all diseases
    - [+] quench all fires
    - [+] flowers grow everywhere
    - [+] summon treants ?
- [+] battle: of Battle (make this a horn?)
    - [+] remove all curses on equipped wep/arm.
    - [+] bless weapon (if not already done)
    - [+] nullify all other lfs
    - [+] super speed attacks ?
    - [+] warriors appear
- [+] magic: of Magic (crown ?)
    - [+] restore all mp
    - [+] learn any spell
    - [+] identify all objects
- [+] make Lavax be playable
- [+] make Fishfolk be playable
- [+] fix bug with wand lof
- [+] reduce rarity of wands
- [+] getrandomobwithflag()
- [+] fix big memleak bug (allocating map cells twice)
- [+] infinite loop on win game by defeating a god.
- [+] klikirak shouldn't make fire when on plane of gods/
- [+] createhabitat shouldn't be allowed to blank pre-vault  (ie.
      locked) cells
- [+] bug: wasn't any lfs in realm of gods
- [+] master vault
    - [+] bottom of dungeon has link to "vaults".
    - [+] vault stairs needs a key to open it. (special stair type)
    - [+] stair type:
        - [+] metal hatch leading down
        - [+] metal ladder leading up
    - [+] add new habitat
    - [+] add new branch
    - [+] algorithm for making h_vault level:
        - [+] start with everything a wall
        - [+] place x number of random rooms or vaults with tag:vault
            - [+] rooms can't overlap
            - [+] rooms should be fairly small
            - [+] IMPORTANT: rooms can't be further than 2 (3?) cells
                  away from other rooms
        - [+] every room has locked doors (never open entrances)
        - [+] then go through, and cell which has a room cell near it
              becomes empty
        - [+] problems:
            - [+] rooms have no doors!
            - [+] rooms are too small!!
        - [+] populate with monsters (f_rarity)
        - [+] more chance of "guard" jobs
        - [+] automatically place chests
    - [+] 3 levels with:
        - [+] 1 staircase up/down form each
        - [+] down stairs require key to open.
    - [+] first level of vaults: outer vaults
        - [+] antechamber with vault guardians
    - [+] second level: inner vaults
    - [+] last level: master vault
        - [+] inner chamber with all the godstones
        - [+] once you pick up one godstone, the others vanish.
2012-04-27 01:23:14 +00:00
Rob Pearce 252a4024a7 - [+] disrupt undead
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
      either!
    - [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
      'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
      have hardness)
    - [+] change its material
    - [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
    - [+] low chance of spasm each turn (5%)
    - [+] "your [xx] spasms/contorts violently!"
    - [+] hand = drop weapon
    - [+] leg = fall over
    - [+] jaw = nothing
    - [+] back = spine broken, you die
    - [+] tail = tail broken
    - [+] chest = rib broken
    - [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
    - [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
    - [+] v0 = obid or celltypeid
    - [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
    - [+] deinfe it
    - [+] add effects
    - [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
      calculation.
    - [+] monsters now just get 1 extra hit die per level after the
          first.
- [+] only some branches should use region->depthmod. others only use
      regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell:  you hear an ultra=high pitched
      whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
2012-04-01 19:48:13 +00:00
Rob Pearce 0a06d06374 - [+] dancing weapons should injerit object's size.
- [+] animals shouldn't be smart enough to avoid sharp objects on the
      grond.
    - [+] make all animals have wisdom = LOW
    - [+] make most undead have wisdom = VLOW
    - [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
    - [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
      of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
      them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
      appear on top of you!
    - [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
      battered.
- [+] propel missile
    - [+] doesnt anger lumara
    - [+] for monsters: aispellok true if we have an OC_MISISLE which
          we're strong enough to able to throw.
    - [+] minrange 2
2012-03-20 10:26:33 +00:00
Rob Pearce ea5d012876 - [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!!
- [+] air spells:
    - [+] create whirlwind - make a single whirlwind
        - [+] implement
    - [+] ethereal steed - move very fast and levitate
        - [+] f_autocreateob whirlwind behind you
        - [+] whirlwind object throws any lfs/objects around randomly
    - [+] tornado - creates a single tornado at a given location (more
          powerful). it moves around randomly, kills adjacent walls.
        - [+] F_OBMOVESRANDOMLY
        - [+] find an adjacent cell (walls ok)
        - [+] kill any walls there
        - [+] move there
    - [+] hurricane -  creates a cross cloud of whirlwinds (very
          powerful!). these move around randomly and kills adjacent
          walls.
        - [+] implement
        - [+] make them all move TOGETHER.
- [+] djinni / genie
    - [+] invisibility
    - [+] gaseous form
    - [+] illusion? mirror image ?
    - [+] permenant ethereal steed effects
    - [+] airblast
    - [+] gust of wind
- [+] efreeti
    - [+] wall of fire (new spell)
    - [+] gas form
    - [+] enlarge
    - [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
      monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
    - [+] seems to...
    - [+] but then i get "something casts a spell at you!"
    - [+] aigetspelltarget is setting targlf to player. FIXED.
    - [+] ai keeps on casting plantwalk after doing it once.
    - [+] ai needs to sto fleeing after casting plantwalk successfully!
        - [+] this is because after stealing, we are fleeing for a time
              limit, rather than PERMENANT
    - [+] once this is fixed, add spellcasttext plantwalk = null for
          dryad.
- [+] NEw code:  if you teleport, and you were fleeing, and you can no
      longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes!  A dryad moves out of view.--More--
    - [+] don't say both!
- [+] change CHARMEDBY code for player:
    - [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
    - [+] knife
    - [+] must stay near oak tree
    - [+] can "plantwalk" between oak trees (or other plants).
        - [+] cast spell at cell with plant, warps you to a random one
            - [+] for player:  reveal all cells with trees, then ask
                  you which one.
        - [+] range 1
        - [+] maxpower 1
        - [+] ai casting:  must be a plant in range.
    - [+] emergency code: if not within lifeob range, move back!
    - [+] can cast sleep
    - [+] wants gold/gems/weapons
    - [+] home oak tree contains gems
    - [+] steal
    - [+] stayinroom
    - [+] charm 
    - [+] AI shouldn't ever walk away from life ob!
    - [+] ai homeob gems aren't appearing
2012-03-07 11:46:55 +00:00
Rob Pearce 8186db9f5a - [+] chance to resist knockback?
- [+] "%s staggers backwards, but stands its ground."
    - [+] every size over human gives 10% chance to avoid.
- [+] monster jobs
    - [+] demonologist - can summon demons
    - [+] shaman - summon animals
    - [+] bezerker - can use rage
    - [+] necromancer 
    - [+] add f_startjobs to monsters
- [+] in makedesc_race, combine skills up until screen width. ie:
    - [+] Novice Listen, Novice CLimbing
    - [+] Also combine abilities, ie:
        - [+] Ability: jump
        - [+] Ability: xxx
        - [+] becomes:
        - [+] Abilities: jump, xxx
- [+] more psionic spells!
    - [+] psionic blast ? daels direct damage to intelligent creatures
          ( 1 to iq/10 )
    - [+] anticipate action: next xxx attacks from target lf against lf
          always miss
        - [+] "you easily dodge %s%s attack."
