Commit Graph

165 Commits

Author SHA1 Message Date
Rob Pearce 200dae5175 * [+] BUG: books lose their hidden names after load:
- [+] bug: on  load i can see in all directions, and impassable stuff
      around me is obliterated!
- [+] warn when attacking will rust your weapon (if wis high enough)
- [+] yumi should like killing injured things
- [+] bug: sandman isn't attacking or casting spells. - wasn't hostile.
* [+] bug: not able to sell gems in a jewelery store
- [+] when something casts swap places, need to redo los for the target
      too!
- [+] "you feel a wrenching sensation" should have 'more' after it.
- [+] stat bonuses for gods
    - [+] yumi  - boost wis
    - [+] glorana - boost con
    - [+] Lumara - boost iq
- [+] enchant weapon should remove rust too.
- [+] only place a pool of blood if monster is large enouhg
- [+] when mosnters steal gold, let them take more than just one!
- [+] monstres need to retain F_HOSTILE on polymorph! forgot about
      rndhostile
- [+] change some eatconfers to blood confers
    - [+] make blood splashes combine properly
    - [+] test with troll blood
    - [+] when you _kill_ something, drop more blood
    - [+] when you behead/bisect, do splatter
    - [+] in knowledge, show:  "its blood can be bottled to make xxx"
        - [+] (at skilled knowledge level)
        - [+] test....
    - [+] replace eatconfer flags with f_fillpot
    - [+] make sure monsters with fillpot actually bleed
    - [+] make slash etc damage ALWAYS cause bleed
    - [+] make projectile damage only cause bleed if the object is
          pointy (f_missiledam)
    - [+] make bashing not cause bleed
    - [+] make sure that bottling blood reduces/kills the object.
- [+] robots should bleed oil
- [+] CRASH:  during lfhasflag(dodges) - lf.c:20201 (getobname
    - [+] getting ob name of 'rdata' from celldangrous()
    - [+] but rdata->pile is bad...
    - [+] and object was a manual. why was a goblin avoiding a manual?
    - [+] celldangerous() actually set rdata to "deep water"
    - [+] ....but somehow it changed to point to a manual!!!
    - [+] getdodgecell() changed it!
- [+] bug: when a monster kills anohter:
    - [+] "the xxx hits the xxx"
    - [+] (no death message).
    - [+] either include "xxx dies". or make "xxx kills xxx".
    - [+] fixed, i think. wasn't calling getkillverb when attacker was
          a monster.
2012-06-02 22:43:18 +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 cd9b6cd40a - [+] bug: shouldn't be able to pay with gems without beginner
psychology
- [+] plauge rat should have poison corpse
- [+] bjorn should only get mad when you flee from armed foes.
- [+] Strengths: should include poisonous bite at beginner level, not
      adept.
- [+] show behaviour flags in description
    - [+] territorial (insane)
    - [+] fleeondam (timid)
    - [+] noflee (drugged)
    - [+] followtime (detemrined / lazy)
    - [+] muscled/scrawny
- [+] should be able to pay potion stores to id stuff.
    - [+] update make_basic_shop
    - [+] use shopacceptsflag
    - [+] id function...
- [+] bug: scroll of wishing, Protection. keeps giving me 'sun hat.
    - [+] limit possible body parts to certain ones.
- [+] when wearing armour of the spider, you should never get exhausted
      from climbing
- [+] show "Threat Assessment" text on @@
- [+] only warn about pentagrams with gtaverage iq
* [+] new playable race: Wyrmspawn
2012-05-22 06:10:49 +00:00
Rob Pearce 1605501866 - [+] rename:
- [+] rename "regiontype" to "branch"
    - [+] regionlink to branchlink
    - [+] RG_ to BH_
- [+] fix major bug in roll()
2012-05-14 21:12:15 +00:00
Rob Pearce 6764a20443 - [+] bug: training never going up!
- [+] new listen code
    - [+] nov: approx. dist
    - [+] beg: distance + direction + detect if 1 away
    - [+] adp: listen at stairs, detect if 2 away
    - [+] sk: detect if 3 away
    - [+] exp: ident monsters
    - [+] exp: detect if 4
    - [+] mas: detect anywhere
- [+] remove f_nosmell from snakes.
- [+] sixth sense - don't kill the spell after it has activated.
2012-05-08 21:57:49 +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 8a70cd0f99 - [+] don't make skill points exponentially harder to gain (or greatly
reduce the impact)
- [+] remove 'attacked peaceful' penalty for animals
- [+] ring of decel should also not let YOU throw. limit your throw
      range to 1.
- [+] fruit should get bruised when it takes dt_projectile / dt_bash
      damage?
    - [+] -25% nutrition.
    - [+] f_bruisable
    - [+] f_bruised
    - [+] *addobject()
    - [+] getobname()
- [+] gluon (yellow)
    - [+] f_adhesive, xx
    - [+] sticky
        - [+] str check of diff xx
        - [+] - weapons have a chance of sticking to it when you hit it
        - [+] same if you block its attack with a shield.
        - [+] always stick if thrown .
- [+] bug on load - no gods.
    - [+] need to repopulate godlf[] on load.
- [+] monsters getting stuck. changed so that turntoface isn't called
      if you just turned.
- [+] sanctuary potion should knock other lfs away
- [+] backstabbing shoudl please felix
- [+] genericize determining casttype
- [+] remove nutrition penalty for uncooked food - the threat of
      disease should be enough.
2012-04-18 21:34:41 +00:00
Rob Pearce 97eda5fa2d - [+] tweak random monster code - highest TR () shiuld appear at level
23-24!
    - [+] highest TR is about 20.
    - [+] gettrrange()
- [+] F_NUMCONVERT xx text
    - [+] if stack reaches xx in number, change to obtype "text" 
        - [+] eg. blood splash x 5 = large pool of blood
- [+] troll blood -> healing potions
2012-04-14 13:23:04 +00:00
Rob Pearce ac95dc7621 - [+] griddler didnt start with trident?
- [+] it DID, but it dropped it cuase it was hot.
    - [+] griddler should be immune to redhot! (testing shows it
          currently isn't)
- [+] once prisoners give you a reward, they shouldn't be allies
      anymore (ie shouldn't follow you up/down stairs)
- [+] portal to realm of gods hsouldn't work until you have a godstone.
- [+] why did potion of oil explode when i threw it?
- [+] for unique monsters, instead of "jimbo's armour protects it", use
      "jimbo's armour protects him"
    - [+] use f_gender
    - [+] this replaces F_GODOF.
    - [+] change gods to use this too.
- [+] change cloak of shadows - only work if max vis range is low ?
    - [+] monsters can't see you if they are >=3 away
    - [+] F_SHADOWED
- [+] more amulets
    - [+] of the traveller (go to a much deeper level or branch when
          you put it on. go back when you take it off)
        - [+] implement
        - [+] usually start cursed 
    - [+] boost piety gain
    - [+] soul feasting 
    - [+] acrobatics (tumble/jump)
    - [+] choking
        - [+] first add f_nobreath
        - [+] doesn't work if you don't need to breath
- [+] hydra blood poisonous
    - [+] handle "linkrace:xxx splash of blood"
    - [+] make bleed() use this.
    - [+] add f_venomblood to r_hydra (and others?)
    - [+] make filling potions from blood check for
          f_linkrace->f_venomousblood
    - [+] maybe handle this more elegantly.
        - [+] add f_bloodfillob to blood objects (inherit from lf)
        - [+] fine, but what about addobsinradius?  make it populate
              retobs!!!
        - [+] change f_venomblood to f_bloodfillob->ot_pot_poison
        - [+] remove "linkrace:xxx" code from objects.c and from bleed()
- [+] flashbang shouldnt affect user (you would look away)
    - [+] add F_THROWNBY to objects when you throw them.