- [+] fire should spread on carpetted floors?  how to stop it spreading
      to the whole dungeon ?
    - [+] implement
    - [+] test
- [+] new poison type:
    - [+] migraine. sound causes pain (1 per volume?). light spells
          cause pain too.
        - [+] can get this from food too. (instead of gastro ?)
        - [+] mental spell to give a migraine - "brainache"
- [+] eating raw meat can give you migraine, or gastro.
- [+] make makedesc_race take player lore skills into account
    - [+] in describerace(), make title be:
        - [+] Race::glowbug (beginner level knowledge)
    - [+] LORE LEVELS:
        - [+] NOVICE: common knowledge
            - [+] breaths water 
        - [+] BEGINNER: only known if you've studied it a bit
            - [+] nocturnal, damage resistances/vulns
            - [+] silentmove
            - [+] stability
        - [+] ADEPT:
            - [+] only know it if you've studied it a LOT
                - [+] wantsobs
                - [+] spells
                - [+] morale
                - [+] eating habits
        - [+] when attacking something which is immune to your weapon, 
              warn you.
            - [+] (if your lorelev >= beginner)
- [+] change io.c to use command_t table
- [+] when selecting your starting weapon, show damage and accuracy 
- [+] scourge gains nullify at high levels
- [+] bug: ur-gnats not flying
    - [+] had f_nospells AND f_canwill flight
    - [+] made f_nospells not affect F_CANWILL, just F_CANCAST
- [+] shouldn't be able to cook firebug corpses
- [+] fire shoudl make crackling noises
- [+] nullify should anger god of magic, and not upset god of battle
- [+] nullify shouldn't affect natural flight fof birds
- [+] shouldn't remember your surroundings while raging
- [+] lfs shouldn't flee from themselves!
- [+] change attackverb for touch attacks.
- [+] eyebat gaze
    - [+] "your pair of sunglasses protects you"
    - [+] but the spellcast is never announced!
    - [+] fixed.
- [+] stun() should make lf lose concentration
- [+] fix a few logic errors in gaze protection code.
- [+] when i go up level as a scourge, I'm getting "You have gained the
      ability 'Nullify' (job perk)."
    - [+] i should be getting You have gained the ability 'Nullify VII'
          (job perk).
    - [+] why isn't 'hte power appearing
- [+] also when i start typing nullify, it says "It is too powerful for
      you to cast"
    - [+] because levabil isn't keeping pw:xxx text
    - [+] BUG in LEVABIL.
2012-02-28 11:02:02 +00:00
Rob Pearce afb0d30b23 - [+] remove enchantment school
- [+] remove gravity school (move to "air")
- [+] mud should eventually dry out (but take 50 turns or so)
- [+] bug: " [@=stats Effects Items gic ?=describe ESC=quit]"
- [+] allow '?' from askgod() prompt.
- [+] when hecta changes you to a vampire:
    - [+] don't change your hp!
    - [+] don't chance your stats ?
- [+] add ?j for job descriptions
- [+] wrapprint: when caling line length, use modified strlen to ignore
      ^c or ^num
- [+] extra info in makedesc_job:
    - [+] Attrib mods:
        - [+] Strength: very high
        - [+] IQ: Low
    - [+] Alignment:  Neutral  OR Good/Evil etc, or ANY
    - [+] starting skills: x, x, x, x, x, x
- [+] changes to paladin
    - [+] cannot cast spells if using cursed weapon/armour
- [+] get rid of skillcheck to learn a new spell.
- [+] cyclonic shield should also damage attackers.
- [+] ^F#_#^? releases a cloud of red spores
- [+] ragefungus bug
    - [+] "you are too tired to do that right now"
    - [+] move this check out into useability.
    - [+] test that minotaur still uses charge. (which costs stamina)
- [+] force sphere not working! fiexd, needed to limit "radius" to 1
      minimum. also added animation.
- [+] reduce max jolt power to 5.
- [+] change initial sky wizard spell to jolt
2012-02-27 08:27:55 +00:00
Rob Pearce 4808d2c9df - [+] allow user to DISABLE auto dodge fatal attacks ?. enable through
"reflexive dodging" ability
- [+] first rotation in a turn takes no time
- [+] exploit: if you walk diagonally next to a monster, it moves to
      your previous space!
    - [+] fix: aigetlastknownpos should  return the cell that trails
          point to, not the cell _with_ the trails.
- [+] only recognise weapon quality (masterwork etc) if you are skilled
      in that weapon or perception
- [+] cope with mosnter necromancers, etc
    - [+] parserace should look for necromancer etc.
    - [+] if so, set "wantsubjob" to SJ_NECROMANCER etc
    - [+] move specialty mage code into "givejobspecialty"
- [+] Make wizard's job name depend on primary spell school.
    - [+] "Demonologist", "Firemage", "Icemage", "Necromancer",
          "Skymage", "Wizard" (wild)
    - [+] instead of getjob() then j->name, use "getjobname(lf)"
    - [+] f_jobname
- [+] i should never "hear voices chanting" from an abandoned temple
- [+] for monsters, show "its bite inflicts poison" in io.c racial
      knowledge
- [+] casting healing on myself pleased Glorana twice!
    - [+] one from casting a life spell
    - [+] one from casting healing.
    - [+] move ones from spell.c to castspell()
    - [+] new flag: f_pleasesgod v0=godid, v1=howmuch
    - [+] add to other spell objects:
        - [+] f_pleasesgod
            - [+] GODFIRE - spelllevel * 2
            - [+] GODDEATH = spelllevel
            - [+] GODLIFE = spelllevel*2
            - [+] GODNATURE: spelllevle*2
    - [+] show this in describespell
- [+] for god healing effects, use gainhp() so that it says "Your HP is
      fully restored."
- [+] change F_RESISTMAG to be percentage rather than 1-20
- [+] make some gods' pleasure boost power of related spells
    - [+] 1 per each positive levle of getpietylev()
    - [+] glorana: life
    - [+] hecta: death
- [+] only apply auto shortcuts for players.
- [+] subjob_t
    - [+] addsubjob()
    - [+] killsubjob()
    - [+] show subjobs in job descriptions.
    - [+] data.c:  addsubjob(.... 
    - [+] in job defs:
        - [+] f_canhavesubjob sj_xxx
    - [+] use this to determine whether to ask about them
    - [+] redo getjobname 
    - [+] remove f_job->Text
- [+] speak with dead should only work on corpses of races which can
      talk.
- [+] warrior subclasses
    - [+] "Scourge"
        - [+] gains magic resistance as you level up
            - [+] == 5 + (level * 3) %
        - [+] nospells
        - [+] no mana
    - [+] paladin
        - [+] blessed gear
        - [+] can will turn undead
        - [+] healing magic
        - [+] god = glorana.
        - [+] cannot use spells if glorana is angry.
    - [+] battlemage
        - [+] starts with one spell school (fire/ice/air)
        - [+] canlearn fire/ice/air spell schools
        - [+] limited to adept in all schools
        - [+] slightly less hp
        - [+] no warrior abilities
2012-02-24 06:45:23 +00:00
Rob Pearce 067cd92f37 - [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
    - [+] varpower
    - [+] makes power 'clone' lfs who look the same as caster
        - [+] ie. same race.
        - [+] also same job/armour/weps?
        - [+] add f_noxp
        - [+] add f_nocorpse
        - [+] add f_summonedby so they vanish when the caster dies
        - [+] add f_phantasm
            - [+] vanish after _power_ hits,
            - [+] attacks do 0 damage
            - [+] don't announce innefectual attacks
            - [+] dont cast spells or use abilities
        - [+] petify() them if made by the player
            - [+] force them to stay close.
        - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
              and was created by player
    - [+]  mosnters try to attack them.
    - [+] once one gets hit enough times, it disappears
    - [+] if the caster dies or changes level, they disappear.
    - [+] can't talk to them
    - [+] their obejcts vanish when they die
    - [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
      instakills
    - [+] remove liking of healing
    - [+] remove like of healing spells
    - [+] takes a long time to anger.
    - [+] aviod traps (bamf you away before they trigger)
    - [+] prayers:
        - [+] resist stoning (pray while appropriate creatures around)
        - [+] resist paralysis (pray while appropriate creatures around)
        - [+] sleep on enemies
    - [+] passive powers:
        - [+] always warn as if wisdom is high (passive) 
        - [+] always save when killed right after using stairs
              (passive) "well, that seemed unfair."
    - [+] gift:
        - [+] auto sixth sense
        - [+] potions of restoration
        - [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
      still alive
    - [+] ... but they're still alive!
    - [+] ... for yumi, move KO chance from losehp() to attacklf().
    - [+] do the check BEFORE setting 'fatal'
    - [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
      true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
      with KO
    - [+] do it.
    - [+] test KO code.
    - [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
    - [+] less than human: shortnone
    - [+] human: normal
    - [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
    - [+] implement
    - [+] test
- [+] new spell: ressurection
    - [+] corpses need to remember their lf's level
    - [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
      at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
    - [+] start at novice in all magic skills (but don't gain initial
          spells)
- [+] killing undead should please glorana LOTS. because it's hard to
      gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
      you what to do next.
    - [+] "come to the realm of gods and use it to destroy (related
          god)"
    - [+] "or if you lack the courage, give it to me!"
    - [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
      them!'
- [+] EITHER:
    - [+] challenge and defeat the god related to this godstone (more
          points. "Crowned the god of xxx.")
        - [+] TEST
    - [+] offer the godstone to the godstone's opposing god  (less
          points, "Ascended to demigod-hood.")
        - [+] implement
        - [+] TEST
GODSTONES:
- [+] klikirak: rage
    - [+] done
    - [+]  (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
    - [+] magic
    - [+] battle
    - [+] life
    - [+] mercy
- [+] you can't hurt gods unless you
    - [+] a) have their godstone
    - [+] b) are in the realm of gods
2012-02-17 05:16:45 +00:00
Rob Pearce 22c316437e - [+] hiscores - show "Killed by xxx on level 5 of the dungeons."
- [+] extra suffix text.
    - [+] use two lines for each entry.
    - [+] have to use modified version of wrapprint for this.
        - [+] wrapprint needs a "wrapped_lines_indent_amt" option.
    - [+] this should give exactly 24 lines.
2012-02-07 04:26:29 +00:00
Rob Pearce 24d95368b6 - [+] redo throw hit%. even inept sk_throwing should have 40% or so to
hit at point blank range.
    - [+] only reduce hit% after first cell? 
- [+] increase change of player ko with yumi
- [+] tranq dart and nanodart should be rodshaped.
- [+] genericise purification
    - [+] F_PURIFIESTO v0 = newobject
    - [+] add toadstool -> shiitake
    - [+] posion potion -> water
    - [+] acid potion -> water
    - [+] rum -> water
    - [+] DONT make the original object type known now 
- [+] higher level purify food lets you select a cell!
    - [+] need f_targettedspell v1 & v2 to specify power.
- [+] druid should get to pick one of 3 spells (from each available
      level) upon levelup, not anything!
    - [+] implement f_levspellschoolfromx
    - [+] TEST!
- [+] implement secondary weapon swap with 'x'
    - [+] initial press:  unweild curwep. if successful, mark as
          secondayr.
    - [+] subsequent presses:  find secondary wep (or fail). remember
          cur. weild secondary. if successful, remove scondary flag and
          mark old cur wep as secondary
    - [+] when you move an object, it loses secondary flag.
- [+] BUG:  I had TWO regions with rtype->id == RG_CAVE!!!
    - [+] have added debug code
    - [+] think this is fixed - need to remove created regions when i
          regenerate a map.
- [+] should be able to sell gems to jewelery store
    - [+] sm_sellitems
    - [+] shopsell()
    - [+] shop has f_cansellobclass xxx, val[0] = pct of full price you
          can sell for. normally 50% but 75% for gems. 
    - [+] allow COUNT - modified askobjectwithflag ?
        - [+] OR add an extra *sellshop option to doaskobject ??
        - [+] if this is set, only allow selection of objects which
              match the shop's f_shopsell flags
            - [+] ie. replace wantflags[]
        - [+] when passing this, don't  also pass wantflag args!!!
    - [+] rename shopsell flag to  f_shopacceptsflag
    - [+] accept F_NONE in shopacceptsflag
    - [+] make shopdonate use the same code
- [+] make donating to shops lower their prices ?
    - [+] for each 100 value you donate, reduce prices by 1%
        - [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech
              skill
- [+] change shopsell to use  applyshoppricemod
    - [+] applyshoppricemod needs a new arg - up or down
    - [+] check code in objects.c for naming too!  listobs()
2012-02-07 02:50:17 +00:00
Rob Pearce ee42bdc73f - [+] rename dragon to wyrm
- [+] cooked food shouldn't "completely rot away"
- [+] fire l6: meteor - large version of fireball
- [+] burning feet
- [+] evaporate should be a fire spell too.
- [+] more gods should remove curse for you.
- [+] eyebats shouldn't sleep
- [+] make hecta's prayers even more powerful.
- [+] fix bug in bjorn's truestrike effect
- [+] bjorn should un-dull weapons
- [+] fix buggy supply closet definitions - was getting 1-5 of same
      object rather than 1-5 different ones
- [+] restrict potion of growth to lower levels.
- [+] change method of determining how much you can carry.
- [+] change initial modification spell to 'enlarge object'
- [+] enlarge object
    - [+] door -> seals with surroundings
    - [+] rock -> boulder
    - [+] sword -> greatsword
    - [+] buckler -> next size shield
    - [+] bag -> next size bag
    - [+] or should this be a different spell?
- [+] immolate
    - [+] if a successful unarmed attack, lf catches on fire.
- [+] wizard isn't weilding staff. are fists better?
- [+] freezing touch shouldn't work on dragonwood
- [+] fix bug preventing vision when meditating
- [+] auto shortcuts
    - [+] wizards: pri/sec spells are 1/2
    - [+] cook:  lowest shortcut left.
- [+] statbar not being updated when i drink potion of magic.