- [+] stop initial revolvers from starting with 'a rubber bullet'
- [+] dry ice grenade - csats "snapfreeze"
    - [+] needs f_spellcloudondeath 
    - [+] implement
- [+] spiked club
- [+] The hawk critically claws your hands.  Your !
    - [+] fixed.
- [+] need another way to unlock chests
    - [+] bash them
    - [+] if it is trapped, high chance that the trap will go off
    - [+] if you attack something which is locked, it has a small
          chance of becoming unlocked
        - [+] rnd(1,your_str) must be > lockdiff!
- [+] different unarmed attack verbs for monk
- [+] javelin of lightning
    - [+] when you throw it:
        - [+] dothrow() calls spelleffects(LTBOLT)
        - [+] then uses up one charge
        - [+] if charges are left:
            - [+] reforms in your hands
        - [+] otherwise it turns into a normal javelin
- [+] shovel
- [+] jackhammer (like pickaxe but faster)
2012-04-13 22:52:35 +00:00
Rob Pearce 0f9db848d3 - [+] populate ant nest with objects (set rarity)
- [+] when placing any vault with maintainedge, set "LOCKED" for all
      cells
- [+] change all mapmaking code to honour LOCKED(not just digdungeon)
    - [+] room placement code
    - [+] cave
    - [+] dungeon
    - [+] forest
    - [+] sewer
    - [+] swamp
- [+] fixed. BUG: TRAVEL to the swamp, walk up stairs...
    - [+] ERROR - stairs should link to existing map ('dungeon L7 (id
          #3)', depth 7), but
          it has no free stairs.--More--
    - [+] walking _down_ is okay.
    - [+] was only checking to link entryob when we were going DOWN
          stairs.
- [+] place fixed vaults _BEFORE_ creating habitats ???
    - [+] this will only work after all creation routines honour
          "->locked"
    - [+] set locked on all fixed vault cells after making them.
- [+] better code for removal of internal doors.
- [+] bug! fleeing monsters taking no time!
- [+] brainbat
- [+] consume corpses to regain life? make this a normal death spell.
    - [+] f_consumesouls
    - [+] anything that dies in sight nearby heals her.
    - [+] "%s consumes the soul of the dying %s ?"
    - [+] give this to baba yaga
- [+] loading bug with map flags:
    - [+] getting a flag with text = "flags"
    - [+] am i saving something else with a space in it ???
    - [+] %s in fscanf doesn't handle spaces!
        - [+] in save.c, when I'm liable to get spaces in a string,
              replace %s with:
            - [+]  sscanf("%[ a-xA-Z0-9+'*/-]")
- [+] earthwyrm
    - [+] divine into two monsters if slashed
    - [+] appear in ant nests
2012-04-05 09:28:20 +00:00
Rob Pearce 892440031d - [+] if you cancel a limited wish, don't age you.
- [+] sourges shouldn't learn spells from books
- [+] MR doesn't affect canwill spells?
- [+] innate MR (ie. fromrace or from scource) doesn't affect spells
      either.
- [+] too many potions of water! made it common rather than frequent.
      now NO frequent potions.
- [+] getting 'wake t someone runmmaging through your pack' when noone
      nearby
    - [+] maybe this flag isn't gettginre removed properly?
- [+] polymorph should fix injuries first
* [+] for missing hand injuries, select the hand AFTER main switch()
* [+] shouldn't be able to weild 2-handed weapons if you only have 1
      hand!!!
- [+] "travel" spell should let you go to RT_HABITAT things.
- [+] fix crash validating f_spotted flag
- [+] don't always put "The " on unique objects.
    - [+] use F_THE for this instead.
    - [+] godstones should still have F_THE
- [+] don't place staircases inside MAINTAINEDGE vaults!!
- [+] burning a wood floor only makes a hole in the ground if there are
      more levels underneath!
- [+] end of caves:
    - [+] both bossrooms should have goblin king and red wyrmling
    - [+] stone key.
- [+] need a vault flag which say s: add f_stayinroom to everyone who
      is created in this room
    - [+] done: "keepmonsinroom"
- [+] cope with a branch's entry stairs coming from a vault 
- [+] killing unique monsters with necrotic damage should still leave a
      corpse.
- [+] make "ornate chest" which has rare objects
    - [+] put it in branch endings and make it a rare object
- [+] f_extrainfo in fireat() should show damage _after_ adjustment
- [+] BUG: swamp rooms aren't connected!!!!
- [+] end of forest branch:
    - [+] vault containing baba yaga's hut
        - [+] bone fence around it
        - [+] skeletons
        - [+] the hut.
    - [+] baba yaga's hut
        - [+] cabin on chicken legs
        - [+] f_timid!
        - [+] jump
        - [+] claw attacks
        - [+] walks around
        - [+] corpsetype = link to inside the hut
        - [+] made of dragonwood (ie. hardness 5)
        - [+] Don't say "You kill the walking hut".
        - [+] text when it dies: "Exhausted, the hut slumps to the
              ground."
    - [+] inside the hut = small level with baba yaga
        - [+] new regiontype: babayaga's hut
        - [+] new habitat: byhut
        - [+] making the habitat: only has a single vault. (one with
              tag 'byhut')
        - [+] diff layouts
            - [+] circular
            - [+] square
        - [+] baba yaga herself
    - [+] baba yaga
        - [+] weighs 50kg
        - [+] obs:
            - [+] key!
        - [+] hp: 135 = 22 hitdice (d6)
        - [+] 75% magic resistance
        - [+] attribs
            - [+] str: exhigh
            - [+] iq: exhigh
            - [+] wis: exhigh
            - [+] agi: average
            - [+] con: high
            - [+] cha: exlow
        - [+] fire, cold, magic, poison resist
        - [+] immune to  necrotic
        - [+] abilities
            - [+] seeinvis
            - [+] awareness
        - [+] claw/teeth attacks.
            - [+] claw = 8 DR
            - [+] teeth = 6 DR
            - [+] maxattacks = 2
        - [+] grab ability
        - [+] spells??????
            - [+] fear
            - [+] weaken
            - [+] summon insects/animals
            - [+] entangle
            - [+] blink
        - [+] when she dies, unlock the hut door.
- [+] delving code.
    - [+] new digging code:
        - [+] delve()
        - [+] delve_pullcell
        - [+] etc
    - [+] h_antnest
        - [+] creaetantnest calls delve() functions.
    - [+] insert this in the main dungeon somewhere
    - [+] populate with monsters (set rarity)
    - [+] place queen ant on the map.
        - [+] via new regionthing type RT_LF 
- [+] branch ends should have a boss with a key!
    - [+] jimbo
    - [+] babayaga
    - [+] cave boss (dragon ?)
2012-04-04 09:59:48 +00:00
Rob Pearce 252a4024a7 - [+] disrupt undead
- [+] gust of wind has higher chance of knocking down small creatures
- [+] check: ensure vault names have no ' 's
- [+] loading bug: celltype id 0 doesn't exist.
- [+] loading bug: adding minotair - don't call sethomeroom()
- [+] fixed - bones bug: "2 loaves of stale bread"
- [+] crash when object thrown away by holy circle dies.
- [+] armour with "permenance" cast shouldn't be able to be healed
      either!
    - [+] use immutable instead of invulnerable
- [+] if you weild your spare weapon (and dont have a spare), remove
      'spareweapon' flag!
- [+] skoob should be made out of "water", not "ice" (don't want it to
      have hardness)
    - [+] change its material
    - [+] hitting water-based lfs should rust weapon!
- [+] rusted weapons should have 10-30% chance of giving tetanus.
    - [+] low chance of spasm each turn (5%)
    - [+] "your [xx] spasms/contorts violently!"
    - [+] hand = drop weapon
    - [+] leg = fall over
    - [+] jaw = nothing
    - [+] back = spine broken, you die
    - [+] tail = tail broken
    - [+] chest = rib broken
    - [+] wings = stop flying
- [+] electricity damage confuses robots
- [+] poison's power increase chance of its effects happening
    - [+] whenver tetanus effect fires, increase power.
- [+] electric damage spreads through water
- [+] create water spell (like grease, but just makes water)
- [+] objectgrowth spell shoudl use f_growsto instead of hardcoding
    - [+] v0 = obid or celltypeid
    - [+] vt = determines VT_ob or vt_cell
- [+] then add shrink spell which uses f_shrinksto
    - [+] deinfe it
    - [+] add effects
    - [+] specail case - brazer -> helmet should be red hot
- [+] hecta should mind attacking evil peaceful creatures
- [+] ai should still flee with bleeding legs
- [+] bandit had 90hp - problem with varlevel!! have changed
      calculation.
    - [+] monsters now just get 1 extra hit die per level after the
          first.
- [+] only some branches should use region->depthmod. others only use
      regiontype->depthmod.
- [+] spell: disrupt undead -
- [+] announce 'shatter' spell:  you hear an ultra=high pitched
      whining/ringing.
- [+] announce'sleep' spell: suddenly, you feel very drowsy.
- [+] inducefear: too powerful. tweak skillcheck values.
Initial work on baba yaga (sylvan forest boss)
2012-04-01 19:48:13 +00:00
Rob Pearce 61a5540866 Removed test vault.
Removed space from filename of woodhut.vlt
2012-03-31 10:06:29 +00:00
Rob Pearce 984999d912 - [+] change real_getlfname():
- [+] take lifeform_t * for usevis instead of boolean
    - [+] add new option "useorigrace" for shapechangers
- [+] whips
    - [+] F_WHIP
    - [+] new skill: sk_whips
    - [+] basic trais:
        - [+] high accuracy
        - [+] lowish dam
        - [+] pierce/slash/bash damage
        - [+] some will let you cast 'snatch' and suck
        - [+] no crit chance
    - [+] examples:
        - [+] bull whip (lowest damage)
        - [+] flail (ie. chain whip ,change type from club to whip)
        - [+] heavy flail
        - [+] metal-tipped whip (flail with higher acc)
        - [+] barbed whip (causes piercing damage as well)
        - [+] io.c @@ should take extradam into account
        - [+] describbeob() should show F_EXTRADAM 
- [+] change morale values - this shoudl default to your TR, otherwise
      f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
    - [+] You bisect the kobold!  The dying kobold shouts "Nooooo!".
          Hecta's voice grates against your mind:
          "You allowed my sacrifice to escape!"
        - [+] is this because i'm calling "flee" after the lf takes
              fatal damage but before die() is called?
            - [+] NO, because flee() checks isdead(lf)
        - [+] it's happening when i kill a monster, and another one of
              the same type sees me!
        - [+] change:  only trigger this is the player has previously
              attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat!  The dying giant gnat shouts "Nooooo!".
    - [+] fixed.
- [+] boggart -brown 'n'
    - [+] made of wood
    - [+] cause things to disappear
    - [+] cause milk to sour (low power blight)
    - [+] scared of salt
    - [+] demandgold 
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
    - [+] lion, bat lings, man head, tail tipped with iron spikes
    - [+] carnivore
    - [+] human sized
    - [+] shoots 1-6 spikes. each spike does 1d6. too much!!
        - [+] change this to be 5d3 damage per volley.
            - [+] ie missiledam 4d3
        - [+] can do this once every 50 turns.
    - [+] can fly
    - [+] claws - 1d3 1d3
    - [+] want gold (non covet)
2012-03-28 20:17:47 +00:00
Rob Pearce d872098c48 - [+] battlemage spellbook
- [+] make it grimoire.
    - [+] don't learn the first spell automatically
    - [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
    - [+] get a grimoire rather than a spellbook. but first spell is
          always mana spike?
- [+] need some frequent forest vaults
    - [+] tree passage:
    - [+] tree circle
- [+] more enlarge/shrink object effects
    - [+] wooden door = wood wall
    - [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
    - [+] when you polymorph to creautre with natural flight, start
          flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
    - [+] based on agility.
    - [+] test with monk......
- [+] You have the following spells active:
      3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs:  "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
    - [+] initial wizard spells
        - [+] chill
        - [+] spark
        - [+] manaspike
    - [+] later wiz spells
    - [+] fire on ground
- [+] new type of spellbook:
    - [+] general - one spell from each school "spell tome" ? "xxx's
          grimoire"/
- [+] another flagpile corruption bug.
    - [+] asked a mammoan hunter to join me.
    - [+] Marcus shouts "Beware a mosquitoid!".  You hear heavy
          footsteps.
    - [+] Assertion failed: ("flagpile is corrupt!" == 0), function
          checkflagpile, file flag.c, line 456.
    - [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
    - [+] killflag() is meant to fix this!
    - [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
      from each one.
    - [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
    - [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
    - [+] entrance to this branch: hollow tree?
    * [+] add some forest vaults
    - [+] get rid of 'the sun is coming up" messages
    - [+] nature spells which work better outside need to change...
          make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
    - [+] done. TRAVEL.
2012-03-26 20:21:43 +00:00
Rob Pearce cbbab346e2 - [+] bones bug:
- [+] saving "a clear fountain"
    - [+] getobnametrue() needs to show "a fountain of xxxx" or "a
          water fountain"
    - [+] addobject() needs to handle "fountain of xxx" or "water
          fountain"
- [+] don't generate bones file while debugging
- [+] should amour really be 'battered' at 98% ?
    - [+] make 85 and abve still mean 'pristine'
- [+] reduce bjorn cowardice anger amount
- [+] snakes shouldnt follow up stairs
- [+] fix broken f_accuracymod.
- [+] unicode for trees and dense bushland.
- [+] bug loading again......related to gratings
- [+] don't inherit alignment when giving jobs to monsters
2012-03-23 04:36:32 +00:00
Rob Pearce 3c65d5d552 new vault 2012-03-22 23:17:48 +00:00
Rob Pearce 672e26a81c - [+] object descriptions giving away obmods! fixed.
- [+] change lf summoning to better control hostility
- [+] gods should be able to see invisible
- [+] travel spell to quickly get around branches
- [+] treant / ent = green T
    - [+] old/normal/young
    - [+] older = slower
    - [+] elder can cast 'animate tree' ?
- [+] bug: when you offer a godstone to a god outside of realm of gods,
      they are saying "no" but still taking it.
- [+] gods should yell out a warning when you walk over a new godstone
    - [+] this lets the player know that picking it up will anger that
          god.
    - [+] then add f_donewarning to it.
2012-03-22 23:17:28 +00:00
Rob Pearce 653b5ac864 - [+] entering water should put out fires even if you can't swim.
- [+] problem:
    - [+] i get teleported into deep water then
        - [+] you are drowning
        - [+] you are drowning
        - [+] you are drowning
        - [+] you die.
        - [+] was calling checkfordrowning() too often.
        - [+] also prevent random teleports into dangerous cells
- [+] accuracy bonus for weapon skill wasn't working!! fixed.
- [+] remove damage done to armour
- [+] rename greater mummy to mummy king
- [+] most robots shouldn't be able to use stairs. F_NOSTAIRS
- [+] most undead don't use stairs either
- [+] rename "donate" to"offer an item"
- [+] high speech or racial knowledge should list possible items when
      you offer
    - [+] insert this at adept level
    - [+] bump everything else upwards
- [+] when offering objects, use SPEECH check, not MORALE.