- [+] warn that flying will stop mapping.
- [+] bjorn gifts should only be ones which you are skilled in!
    - [+] add 'appropriate'
    - [+] then apply to god.c
- [+] warn if you pick up poison stuff and you god doesn't like it
    - [+] "I hope you're not planning on using that/those...."
- [+] superheat - throw potion like a grenade
2012-01-29 22:47:43 +00:00
Rob Pearce 80a8edf471 - [+] increase accuracy of blessed firearms ?
* [+] in temples, holy water is just showing up as "potion of water"
- [+] make blessed/silver arrows hurt undead etc 
- [+] different temple exit messages based on f_linkgod
- [+] problem: in temples, holy water only casts $5 whereas a blessing
      costs around 100!
    - [+] adjust cost - increase value of BLESSED potion of water
    - [+] test out the new pricing...
- [+] bug in skill descriptions.... never being added.
    - [+] why? debug to find out.
    - [+] because firstraceclass == NULL
- [+] make monster skill determine whether you can identify them from
      footprints, not perception
    - [+] lorelev = novice:  "you see animal footprints"
    - [+] lorelev = beginner:  "you see xat footprints"
    - [+] perception beginner: "you see fresh xat footprints leading
          north"
- [+] linkexit() shouldn't be allowed to fill in cells at the very edge
      of the map. 
    - [+] just say can't fill in if c->locked.
- [+] electrical trap - casts chain lightning
- [+] some traps only trigger if you're on the ground (not flying)
- [+] let you be able to dodge fire traps
- [+] in io.c, show ability timers for canwill
- [+] sacrifice of cursed obs to amberon - move this from "pray" to
      "offer".
- [+] once you have prayed to one god, prevent praying to opposing gods.
    - [+] implement getopposinggod
    - [+] implement this - "xxx ignores you"
    - [+] in god display show line in red, and "prayed" as "N/A"
- [+] need an alternate amberon anger effect if you don't have any
      blessed objects.
- [+] when using 'm', skill list should show 'canwill' as 'abilities',
      not magic.
- [+] when using 'm', skill list should show shortcuts
- [+] change attribs to be 0-100
    - [+] getskillbracket type functions
    - [+] lf definitions
    - [+] this impacts skill checks and their difficulty
    - [+] and object boosts / penalties 
    - [+] and weapon attrreq
    - [+] ATTRMOD
    - [+] JOBATTRMOD
    - [+] io.c: attrmod, jobattrmod
    - [+] getstatmod()
    - [+] basically anything which calls getattr()!!!
    - [+] when you levelup, increase one stat by 5, not 1.
    - [+] ATTRSET and ATTRMOD in spells
2012-01-18 23:11:55 +00:00
Rob Pearce 849e567b43 - [+] replace "fireplace" with "brazier"
- [+] make non-lethal kills (ie. knockouts) display in grey rather than
      green
- [+] ability: merciful fighting? always does bashing damage, always
      ko. 
    - [+] done
- [+] Chatting to gods shouldn't work
- [+] bug: when running with shift+dir, i'm running past corridors.
- [+] when announcing skill gains, say if they are from a level.
    - [+] set lifetime to FROMJOB when giving them.
    - [+] if lifetime = FROMJOB, ""you can now use the ability 'xxx' 
          (warrior skill)"
- [+] grenade/c4 explosions should be able to damage cells!
- [+] change grenades to have bigger radius (dtorth 1)
- [+] automatically call "fireat" for grenades
    - [+] impement this
    - [+] make the timer shorter!
- [+] add extra checks to stop monsters from attacking allies
- [+] replace "insane"monster behaviour with F_TERRITORIAL v0=range.
    - [+] will atatck anything else visible within range xxx
- [+] grave sprite should be able to see in the dark
- [+] instead of saying "An orc [drunk]", change getlfname to return "a
      drunken orc" etc
- [+] when you throw an object at someone in a wall, it should fall
      onto the ground in front, NOT the wall itself!
- [+] show how MUCH high/low str/agi will affect weapon damage/accuracy
- [+] different shoddy/masterwork text based on weapon types
- [+] bug: monsters never bleed from injuries!
- [+] another bug in getavgdam - negative accuracy returns negative
      damage since we modify damage by accuracy!
    - [+] within this function, limit accuracy to range 0-100
- [+] bug with options - opt->id never being initialised!
- [+] don't apply "behaviours" to anythuing other than humanoids.
- [+] increase missile accuracy if you are above your target
    - [+] (ie you are flying higher them them)
    - [+] getflightsizemod()
2012-01-17 20:46:23 +00:00
Rob Pearce bbaca368e7 - [+] make ring of invisibility also drain your hp!
- [+] monster with tremorsense can 'hear'
- [+] allow attacking of wall cells with normal melee attacks
    - [+] glass should shatter
- [+] option: stop running on hearing a sound
- [+] make describerace use downline().
- [+] make certain strengths and weaknesses not show up in player
      selection
- [+] An uncursed manriki wraps around the hawk.  The hawk falls to the
      ground.
      A black bear comes into view.
      You critically scratch #.  The black bear roars.
    - [+] check construct_hit_string.
    - [+] i was hitting a hawk.
- [+] still some entrances overlapping glyphs.
    - [+] genericise checking code in fix_Reachabilty
    - [+] Also: in fix_reachability, disallow linking to cells which:
        - [+] are adjacent to a door
        - [+] are part of a vault with maintain_edge, and are 't marked
              as exits.
    - [+] looking a bit better now...
- [+] incorrect glyph colour for animated zombies
- [+] grow/shrink potions? to change lf size to fit armour.
    - [+] resizelf()
    - [+] modification spell (l2)
        - [+] grow
        - [+] shrink
    - [+] potions
        - [+] cursed growth does shrink
- [+] make rare monsters / objects only sometimes be known.
2012-01-12 01:28:07 +00:00
Rob Pearce 040b9bf052 - [+] don't place draininge grates on low floor!!
- [+] gate spell should always take you to a location wihtout water!!
- [+] enhance speak with dead spell (SPEAKDEAD)
    - [+] may ask "how did you die" plus one of the below:
    - [+] tell me about the area
        - [+] mark stairs on the map
        - [+] mark shops on the map
        - [+] tell about very rare objects 
    - [+] tell me about nearby dangers
        - [+] tell about odd monsters
        - [+] tell about traps
    - [+] test
- [+] let you ask peaceful lfs about the surroundings too
    - [+] move code into io.c "askaboutarea(char *who)"
    - [+] test
- [+] the first time you ask someone for info, randomly determine
      whether they know about:
    - [+] stairs (high chance)
    - [+] shops (medium chance)
    - [+] traps (low chance)
- [+] areacomms_danger should include out of depth monsters - need
      isoutofdepth(lf)
- [+] room floors should take the entry type from the habitat, NOT just
      use ct_room!!!!
- [+] sometimes generate fixed SEWER regionthings
    - [+] done
- [+] BUG: canT enter goblin caves again!!!!
    - [+] getting "ERROR - can't find opposite end of stairs/portal!"
    - [+]   FAILED to link stiars: 'tunnel leading up'
- [+] make maps direct you to regionthings.
    - [+] region things need unique IDs !!!
    - [+] change F_MAPTO
        - [+] v0 = src region  id
        - [+] v1 = src depth
        - [+] v2 = regionthing with whatkind = RT_REGIONLINK
    - [+] when generating map objects, fill in a random branch entry
    - [+] fix getobname code for unknown maps.
    - [+] TEST
        - [+] with "map to the goblin caves"
        - [+] with "map"
        - [+] with "map to"
    - [+] use "the goblin caves are to the north", not "is to the north"
        - [+] is
        - [+] isn't
    - [+] test reading a map when on the wrong branch
    - [+] test reading a map when on the wrong level
    - [+] test reading a map when on the right level
- [+] move staircase generation to END of map create
    - [+] finalisemap()
    - [+] countobswithflagval(obpile, flagid, val0...)
    - [+] countmapobswithflagval(map, flagid, v0...)
- [+] jimbo's map should lead you to one of the major branches.  
- [+] crit pos shouldn't be higher than you can reach!
    - [+] same size or bigger = can reach anything
    - [+] 1 size smaller = you can't reach the head
    - [+] 2 sizes smaller = can't reach head or hands
    - [+] 3 sizes smaller = can't reach head, hands or body 
- [+] jimbo's room should contain all the staircases
- [+] make you have to pass a speech check before people will tell you
      about the area
- [+] bug in recruitment skillchecks - using wrong attribute, and too
      easy.
- [+] rename dwarf to delver
- [+] somtimes say "dons" instead of "puts on"
2012-01-04 15:54:28 +00:00
Rob Pearce adb066d31a - [+] prevent ALL overlapping rooms!
- [+] stop running for any non-cosmetic object.
- [ ] echoing?
- [+] OPTIONS 
    - [+] option_t
        - [+] id
        - [+] letter
        - [+] text
        - [+] int enabled
        - [+] int default
        - [+] next/prev
    - [+] addoption()
    - [+] getoption()
    - [+] dooptions()
        - [+] list them all (with 'more' for multipages)
        - [+] pressing a letter toggles it.
    - [+] "display trails"
- [+] make scents be "cosmetic"!
- [+] increaes skeleton's vulnerability to falling
- [+] missing announcement for bleed()
- [+] let rapid ivy cast entangle
- [+] caves
    - [+] new regiontype
    - [+] new link
    - [+] new habitat
    - [+] objectlass rarities
    - [+] assign obs/mons to habitat
    - [+] code to dig caves
    - [+] stairs linking to cave region
- [+] when learning random skills:
    - [+] prefer lower-level skills
    - [+] onyl learn up to adept level 
- [+] animate dead crashes if there is no space to place the lifeform!
- [+] increase range of charge ability
- [+] when you gain techusage, check held objects for conferred flags.
- [+] bug: motion scanner working even though i have no tech usage!
- [+] warn player before climbing without climb skill (if wisdom is >=
      average)
- [+] regions should have depthmod.
- [+] regionthings should be based on DEPTH, not difficulty!
- [+] rename firstdungeon to maindungeon
- [+] announcearrival broken -always saying 'new area'
- [+] don't use ranged attacks when feigning death if target is adjacent
- [+] don't say 'argh' if you were beheaded.
- [+] The bear cub bites a wooden door with a teeth.--More--
- [+] random levelup skills - only select from skills which we have
      used?
    - [+] need to chance f_hasskill to use f->val[2] = used_this_level
    - [+] when you gain a skill, set f>val[2] = b_false or NA
    - [+] add setskillused for all skills!
    - [+] make random levleup only pick from used skills.
    - [+] TEST
- [+] knowledge skills - practice them when you see a new lf of this
      type.
- [+] slithering shoudl hardly ever awaken you - make listen check
      harder.
- [+] don't put fireplaces in corridors.  F_ONLYINROOM ?
- [+] bug: acid trails from slug disappearing or never appearing?
- [+] snails/slugs
    - [+] killed by salt
    - [+] vslow
    - [+] snails have vhigh armourrating
    - [+] slugs have lots of hp and do more damage
    - [+] brown/grey  'j' ?
    - [+] leave slime/acid trails?
2012-01-03 01:21:22 +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 d5b1e40f98 - [+] add more vrare vaults to reduce likelihood of cockatrice lair!
- [+] bazaar
    - [+] money vault hsould be vrare
    - [+] so should traproom
- [+] rename giant rat to "dire rat"
- [+] don't show anything other than object description and throwing
      for unknown tech
- [+] shouldn't be able to rest in a tent if it's not known!
- [+] eyebat corpse increase maxmp?
- [+] blessed missiles should nearly always hit undead
* [+] too easy to dodge thrown missiles?
- [+] spell and wand of culinary abundance
- [+] if a carnivorous animal kills you:  "Eaten by a xxx"
* [+] bug: stairsperlev is only ever used in making DUNGEONS. 
      generecise this ??
- [+] safetorest - should ignore monsters feigning death
- [+] broken nose should reduce smell range
- [+] fresh and stale bread should be interchangable in cooking
- [+] make scroll of permenance act on you, not your objects
- [+] tweak object rarity yet agian...
- [+] bug: hole in roof above player start pos is immediately destroyed.
- [+] change pickaxe to be like resting
    - [+] wait first, then if not interrupted, do the dig.
    - [+] add cell->hp, celltype->hp. around 100.
    - [+] f_digging, x, y, digperturn
    - [+] interrupt() will stop this.
    - [+] each turn, lower hp of cell by 1.
- [+] make wlaking bakwards take less time based on athletics skill!!!
    - [+] at adept, takes no extra time?
- [+] better racial display
    - [+] ? for extra info.
        - [+] hitdice
        - [+] general attribs (str etc)
        - [+] don't show description until you press '?'
        - [+] addbonustext(flagpile, f_BONDESC, "asdffas") - to avoid
              index issues
        - [+] remove VULNS from "effects" unless temporary
            - [+] isresistantto() etc need to have "int onlytemp"
        - [+] remove VULNS from manual BONTEXT flags
        - [+] CRASH IN DTVULN CODE!!
- [+] limit '?r' display ??
    - [+] what to show
        - [+] show races you have encountered
        - [+] show races you know about through Lore (adept level)
        - [+] show playable races?????
    - [+] structs
        - [+] race->encountered
        - [+] need to save this.
- [+] make EFFECTS only show TEMPORARY effects or ones which don't come
      from race?
- [+] automate bondesc/pendesc based on flags!
    - [+] vulnarabilities / resist / immun
    - [+] vision range!! (visrangemod)
    - [+] size? restricted armour.
    - [+] stayinroom
    - [+] f_humanoid (can use weapons)
    - [+] tamable
    - [+] seeindark
    - [+] caneatraw
    - [+] enhancesmell
    - [+] caneatraw
    - [+] vegeatrian
    - [+] cernivore
    - [+] fastmetab
    - [+] startskill
    - [+] tremorsense
    - [+] silentmove
    - [+] deaf
    - [+] flying / levitating
    - [+] awareness
    - [+] nocturnal / diurnal
    - [+] heavyblow
    - [+] packattack
    - [+] dodges
    - [+] autocreateob
    - [+] MPMOD
    - [+] HPMOD
    - [+] MEDITATES
    - [+] PHOOTMEM
    - [+] canwill "Spells: xx, x, x, x"
- [+] spells:
    - [+] animate stone - "power" walls turn into stone golems
        - [+] implement spell
        - [+] golem
            - [+] r_golemstone
            - [+] knockback attack
            - [+] high str
            - [+] fists 
            - [+] corpsetype and iunsummonob = boulder
- [+] spell power modification - subtract spell level.