- [+] felix shoud like offering bribes
- [+] yumi should like calming people down
2012-03-21 20:42:06 +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 ed98c0b735 - [+] "tried on xxx" not showing up properly in \. fixed.
- [+] new swords:
    - [+] baselard
    - [+] shortsword
    - [+] epee
    - [+] cutlass
    - [+] sabre
    - [+] repier is now a long blade.
    - [+] broadsword
    - [+] falchion
    - [+] claymore
    - [+] zweihander
- [+] bug: job description missing skill elements when there are <4 on
      the last line.
- [+] don't adjust object's armourrating based on its conditin.
- [+] increase TR of dryad
- [+] reduce range of 'chill'
- [+] potion of poison should give venom poisoning, not food poisoning
- [+] robots should be immune to charm
2012-03-16 05:42:18 +00:00
Rob Pearce 45c5fd0365 - [+] Monsters should not use longbows as melee weapons!! 2012-03-16 00:35:38 +00:00
Rob Pearce 192afcec2b - [+] when checking stairs for prints, check for f_naturalflight, not
for f_flying
- [+] reduce explosion size for robot corpses.
- [+] cats
    - [+]    Evasion, fast, normal attack speed but 2 attacks
    - [+] Cheetah/leopard 3. tr. 3. Brown, jump/leap
    - [+] Tiger.  4hd. tr. 5kk Red
    - [+] Lion.  4. tr 6. Orange
    - [+] Panther ? Magenta
    - [+] Shadowcat .blue
- [+] hecta did finger of death on a troll, why didn't it leave a
      corpse ? because i used necrotic damage.
- [+] crash when asking druid for levelup spell.
- [+] fix up msgs when charmed monsters are moving.
- [+] fix up explodecells() to do better LOF calculation.
- [+] cancast() timer on monster ablities is not working!!!
2012-03-11 14:40:45 +00:00
Rob Pearce 0a7aeec362 - [+] weakness spell should half melee damage.
- [+] quaffed a potion of polymorph self... and nothing happened!
- [+] only killing undead should please the god of life, not just
      killing anything evil
- [+] klikirak shouldn't get angry when you take cold damage!
- [+] fire sohuld convert flammable celltypes to another type:
    - [+] wood -> stone floor with pit
    - [+] carpet > stone
- [+] increase flamepillar range
- [+] warning before killing firebug on wood/carpet, if wisdom is
      at_high or above, and animal lore is high enough.
- [+] make f_twohanded only apply up to a given lf size.
    - [+] implement
    - [+] then add "istwohandedfor(wep, lf)"
    - [+] then fix up ob defs in data.c
- [+] unnatural growth/shrinkage spells should be temporary too (like
      potion)
- [+] random polymorph code
    - [+] stay at the same TR, or one higher/lower! (same for player
          random polymorph)  
- [+] elephant - friendly to mammoans
- [+] mammoth
- [+] pixie (then pixie, dryad sprite = sylvan / fae)
- [+] naiad / nixie
    - [+] blue 'n'
    - [+] low power charm to lure into water
    - [+] dagger/javelin
    - [+] throwing net
    - [+] resist magic 25%
- [+] droid - zapper
- [+] hoverscout (levitates, summons monsters)
- [+] skellion - floating flaming skull, scream attack, flame melee
- [+] fire primality should cast flame burst.
- [+] don't modify monster hp based on fitness.
- [+] storm primality / wind primality
    - [+] very fast
    - [+] 2 attacks - 1d5 each time. (pummel with debris / zapper)
    - [+] permenant windshield
    - [+] lesser:
        - [+] lightningbolt (lesser, 2d6)
        - [+] sleetstorm (lesser, 1-2 cold and slow movement)
    - [+] greater
        - [+] chain lightning (greater, 3d6)
        - [+] hailstorm (greater, 1d6 cold and 1d4-5d4 depending on
              power)
- [+] naiad (water sprite) - 'n' -blue
    - [+] good
    - [+] aquatic
    - [+] water spirit
    - [+] charm spell
- [+] ling parasite - green 'x'
    - [+] turns one corpse into a zombie (dies in the process)
- [+] add onion object.
- [+] roc
- [+] "crystal cur" - canine. only bashing works
    - [+] gems for corpses.
- [+] bug: monsters not using spells. fixed.
    - [+] test NOSPELLS bug with rapidivy
    - [+] test low IQ spells with storm primality
- [+] make hitdice be d8 rather than d4
    - [+] change F_HITDICE
    - [+] add constant HITDIESIDES
    - [+] redo all definitions in data.c
2012-03-11 01:39:33 +00:00
Rob Pearce a6aab1afe1 - [+] ai shuldn't want its home/life objects.
- [+] lich
    - [+] lifeob = ornate glass jar
    - [+] can walk up to 12 away
    - [+] chilling touch
    - [+] mindshield
    - [+] teleport back to jar on death
- [+] monster ghosts have lifeob = corpse, which we generate.
    - [+] but DONT let them possess the player ?  or dont let them
          possess anyhting ?
- [+] mosnters should say noooo! if their lifeob is destroyed
    - [+] lifeobs need a link back to owner f_lifeobfor xxx
- [+] lifeob check wasn't including the lf's cell itself.
- [+] spellcasttext for dryad - "Charm" = beckons
- [+] poltergeist should be invisible
- [+] troll should covet food
- [+] avian - birds should be friendly
- [+] scroll of permenance should make armour invulnerable
- [+] amulet of mind sheild - immune to psionics 
- [+] parserace() shouhld handle "random _baseid_" ie. random ant,
      random troll etc
- [+] vault: troll cave (very rare)
    - [+] trolls
    - [+] bones
    - [+] cooked corpses
- [+] bug: minions not being created in vaults.
- [+] vault: ant nest
    - [+] queen ant
    - [+] dirt floor
    - [+] lots of ants
    - [+] LOTS of food.
- [+] reduce flame volume
- [+] vault maintainedge not working.  slightly fixed now?
- [+] vampires are turning into gas clouds but then trying to attack.
- [+] new amulets
    - [+] Of evolution (turn into a merman in deep water, aviad instead
          of falling, (fireres humanoid) in fire, (coldred human) in
          cold)
        - [+] in deep water and can't swim? turn into merman
        - [+] about to fall through a hole? turn into a flying aviad
        - [+] in fire and not resistant? turn into a Lavax
        - [+] in cold and not resistant? turn into sasquatch
        - [+] all polymorphs are TEMPORARY (5 turns or so).
        - [+] no autoid
    - [+] of bloodthirst - walking over blood heals you!
        - [+] no autoid
    - [+] Of graceful swimming (auto turn into a swan when you enter
          water)
        - [+] no autoid
    - [+] paranoia (5% chance per turn to create monsters out of sight,
          but in lof)
        - [+] they will make a "walk" noise right away
        - [+] or something just "you hear xxx right behind you!"
2012-03-08 19:42:25 +00:00
Rob Pearce 95e470238e - [+] fire skeleton shouldn't be immune to cold
- [+] if monster dodges your first atatack, cancel the second!
- [+] make god anger/happiness fade over time, unless they are enraged
      (1 per turn ?)
    - [+] chance of fading is 1 in (abs(piety)/100)
- [+] don't include " [tried] when dumping bones!
- [+] "repair all"!
    - [+] implement repairall
    - [+] make repairall like eating (auto action)
- [+] time taken when you fall down should be longer
- [+] F_STAYINROOM monsters will go back to their lair if they ahve no
      target.
- [+] more object decay in bones files:
    - [+] blood splashes/pools become blood stines
    - [+] all objects have a 1/4 chance of vanishing (someone picked
          them up)
- [+] resting should only please glorana if your'e actually worshipping
      her!