- [+] when i go down a drain, make sure the new map links to THE DRAIN
      I WENT DOWN. not some otehr one.
- [+] some monsters shouldn't sleep! add new flag: f_nosleep
- [+] make spanner help disarm traps!
2011-12-03 22:33:37 +00:00
Rob Pearce 6c26901e75 - [+] monster: triclops. perception. vuln to light.
- [+] flying creatures shoudl fall to the ground when unconscious
    - [+] (this might kill them)

- [+] animate statue - bring statue to life
- [+] excavate - radial, obliterate walls + obs, doesn't affect lfs
- [+] test unicode wall glyph! 0x2588
- [+] use unicode for gas
    - [+] change f_glyph so that v1 = symbol, instead of text = symbol
        - [+] change code
        - [+] change definitions (macro)
    - [+] test
    - [+] implement puff  = UNI_SHADELIGHT
    - [+] implement cloud = bolded
    - [+] if good, extend to staem etc
- [+] blue background for lfs in the water
- [+] prone in water means effective lower height
- [+] glass/ice cells not shattering properly
- [+] make magic barriers be solid too
- [+] combine lockpick code in io.c and objects.c into the lockpick()
      function.
    - [+] first ask what to use (if required)
    - [+] then ask what dir (if required)
    - [+] then ask what to unlock (if reuiqred)
    - [+] then do it
- [+] locked containers
    - [+] picklocks prompts to try them.
    - [+] in addob, use non-inheritable f_lockedchance for both doors
          and chests?
        - [+] v0 = chance v1 = mod per depth
        - [+] doors:
            - [+] base 20% chance locked
            - [+] every 5 levels, add 10% chance
    - [+] add this to chests / safeboxes
    - [+] operate doesn't let you open them
- [+] bugs in linkexits and linkexit
    - [+] linkexits: wasn't checking the correct exit cell!!!
    - [+] lnkexit: wasn't blanking the startcell
GRATINGS:
- [+] flags:
    - [+]         addflag(lastot->flags, F_OPPOSITESTAIRS,
          OT_HOLEINROOF, NA, NA, NULL);
    - [+] climbable d_down NA
- [+] BUT you can't climb it if it's locked.
- [+] usestairs() - if you climb a grating and it has no maplink:
    - [+] use createregionlink(map, cell, grating_object, NULL,
          RG_SEWER, map->region)
- [+] make stench affect enhancedsmell creatures more.
- [+] excavate should only affect SOLID matter.
- [+] going down a drain:
    - [+] "You walk down a staircase" should be "climb down a drain"
- [+] deep slime in sewers sohuldn't spread
- [+] deep slime should spread to a slime puddle if it does....
- [+] fix background glyph colour for slime
- [+] killed by drowning should really be "drowned in %s"
SEWER HABITAT
- [+] permenant stench
    - [+] if you're in a sewer cell and are not nauseated, add it.
    - [+] nauseated doesn't expire in sewers.
- [+] add RG_SEWER
- [+] new regiontype - RG_SEWER
- [+] map:
    - [+] pick size 2 - 5
    - [+] start at x=2,y=2
    - [+] add square 3x3 rooms in gridlike layout (but need space for 5)
    - [+] connect rooms to orthogonally adjacent ones with passages
        - [+] use addexits().  no exits on outer walls.
    - [+] fill all empty cells with low floor and water (but NOt the
          one with the exit!)
    - [+] any solid with orthogonally adjacent water changes to a
          walkway
    - [+] cope with different x/y room counts
    - [+] cope with differnet vert/horz corridor sizes.
        - [+] horz = 2
        - [+] vert = 1
    - [+] random room size
- [+] allow objectclasses to have f_rarity
    - [+] modify getrandomobcalss
    - [+] but DONT make objects inherit it!!!
    - [+] this is used to override selection hased on habitat - modify
          getrandomobcalss appropriately
- [+] random objects/treasure:
    - [+] add these only in non-water cells??
        - [+] move all obs from water clls to random land cells
    - [+] frequent
        - [+] vomit
        - [+] soggy paper
        - [+] rotted food (add f_tainted to it)
    - [+] common
        - [+] wep/arm
        - [+] all wep/arm are shoddy in sewers
    - [+] uncommon
        - [+] rings (higher than normal chance - they were lost down
              sinks)
        - [+] occasional tech
- [+] bug: playerstart3 vault filled with walls when made randomly!
- [+] death speech text for intelligent monsters
    - [+] 'aaargh!'
    - [+] 'this isn't over!'
- [+] BUG: linkexits() - gettings exits in the wrong place.  maybe not
      taking rotation into account???
    - [+] for example in playerstart_5 vault, found an 'exit' at the x:
    - [+] this comes from the map flag f_roomexit, x, y
    - [+] the flag may have bene added from autodoors()
    - [+] have changed code so that f_roomexti uses text field to say
          who added it
2011-11-29 02:25:04 +00:00
Rob Pearce c20802fc6e - [+] change how critical hits work
- [+] must score a hit first THEN pass a critical hit % check.
- [+] when asking for an object form the player's pack, default to NOT
      showing long format
- [+] in askobject, pass in actionchar. remember choice for each
      actionchar. and use it as a default.
- [+] warning system
    - [+] warnabout(char *warntext)
        - [+] if already confirmed it, keep going
        - [+] otherwise ask to confirm
        - [+] confirmations time out after some time...
    - [+] replace injury warnings
- [+] reduce spell range
- [+] big bug - way too many critical hits!
- [+] askcoods: accept 'enter' to select a cell
- [+] armour should never reduce damage under 1
- [+] for playable races, show bonus/penalties when selecting them.
- [+] add f_hatesracewithflag with ashkari
- [+] mammoan - no athletics!
- [+] bug writing hiscores - need to escape 's.
- [+] add v2 to F_ATTREQ - scaling.
    - [+] will scale up to 3 above/below
    - [+] v2 = 1 means "+/- v2 per point above/below"
    - [+] more than 3 below means you can't use it. modify "meetsattreq"
    - [+] more than 3 above gives no extra bonus.
    - [+] this is MANDATORY. add to checks.
    - [+] add messages if your skill it slightly too low
    - [+] STR scales damage, AGI scales tohit and crit chance
        - [+] make sure showlfstats takes this into account
        - [+] make sure rolltohit / getdamrange takes this into account
    - [+] what do I do with attreq IQ??? mus tmeet it.
    - [+] missile weapons: no scaling, must meet reqs
    - [+] reduce regular strength dam mod 
    - [+] you only get attr bonuses if you are skilled with the weapon.
- [+] crash: getrandomrace(NULL, NA) returning null!
- [+] don't give away invisible creature locations in askcoords
    - [+] does fireat automatically re-calc lof based on obstacles?
    - [+] if so then change haslof in askcoords to be hasKNOWNlof!
- [+] catlike race - ashkari
    - [+] bonus
        - [+] has climbing, listen
        - [+] jump ability
        - [+] agi+
        - [+] unarmed attack is claws
        - [+] balance (stability?)
        - [+] eyesight, darkvision
        - [+] enhancesmell (only low)
    - [+] pens:
        - [+] hunger faster
        - [+] carnivore
        - [+] low-- wis (ie vuln to magic)
        - [+] vuln to magic
        - [+] vuln to water
        - [+] vuln to sound
        - [+] low str
        - [+] auto rage on dog/wolf/mouse/bird/chicken
- [+] races CANT ahve certain flags
    - [+] apply this during giveskill()
2011-11-21 21:26:33 +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 7f809977ce - [+] chage skill descriptions to use Accuray Rating numbers, not
percentages
- [+] change hardness calculation
- [+] assertion roomidx failure
    - [+] map roomids are geetting screwed up.
    - [+] especially when i do RESTART MAP GENERATION.
    - [+] possible fix is in place...
- [+] maybe make all monsters always have close to max hp
* [+] change weapons to use 'damage rating'
- [+] when reading a spellbook, notify which spells are too hard. OR
      don't even list them?
- [+] print "it is too powerful for you to cast" in red
- [+] don't show "[magic]" on identified objects
- [+] why does agility of 12 give +3 accuracy??? should be lower
- [+] why do i suddenly show about rings???
    - [+] bug in giveobflag()
    - [+] fixed ???
- [+] why could i learn a level 4 fire spell (flame pillar) when my
      fire mgic skillw as only lv3 (adept) ???
    - [+] bug in getspellpower's enforecement of max spell levels
- [+] higher level spells should cost more to cast.
    - [+] l1 = 1
    - [+] l2 = 2
    - [+] l3 = 4
    - [+] l4 = 8
    - [+] l5 = 16
    - [+] l6 = 32
- [+] lurking horror missing a weapon
- [+] in makedesc_spell, put mp cost in red if you can't cast it
2011-10-24 16:46:19 +00:00
Rob Pearce 168a3c49ff - [+] bug: wrapprint() needs to cope with long lines which wrap!!!
- [+] in progress...
    - [+] currently hanging - fixed.
    - [+] once done, make it not add spaces
    - [+] add spaces manually in showlfstats.
    - [+] once done, change all code to use wrapprint instead of
          textwithcol
    - [+] still an issue - everything in my inventory is coming up bold!
    - [+] missing the last word again....
- [+] remove requirement that you have to be able to pick up an object
      to eat it
* [+] make ninja weapons be "exotic" or ninjitsu
- [+] ghost missing melee attacks
- [+] make oil lamps last HEAPS longer too
- [+] @ should include weapon bonuses for skill/str
- [+] "headless bones" when you kill a skeleton??
- [+] allow for change of verb instead of always using "Killed by xxx"
- [+] only call maketried() for the player
- [+] don't show 'really attack the peaceful something' if you can't
      see it!
- [+] vault: suply closet
    - [+] 1 sq room with tools
- [+] why is hecta's pain hitting the player?
- [+] make it so you can only Offer to gods you ahve prayeed to?
- [+] recalc light on:
    - [+] darkness/light spells
    - [+] eye destroyed
- [+] prevent tumble/jump while grabbed
- [+] prompt to drop when wearing new armour
- [+] canine tracking should be a potion, not a scroll
- [+] some '?' help commands not working.
- [+] add f_critprotection to armour
- [+] crash when tumbling into an lf
- [+] incrase cellknown time when no cartography skill 
- [+] change disarm and trip into abilities:
    - [+] disarm
    - [+] trip
- [+] ninja
    - [+] skills:
        - [+] athletics (enouhg to tumble)
        - [+] throwing
        - [+] unarmed
        - [+] long blades
        - [+] stealth
    - [+] objects:
        - [+] smoke bombs
        - [+] shuriken - another missle. higher dam than darts.
    - [+] how will this be different from the rogue class???
        - [+] disarm
        - [+] trip. maybe make trip polearms confer this ability?
        - [+] flip .
2011-10-18 23:08:14 +00:00
Rob Pearce 4eeb8cfe43 - [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
    - [+] rename magic skillls to sorcery:fire etc?
    - [+] adjust spell power calculation to take lack of sorcery skill
          int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
    - [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
    - [+] toadstool - poisonous
    - [+] shiitake - normal
    - [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
      becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat!  You flatten the xat!
    - [+] "the helpless the xat"
    - [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat!  You kill the xat!
    - [+] ...but  it wasn't dead!
- [+] flame pillar scroll no longer works
    - [+] not asking for target.
    - [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working?  check with elf wizard.......
    - [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
    - [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
    - [+] might be able to jsut make failing a dooropen count as a move
          failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
      to have a msg telling me this.
- [+] race descriptions. 
    - [+] add the descriptions
    - [+] ? in @@ shows info on them.
    - [+] (add ?=help in the bottom when in @ mode regardless of
          showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
      parameter
- [+] at adept lore, you get threat comparison.  at skilled level you
      get exact hit turns.
- [+]  make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
      only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
    - [+] torso bruised (acc penalty)
    - [+] torso bruised badly (higher acc penalty, low dam penalty)
    - [+] ribs broken (huge acc penalty, med dam penalty)
    - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
          turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
      confirm_injiury_action ???
- [+] extra warrior skill:  aimed strike
    - [+] -50%acc
    - [+] auto crit on the part you select (if you hit)
2011-10-12 21:15:48 +00:00
Rob Pearce ad18cf2398 - [+] player start objects shouldn't get random brands like silver!
- [+] warn before moving/attacking with bleeding injury
    - [+] leg slash = hploss form move
    - [+] hand slash = hploss from attack

- [+] warn before walking onto pentagram with blessed gear
- [+] explosion should cause dt_explosion injuries?
    - [+] massive damage to whatever armour is there
    - [+] OR if no armour:
    - [+] limbs
        - [+] lose hand
    - [+] body
        - [+] collapsed lung (fitness = 0)k
        - [+] ribcrack (like bashing one)
    - [+] head
        - [+] ringing ears (can't hear anything for a long time)
        - [+] burnt eyes (blinded)
- [+] bug: not seeing fall msg during move (fell due to leg injury)
      need 'didmsg'
- [+] getrelativedir should always return FRONT when uou have
      f_awareness
- [+] bug: shouldn't try to leave trails when inside walls
- [+] announce when armour saves you from critical hits
- [+] F_DONELISTEN isn't working now - i'm getting multiple "you hear
      buzzing to the north".