- [+] exploit: stand outside jimbo's room and pelt him! fixed.
- [+] random "behaviours" for more/less hp
- [+] around dlev 8-9, monsters are too easy.  at this point i'm
      dealing 10-20 damage per hit.
    - [+] give monsters a "Challenge Rating" seperate to their hitdice.
    - [+] instead of gethitdice(), use getcr()
    - [+] change dumpmonsters
    - [+] use cr() to determine what monsters will appear, not hit dice.
    - [+] that way i can have certain mosnters have more hp, but still
          appear higher in the dungeon
    - [+] initially, assign CRs based on hit dice
    - [+] when rolling hitdice for monsters, always give maximum, then
          go up/down by 15%
- [+] monsters shoiuld always know spells from their spellbooks.
2012-03-06 10:47:26 +00:00
Rob Pearce 7fa0ff29cc New vaults 2012-03-05 10:31:38 +00:00
Rob Pearce 69cd41a714 - [+] make zombies eat flesh.
- [+] warn before eating your own kind if it will anger your god, and
      you wisdom is high.
- [+] make disease way worse if you eat your own race's corpse!
- [+] CRASH when i try to cook firebug corpse
* [+] bones files:
- [+] when your leg is bleeding, don't lose hp for ATTACKING, only for
      MOVING.
- [+] bug: issue with skill display if you learn higher than your max
      level by reading a book!
    - [+] in this case, reading the book should fail.
- [+] when you start worshipping felix, allow you to learn lockpicking
      & thievery to full level!
- [+] infinite loop when an ashkari enters rage while already eating.
- [+] felix prayer should always unlock all nearby doors
- [+] if you add f_calwill xxx, v1=112312 v2=NA, make v2 = v1.
    - [+] that way we can confer it!
- [+] say "this is xxx!" after wearing a new amulet.
- [+] fork / knife should make you eat faster.
- [+] double the hp of most armour again
AMULETS
- [+] add new bodypart = neck
- [+] object hiddennames
    * [+] nouns
    * [+] adjectives
- [+] flight  (canwill fly)
- [+] enhance spell power
- [+] victimization (makes everything hostile) (no auto id)
- [+] blinking
- [+] anger (canwill rage)
- [+] vs poison (poison immune)
- [+] vs magic (magic resistance)
- [+] common
    - [+] feather fall (dt_fall dmg = 0)
        - [+] don't "slam into the ground", just "float gently to the
              ground"
    - [+] of amplification (boost listening skillchecks, allow you to
          listen at stairs)
    - [+] peaceful sleep (don't get woken up by sound, cursed)
    - [+] chef's amulet(lower metabolism) 
    - [+] thief's amulet (lockpicking)
2012-03-05 10:31:21 +00:00
Rob Pearce 2b77aa200e - [+] vaults
- [+] oval
    - [+] chasm
        - [+] room split in 4 by glass
    - [+] concentricroom
- [+] Crash when a vault uses the object 'hole in the ground' 
- [+] better method of giving spells to monsters
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellschool v0=ss_xxx  v1=minlevel v2=maxlevle, text
          = pw:xxx or null
        - [+] if power not given:
        - [+] castig power is (starting depth / 2)
        - [+] limited by spell's max level.
    - [+] OR
    - [+] f_randomspellcount v0=amt
    - [+] f_randomspellposs v0=spellid, optional text = power.
    - [+] include these in validateraces
    - [+] populate monsters...
    - [+] TEST! (with fire sprite, check if it casts a spell other then
          fire dart)
- [+] if monster is randomly given the job "j_wizard", you MUST pick a
      subjob too!
- [+] go back to using CANCAST for monster spells, so that they show up
      properly in a mind scan.
- [+] druid should start with sickle as secondary weapon.
- [+] healing not hurting undead - should be fixed now.
- [+] add description of spell powe calculation to spell skills
- [+] increase obhp of armour
- [+] i was a druid, levelled up to l4, and didn't get a new spell!
      FIXED. wasn't refreshing LEVSPELLSCHOOLFROMX.
- [+] make it a lot harder to get "beheaded" etc.
- [+] show real object name in "killed by a thrown xxx" even if you
      didn't see it
- [+] short blades shouldn't be able to behead.
- [+] monster threat calc should take #attacks into account!
- [+] CTRL-DIR to turn isn't working agian. fixed.
- [+] make peasoup have range 1, rather than just going straight in
      front of you.
- [+] power 1 glyph of wardning useless. fixed.
- [+] reduce zombie maxattacks to 1.
- [+] bug:  Are alcohol no longer covered in (null).--More--
- [+] make merlochs much more rare.
- [+] light recalc is MASSIVELY slow on some levels.
    - [+] for now:  remove dark levels completely?
- [+] "You see 2 sheet of ices here."
- [+] remove F_FROZEN when you cook something.
- [+] frostbite should do a little more damage. d4 instead of d3.
2012-02-29 06:05:14 +00:00
Rob Pearce 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 ff13f25bb9 Paladin changes
- [+] average charisma + speech ?
- [+] lose all/most of  the warrior abilities
- [+] can only voluntarily wear known blessed items (add this to the
      description)
    - [+] (glorana must give holy water when you pray)
- [+] move most post-damage stuff into losehpeffects()
    - [+] pass "int doextraeffects" to losehp_real().
    - [+] during melee attack, delay this.
    - [+] otehrwise, it happens in losehp!
- [+] add constants for real_getobname params
- [+] add constants for real_losehp params
- [+] issue - should i be able to say 'have mercy' when i'm not
      adjacent?
    - [+] probably not!
- [+] don't sell credit cards in shops.
- [+] make crowns, velvet robes, wizard hats more likely to have brands
- [+] don't say "your feet get wet" when walking from water to water
- [+] fix bug in real_warnabout() where multiple warning_t instances
      were being made for the same text.
2012-02-25 23:42:48 +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 0f914d8819 More godstones:
- [+] amberon: rename to "Purity"
    - [+] make it cure deformities etc ?
    - [+] massive damage to undead ?
- [+] thieves: of vengeance
    - [+] makes all monsters attack themselves
    - [+] steals all weapons from monsters
- [+] mercy: of mercy..
    - [+] acts as ring of miracles (when charged)
- [+] make "mirror image" be a modification spell instead of
      mental ?
- [+] make resize spells target a lf, rather than the caster
- [+] l2 spell alchemy - convert metal object into power% its value in gold!
      (maxpower 5)
    - [+] need wantmaterial in doaskobject
- [+] move ring of miracles check out of losehp().
    - [+] instead, just use the die() one.
- [+] titans have more hit points than gods!!! fix this.
2012-02-21 19:45:01 +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 30006c4cac - [+] for intelligent and wise monsters in groups, make at lesat one
stay awake (on guard)
- [+] shouldn't get salmonella from roast meat! implement israwmeat()
- [+] Curse removal -      $-2147483648 each
      Blessings     -      $-2147483648 each

      (there is a $644245120 surcharge for uncursing an equipped item)
      Pay for a blessing (you have $118) [yn]?
    - [+] fixed.
- [+] f_rage should make f_hiding disapepar.
- [+] after stealing from shop, call more() to allow for god messages
- [+] problem - vampires shouldn't ALWAYS be flying.
    - [+] any race with 'f_flying' should have f_canwill fly as well. 
          Use naturalflight on race instead.
- [+] call touch() on your weapon every turn? (ie. for red-hot ,
      undead, etc)
- [+] CRASH right after a cockatrice stoned my wolf.
    - [+] lf->flags = NULL
    - [+] lf->race = corrupt.
    - [+] because i'm calling die() from withing stone() from within
          timeeffectsflags()
2012-02-14 19:11:33 +00:00
Rob Pearce df442e96d1 - [+] still give mp to warriors, justnot much
- [+] more rare potions - too many exp potions at the moment.
- [+] don't show dt resistances in io.c  if you're immune
- [+] more orcs
    - [+] make ork better
    - [+] grey orc
        - [+] invis
        - [+] confuse
    - [+] grand orc
    - [+] blood orc
    - [+] norc
        - [+] smitegood, darkness
- [+] more goblins
    - [+] froglin (blowguns, jump)
    - [+] dusur (sand goblin)
        - [+] throw salt to blind
        - [+] go through walls (passwall)
        - [+] tunnel downards (dig)
- [+] blowguns
- [+] more veryrare food to dilute 4leaf clover
    - [+] curadough - filling, fullheal, lower metab
    - [+] psitruffle - give temp xp/skill boost.
- [+] bug: two adjacent corpses, one catches on fire
    - [+] fire keeps going between them
    - [+] fix: fires don't burn out if there are adjacent fires with
          MORE hp - must be >, not >=. (they remain at 1hp)
    - [+] when fires spread, they get all their hp back.
    - [+] flaming objects don't expire if there is a fire object on top
          of them
- [+] random alignments on monsters not working!!!
    - [+] test with lizardman.
- [+] dispaly of skills not working......
    - [+] we get:
        - [+] At Novice level:   xxxxxxxxxxx
        - [+] : yyyyyyyyyyyyyyy
    - [+] should be:
        - [+] At Novice level:   xxxxxxxxxxx
        - [+]                            : yyyyyyyyyyyyyyy
    - [+] makedesc_skill ok.
    - [+] it's when we print it from getchoicestr!
    - [+] ie. wrapprint()
        - [+] if strlen(word) == 0, print a " "
        - [+] kind of words... but now i'm getting twice the amount of
              spaces
        - [+] make readuntil_real which remembers the amount of
              delimeters seen
            - [+] if number of delims is > 1, then print them all.
- [+] warn if you're good and attacking something helpless
2012-02-13 19:55:55 +00:00
Rob Pearce 3e5c718502 - [+] non-player insects should never be able to break out of a web.
- [+] stench should still affect non humanoid/animals if they have
      f_enhancesmell
- [+] bug: god of fire should only be pleased by kills if you used fire.
- [+] luck should affect whether you gain abils from eating corpses
- [+] lower weight of four leaf clover
- [+] bug: when dungeon had different wall type selected, still got
      scattered rock walls
- [+] death spells shouldn't please hecta if they fail
- [+] bjorn should restore stamina when you pray
- [+] show your score when you didn't make the hiscore table.
- [+] eating corpses for resistances
    - [+] f_eatconfer on race defs. fill in text for stacking, ie.
          resist becomes immunity if you already ahve it.
        - [+] must have f_mutable.
    - [+] have to eat mutant corpse first to enable this.
        - [+] you gain f_mutable.
        - [+] "Your body feels ready for mutation."
    - [+] thereafter......
    - [+] for resistances, you first take maxhp/2 damage of the same
          type (with chance to ko rather than kill)!
    - [+] inherited by corpses
    - [+] eat shadowcat to see through smoke? this replaces the
          temporary smoke creation effects.
    - [+] add to some lfs
        - [+] dtresist (elemental based)
        - [+] attrmod (wyrm or giant corpses)
    - [+] when you create a new corpse object, take EATCONFERS from
          race!
- [+] store owners shouldn't let you in if you have f_stench
- [+] if you pick up a non-magical object (ie. a potion of water), and
      have detect magic, and it's not magic...you know it's uncursed,
      +0, etc.
    - [+] (assuming pot_water is known)
- [+] other effects of alignment
    - [+] areenemies()
        - [+] good:
            - [+] other good creatures are still "peaceful" (remove
                  f_hostile on creation)
            - [+] evil creatures are always hostile (even npcs) (add
                  this flag in addlf())
            - [+] no xp for attacking peaceful
        - [+] neutral: nothing special
            - [+] no xp for attacking peaveful
        - [+] evil: 
            - [+] still get xp for attacking peaceful
            - [+] good creatures are always hostile (add this flag in
                  addlf())
    - [+] show alignment in @. maybe after "Race: xxx"
    - [+] add random alignments to some humanoid races
        - [+] should be able to jsut use f_align al_none "gne"
        - [+] lizardman
        - [+] all the playable races
    - [+] bonus when 'c'hating to your own alignment npcs 
    - [+] move alignment question to givejob(), and make it random for
          mosnters
    - [+] add alignment to gods
- [+] sandman - puts you to sleep. OR has lots of sleeping dust.
    - [+] glyph: brown 'y'
    - [+] miniature tornado of sand, humanoid visible inside
    - [+] can cast sleep, range 1 (or 2 and need lof?)
    - [+] corpse:  smoke and sleeping dust?
    - [+] no attack.
    - [+] low hitdice (2)
    - [+] fairly high ar (10)
    - [+] madeof dirt
2012-02-10 06:44:12 +00:00
Rob Pearce d2588bdd98 - [+] replace causesvomit with vomitob
- [+] monsters shouldn't weild lit torches
    - [+] maybe reduce the damage that they do?
- [+] change allomancy to work like psionics
- [+] change colour of carpetted floor?  to what though? red.
- [+] amberon should only accept sacrifice of KNOWN cursed objects!
- [+] infinite loop when going into a sewer. fix_reachability keeps
      failing.
    - [+] in linkexit()
        - [+] startdir getitng set to DC_E! should be orthog only!
        - [+] because forcedir is DC_E!
- [+] Mummy? made of paper (ie flammable). rotting touch. curse.
      corpsetype = sand or ash, and blank paper.
    * [+] inflicts rotting disease "mummy's curse"
    - [+] can cast cause fear (but not very often, 50 turns or so)
    - [+] vuln to fire (1-8)
    - [+] vuln to holy (2-8)
- [+] greater mummy
    - [+] more hd
    - [+] lots more damage
    - [+] stronger fear spell
    - [+] no vuln to anything
    - [+] magic resistance
    - [+] priest spells. - death disease evil revenge, guardianship.
          some new ones:
- [+] rot:
    - [+] instead of losing hp, lose str+fit and just no healing ?
- [+] wyvern
    - [+] wyrm without breath weapon
- [+] ice demon
    - [+] shardshot, power 3 (ie 3d6)
- [+] snow troll
    - [+] implement
    - [+]  - frostbite, range 1 "exhales a freezing wind"
- [+] griddler, small demon, fire dam attack, heat metal ability,
      carries a permenantly red-hot weapon 
- [+] curse (curses equipped objects)
    - [+] applys a curse to 1-power equipped objects.
    - [+] applies a -1 penalty too, if it's a weapon/armour/can have
          bonuses.
- [+] protection from good.
    - [+] repel the next "power" attacks from good-aligned lfs
    - [+] casttoattack xxx
    - [+] this needs the player to have an alignment!!! (base it on the
          job)

FROM PREVIOUS COMMITS:
- [+] if you polymorph into something with nopack, MELD your pack ?
    - [+] move all from lf->pack to lf->meldpack
    - [+] have to SAVE meldpack too.
- [+] monsters which attack if you get too close
    - [+] eg. wolf
    - [+] do they attack other monsters in range too? or just players?
2012-02-09 21:00:10 +00:00
Rob Pearce f0e64851d3 new vaults 2012-02-07 23:30:30 +00:00
Rob Pearce 91268cea5a Disabled old vaults 2012-02-07 23:29:49 +00:00
Rob Pearce d876d30d70 - [+] Remove or disable old code:
- [+] shopkeepers
    - [+] remove F_SHOPITEM - this was used for old shop code.