    - [+] N_FLY needs to act the same as N_WALK (ie. be NC_MOVEMENT)
- [+] make validatespellcell() work on abilities
- [+] sonic bolt
- [+] mutated bat (sonar - damage)
- [+] merloch  (sonic scream - damage)
2011-09-28 01:05:10 +00:00
Rob Pearce 2db53bca61 - [+] when throwin gn aobject, warn if you have no LOF (just like
spells)
- [+] allow dodge/catch of thrown object when there is no thrower (ie.
      arrow traps)
- [+] simplify monster spellcasting
    - [+] don't use any mp
    - [+] select power based on monster hit dice only
    - [+] monsters should cast spells less often  - use f_castchance,
          default of 15% chance
    - [+] TEST
    - [+] you keep your own mpdice when polymorphing into a mosnter
- [+] fxied: throw a tranq dart, then:
    - [+] The cockatrice loses consciousness.  The cockatrice falls
          asleep.
- [+] bug: can't operate a fridge on the ground cause it's too heavy to
      lift
- [+] monsters generated on dark levels should always have seeindark 3-4
- [+] vending machines not working... fixed.

- [+] in getchoicestr:
    - [+]  if !showall, and if it shows a longdesc, then you hit
          backspace, longdesc should be cleared.
    - [+] show completion in a different colour
- [+] bug: sometimes we seem to have map->room[x], but no cells with
      cell->room->id == thatid!!
    - [+] stop vaults from overlapping.
- [+] taking too long to walk down levels - enforce max number of
      monster free turns
- [+] inept weapon penalty should be slightly higher
- [+] bad feeling check is too easy.
- [+] skeletons should have f_noinjuries
- [+] shouldn't check for slipping on things while swimming
- [+] tweak how traps + perception skill impact search checks 
- [+] bug: sometimes we have no player start position.
    - [+] if the vault creation fails, restart map generation.
- [+] only give study scroll ability at high spellcasting skill
- [+] typo:  ring (1 charges left)
* [+] god effects when you die:
- [+] pea soup should work in the cell in FRONT of you.
- [+] bug: ring of control seems to work when you _weild_ it!!
- [+] non-lethal weapons
    - [+] sword of mercy (at <1hp, ko)
    - [+] tranq dart
- [+] add sleeptypes
    - [+] change all refernces to f_asleep->val[1] (now an enum)
    - [+] change "stirs in its slumber" if unconscious
    - [+] change all 'fallasleep' calls
    - [+] attacking a ko'd enemy with merciful weapon should do nothing.
    - [+] ai shouldn't target ko'd enemies
- [+] ai should stop targetting people once they're dead/ko'd
- [+] bashing damage should sometimes just knock unconscious instead of
      killing?
    - [+] if their hp would be >= -3, and onein(2)
- [+] different body part names? "metal frame" instead of "body"
    - [+]  implement F_BPNAME, v0=enum bodypart, text = name
    - [+] getbodypartname() needs a lf argument.
    - [+] once i add this, also make animals have "front legs" instead
          of "arms", "paws" rather than "hands" etc.
    - [+] fix calls to getbodypartname to pass in lf or null
- [+] cyborg mods:
    - [+] can't wear most armour?
        - [+] need f_noarmouron - we HAVE this bp, but can't put armour
              on it.
    - [+] large rust damage from water
- [+] if you have a bad feeling about an object, mark it as "[bad]"
    - [+] f_knownbad
- [+] killing should anger the god of mercy
2011-09-22 02:00:16 +00:00
Rob Pearce 7f33b6351c - move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
      can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you.  A potion of sleep
      hits you.
      A potion of sleep shatters!  You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
      description below!
- [+] in getchoicestr:
    - [+] remember desc_end_y
    - [+] if our typed text doesn't match, and desc_end_y is set 
        - [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
      first level!!!!!
    - [+] put in debugging to show if we ever destroy a staircase
    - [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
      still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
      turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
      certain %age. ie. f_modmaxhp 80% to get lower.
    - [+] jobs can no longer have F_HITDICE
    - [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??

- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT 
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
    - [+] can fly
    - [+] vuln to electric attacks
    - [+] vuln++ to fire
    - [+] ---str
- [+] cyborg
    - [+] +str, +int, +dex, +con
    - [+] ---cha
    - [+] -wis
    - [+] vulnerable to lightning, water,cold
    - [+] cannot use any magic, or med-high chance of spell failure
    - [+] bleeds oil rather than water
    - [+] see exact hp damage (f_extrainfo)
    - [+] tech usage.
- [+] remember race in highscores.
2011-09-19 01:47:35 +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 7370b60375 - [+] flak jacket too powerful
- [+] make it only protect against missiles?  no AR as such
- [+] facing N, walk NW.  turn instead of walk! bug in
      getrelativedir(). fixed.
- [+] ctrl+dir = turn.
- [+] make novice level listen more useful.
- [+] l2 tech: "styptic" -
    - [+]  heals certain bleeding injuries
    - [+] then if still bleeding() due to low hp, heal back up.
* [+] tool: bandage -fix blood loss
- [+] change enhancedsmell to happen in same place as 'detectlife'
- [+] spells:
    - [+] sixth sense - l1 - warns if someone is within 2 cells behind
          you.  lasts for a single use.
    - [+] canine tracking - l2 divination spell, gives temporary
          enhanced smell for short range (3).
    - [+] heightened awareness - l3 ongoing divination spell to enhance
          FOV to 360 degrees
    - [+] scrolls for the second two
    - [+] apportation
- [+] let wizards pick two secondary spell schools
    - [+] start with beginner in primary, novice in sec
2011-09-12 23:52:21 +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 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 52f6fd21c3 - [+] bug: when running, i jumped into deep water!
- [+] instead of evasion skill giving a fixed boost, make it change the
      evasion bonus due to xp level.
* [+] give monsters free moves when you go back onto a level, BEFORE
      placing the player.
- [+] fix dungeon code to eliminate nonlinked rooms
    - [+] force all vaults to be at least 3 squares away from map edges
    * [+] implement flood-fill test.
2011-08-24 23:48:29 +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 94ed133ace * [+] hiscores
- [+] limit name length
* [+] The fire titan is burnt by a flaming greatsword!
- [+] make ar slightly less effective.
- [+] don't prompt "really walk into xxxdangerousthingxxx" when
      carefully walking.
- [+] allow dodge check for web spell.
- [+] speedups in attack.c
- [+] "the centipede bites you" "the centipede hits you"
    - [+] how did it get "hit"? it should only have a teeth attack!
- [+] after looking at skills, bottom line of status bar isn't redrawn.
    - [+] anything with a --more--
- [+] druids regenerate mana based on nearby plants
- [+] bug: "your young wolf starts casting a spell" when sprinting.
- [+] bug with AI follow code - now fixed.
- [+] make ai pets be able to "smell" the player.
- [+] unarmed adept: break wood (no "ow!" and extra dam to wood/doors)
- [+] automatically give all player pets the ability to see footprints!
* [+] monsters not following properly! fixed now i think.
- [+] mark fountain potiontypes as "tried" after you drink
- [+] replace barbarian with warrior.  make it armour-based.
- [+] bug: "A Jimbo comes into view" should be "Jimbo coes into view"
- [+] more findlfags() calls needed in lf.c.
- [+] give jimbo f_dontleaveroom!
HELP SYSTEM
 - [+] ?? for commands
- [+] ?s for skills
2011-07-28 22:45:34 +00:00
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 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 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 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