    - [+] "shop" vaults
    - [+] village map (but leave the habitat for use in bazaar vault
          etc)
- [+] vault: support for random monsters - use "random" for name
- [+] vault flag: f_monsstayinvault
- [+] vaults for goblin caves
    - [+] pool of water
    - [+] small hut
    - [+] brick wall
- [+] trapped corridor
- [+] pranksters dust (makes everyone invisible)
- [+] allow c_random for animations
- [+] random chance of different kind of wallfloor when creating
      dungeons
    - [+] brick wall (slightly weeaker, orange/red)
    - [+] metal wall
    - [+] wood ??
    - [+] instead of using map->habitat->solidcelltype, use
          getsolidcelltype(map)
        - [+] this checks map for f_solidcelltype
        - [+] if not there, uses map->habitat->solidcelltype.
    - [+] vaults should be able to inherit empty/solid types from map
        - [+] x:cell:EMPTY
2012-02-07 23:28:48 +00:00
Rob Pearce 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 c1bccc652c - [+] fixed crash related to F_CASTINGSPELL
- [+] change god names to "god of xxx/yyy/zzz"
- [+] i'm pleasing the god of life somehow unknown. why?
    - [+] from sleeping!
    - [+] was checking !isasleep(god), not !isasleep(player)
- [+] ai object stealing code not working
- [+] chance to wake up when someone is stealing your objects ?
    - [+] stealer makes an easy stealth check
- [+] fix crash in steal()
- [+] when fix_reachability kills a wall, add rubble as if the wall
      fell down.
- [+] if you burn yourself on something, automatically drop it.
- [+] ai shouldn't try to wear dangerous objects.
- [+] f_hot objects count as dangerous
- [+] if metal takes fire damage, it gets F_HOT (unknown)
    - [+] touch() will burn you, and make the flag known ("red hot") 
    - [+] if you are wearing F_HOT armour, take damage from it.
    - [+] modify how heat metal spell works
    - [+] when something catches on fire, it also gains F_HOT 
    - [+] test heat metal
- [+] firebug and fire sprite should have f_extracorpse "small fire"
- [+] in makedesc_skill, only show each "at xxx level" heading once
- [+] ice wraith shuld be flying.  ghast shouldnt be levitating.
- [+] MENDING should fix rust.
- [+] BUG: ERROR - unlinked stairs! should have been linked during map
      creation.
    - [+] was on Dlev 9
    - [+] stairs were going to the swamp.... and swamp had no stairs!!!
    - [+] in finalisemap: swamp was misisng stairtypes!
2012-02-03 05:55:19 +00:00
Rob Pearce b1abb5ad76 - [+] reduce F_WALKDAM on fire objects to 1d4,2d4,3d4
- [+] bug: getvaulttype causes infinite loop if none found.
- [+] flameburst from klikirak offer shouldn't incrase piety further.
- [+] fireball / flame pillar spell: mark that the player created the
      fire
    - [+] ... so that when it damages otehr objects, damge caomes form
          the playerh
- [+] make shieldbash stun effect last longer
2012-02-02 05:26:14 +00:00
Rob Pearce d97c0c9421 - [+] redo heaven vault to cater for 10 gods
- [+] Klikirak- male,fire and destruction
    - [+] appears as a fire elemental?
    - [+] abilities
        - [+] create fire underneath
        - [+] retaliate with fire
        - [+] burning touch
        - [+] canwill all fire spells 
    - [+] sacrifice
        - [+] anything flammable
        - [+] added effect: cast flame burst
    - [+] pray:
        - [+] set  all nearby objects on fire
        - [+] unfreeze weapons
        - [+] hurt monsters with fire spells
    - [+] gift:
        - [+] fire resist / immunity
        - [+] pyromania on weapon
        - [+] fire magic
    - [+] angry (minor):
        - [+] blast with small fire
    - [+] angry (major)
        - [+] blast you with fire (and surround you)
    - [+] likes
        - [+]  burning objects (sparking flammable, throwing objects
              onto fire)
        - [+] casting fire spells
        - [+] killing with fire
    - [+] dislikes
        - [+] casting cold spells
        - [+] causing cold damage
        - [+] creating anything (create monster / wish / create food)
- [+] what is the difference between "purity" and "life" ?
    - [+] purity:  get rid of curses, bad objects, bad food, remove bad
          statuses
    - [+] mercy:  "undo" mistakes, avoid instakills
    - [+] life:  healing, raise from dead, protection
- [+] life goddess - glorana
    - [+] appearance:
        - [+] glowing white light
    - [+] abilities
        - [+] cast all life spells
        - [+] regenerates hp very fast
    - [+] objects
        - [+] none
    - [+] likes
        - [+] destroying undead
        - [+] using life magic
        - [+] healing (as per yumi)
    - [+] dislikes
        - [+] necromancy spells
        - [+] attacking peaceful lfs
    - [+] pray
        - [+] healing
        - [+] restore mp
        - [+] protection spell
    - [+] gift
        - [+] regeneration
        - [+] firstaid skill
        - [+] life magic skill / spellbooks
        - [+] increase max hp
    - [+] angry(minor)
        - [+] life magic fails
        - [+] slow natural healing rate
    - [+] angry(major)
        - [+] no healing
        - [+] reduce max hp!
    - [+] sacrifice
        - [+] healing potions
        - [+] restoration potions
        - [+] bandages
        - [+] food
- [+] protection spell:
    - [+] divine armour
    - [+] blocks on a certain amount of damage.
    - [+] all damage goes to it! (NOT like psychic armour which just
          increases AR)
    - [+] NOT an ongoing spell.
- [+] ai: if you have a weapon of xxx slaying, use it when appropriate.
      (getbestweapon)
- [+] amberon - change abilities to be more focused on removing bad
      status effects
- [+] amberon gifts you with potions of restoration
- [+] felix is now god of thievery and vengeance.
- [+] felix now gives your weapon f_revenge.
2012-02-02 04:33:24 +00:00
Rob Pearce 576be7c2be Relocating vault files under data/. 2012-02-01 23:03:47 +00:00
Rob Pearce 660481c27e - [+] show varpower spell effects in @E
- [+] don't say "you hear xxx" for your pet's footsteps
- [+] when hungry, ekrub likes eating animal corpses, rather than
      killing animals
- [+] failed spells now always make spelleffect() return B_TRUE.
- [+] stickstosnakes now works on non-wood objects.
- [+] light spell can only blind people at high level
- [+] amberon shouls accept sacfirice of evil corpses
- [+] tweak potion rarity
- [+] attacking helpless evil creatures shoudln't anger amberon
2012-02-01 20:56:07 +00:00
Rob Pearce 81d65d35d9 - [+] hunter calm animals not working
- [+] when announcing new ability/spell gains, show spell power, and
      allow override of lower power ones.
- [+] make "lessen gravity" also let you hold more. 15kg per power
      level.
- [+] fix broken autoshortcut()
- [+] calmanimals now awards gives 25% xp (druids get 50%)
- [+] show "tried on xxx]" for scrolls.  
    - [+] char *knowledge_t->triedon
    - [+] update maketried()
    - [+] update getobname()
- [+] potion of grow/shrink should only be temporary
    - [+] sizetimer v0 = newsize, v1=timeleft
- [+] bug: blessed scroll of id not being destroyed after reading it
- [+] option:  autopickup_used_missiles
    - [+] give everyone 1 free object drop/pickup per turn. after that
          it takes time.
    - [+] add the option
    - [+] add f_usedplayermissile to objects before firing them.
    - [+] if you walk onto an object with f_usedplayermissile
        - [+] AND autopickup_used_missiles is set
        - [+] ...then pick it up.
        - [+] ...and remove the flag.
2012-01-31 02:25:12 +00:00
Rob Pearce 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 a4ac951f15 - [+] remove "inscribe" spell for now.
- [+] beginner perception should let you see next to you.
- [+] fix trail directions when checking stairs
- [+] make labyrinth vault be a proper labyrinth shape
- [+] 'spark' should affect floor obs even if there is a lf there.
- [+] cursed scroll of awareness should blind you for 10-20 turns.
- [+] bug: monsters trying to flee through locked drainage grate.s
- [+] new god: Bjorn the battlelord
    - [+] Pray effects:
        - [+] bless weapon
        - [+] bezerk 
        - [+] true strike
        - [+] haste
    - [+] Likes: battles (ie. kill last enemy in lof)
    - [+] Dislike:
        - [+] calming
        - [+] poison
        - [+] magic (wands, spells etc)
        - [+] retreat (moving away with back turned) "Coward!"
    - [+] gifts:
        - [+] weapons, armour
    - [+] sacrifice:
        - [+] untouched battle spoils
        - [+] after dropping objects, add f_battlespoils if YOU killed
              the ownert.
        - [+] remove this if/when the object gets moved again
        - [+] splatter blood
    - [+] minor anger:
        - [+] rust your armour / weapon
    - [+] major anger:
        - [+] destroy your armour
        - [+] destroy your weapon
        - [+] summon lots of enemies
- [+] new god: Lumara - fem, magic
    - [+] likes:
        - [+] most things which train magic skills
            - [+] ie. casting spells
        - [+] using wands
        - [+] reading scrolls
    - [+] dislikes:
        - [+] missile weapons
    - [+] pray:
        - [+] restore mp if low
        - [+] identify books/scrolls
        - [+] remove curses
    - [+] gift:
        - [+] spellbooks
        - [+] manuals of spell schools
        - [+] extra mp
    - [+] angry minor:
        - [+] lose mp
        - [+] forget a spell
    - [+] angry:
        - [+] spells stop working (100% failure chance)
        - [+] forget all spells
        - [+] polymorph you into something bad
    - [+] sacrifice
        - [+] weapons / armour
2012-01-25 09:20:15 +00:00
Rob Pearce 5f4454d56a - [+] increase damage for missiles
- [+] retain items on polymorph if new race has f_nopack or nobodypart
      for equipped stuff
    - [+] move obs to lf->polypack
    - [+] save this!
- [+] fix bugs with remembering/restoring stats on polyrevert.
- [+] scroll of permenance should make conferred attribute changes
      permenant
- [+] change strength damage mod to be range -2 to 2 (instead of a
      percentage)
- [+] corrected poison/methane gas difference.
- [+] hecta gift: necromancy books
- [+] damagecell()
    - [+] make rock walls turn to rubble ("50-100 stones")
- [+] change to lore skill: incrase damage by a fixed amount, not a
      percentage.
- [+] felix effect: evaulation (identify obs)
- [+] god piety should never change once thy are ignoring you.
- [+] shields should protect against crit hits
- [+] hecta no longer gives unholy water? 
- [+] I'm able to use OT_A_SHIELDBASH with 0 stamina.
- [+] CRASH during loading
    - [+] fixed
    - [+] ...but check for more....
- [+] quaff potion of fury - "you're too tired to do that right now"
- [+] player was being prompted for locaiton when monster tried to wear
      a bandage.
- [+] closing iron gates is making them opaque.
    - [+] only add blocksview if the objectTYPE has it.
- [+] fountains of experience not drying up.
- [+] looking for tracks on stairs.  never finding any!!
- [+] shop descriptions not working anymore.
- [+] left hand got destroyed by explosion.
    - [+] i then wore a ring... and it went on "left finger"!
- [+] all spell effects should cease just before death.
- [+] crystal shield/armour shouldn't call wear() but rather just set
      f_equipped directly.
- [+] bedrooms/kitchens should have tiled or carpet floors?
    - [+] tiled = less stability (especially with water!!)
    - [+] carpet = more stability
- [+] fire skeleton
- [+] firebug
- [+] ice wraith
- [+] winter wolf
- [+] skoob (snowman)
- [+] crymidia can cast crystal spells
- [+] blastbug
- [+] bilco - casts flood at itself.
- [+] rubber-like things
    - [+] slug
    - [+] snail
2012-01-24 20:38:59 +00:00
Rob Pearce 4a32308310 - [+] dual wield, then weild -, say "y" to "weild nothing in your left
hand", CRASH.
- [+] rogue should start with novice speed and throwing
- [+] better method of sneaking - just hiding in one spot isn't
      effective.
    - [+] get "hide" at novice level
    - [+] at beginner level, you can move while hiding. ( but if
          someone hears you, they spot you)
- [+] if you can't see an object (ie in inventory it just comes up as
      "a potion"), make the description be generic.
- [+] stealth shouldn't affect movement noise uless you are hiding
- [+] move slower when hiding.
- [+] trying to hide while already hiding will cancel it.
- [+] rename f_sneak to f_movecarefully
- [+] move "you attack the helpless xxx" into construct_hit_string.
- [+] light level should affect stealth checks.
- [+] flying should only impact stealth checks to make noise, not to
      hide.
- [+] sprint should stop hiding!
- [+] weapon brand: of protection.  gives AR. 
    - [+] make sure i show this in showlfarmour ]
- [+] shouldn't be able to backstab plants
- [+] no hiding while producing light.
- [+] changing armour should stop you from hiding.
- [+] let you hide when you can see monsters, but they instantly get
      F_SPOTTED.
- [+] different verbs for god voices
- [+] remove "enhanced smell" from xat and dire rat.
- [+] make guns usually start with ammo
- [+] gain attrib point on _every_ levelup, but 2 each time not 5.
    - [+] this means that we now gain 6 stat points every 3 levels
          rather than 5, but they can be spread out.
- [+] rogue modifications
    - [+] change starting backstab level from beginner -> novice
- [+] generated monsters: "It is sleeping. It is flying."
    - [+] should be sleeping AND flying!
- [+] remove duplicate tanglemissile code.
- [+] change F_ATTREQ - split up penalty cutoff and bonus cutoff
    - [+] needs a "boostafter" param.
    - [+] ie.
        - [+] needs at least ATTREQ agility to USE it.
            - [+] if you are less than this, start applying penalty.
        - [+] v2 = BOOSTAFTER level. (CHANGE)
            - [+] if you are above this amount, start applying bonus.
        - [+] text = scalepercent. (CHANGE)
    - [+] adjust code
    - [+] adjust defs
    - [+] explain in io.c
    - [+] test
- [+] new felix pray effect: invisibiltity
2012-01-23 07:16:18 +00:00
Rob Pearce 499ef0c0e1 - [+] weapon/armour shop:
- [+] pay to repair.  3 gold per hp. then modify total by speech.
- [+] "splash of water" shouldn't stop you from running. at the moment
      when your boots are wet you can never run because you keep
      dropping water!
- [+] make delvers vuln to light
- [+] reduce potion of growth rarity
- [+] make resist poison skillcheck difficulty harder.
- [+] make holycircle/pentagram detect cursed/blessed items too
    - [+] "your %s feels warm/cold"
- [+] spear shoudl have f_rodshaped
- [+] light not blinding creatures for long enough
    - [+] The area is lit by a magical light!  The skeleton is blinded!
          The skeleton turns to flee from you!  The skeleton can see
          again.
2012-01-20 02:46:34 +00:00
Rob Pearce 4f8f478139 - [+] let you salt corpses (stop them from decaying, like the spell
(forgot its name))
- [+] INFINITE LOOP during linkexit() on sewer map.
- [+] cursed scroll of light wasn't updating view properly...
- [+] when you use a tunnel, don't say "you walk down the staircase"
    - [+] use mandatory value of f_climbable text="tunnel" or
          "staircase" etc
2012-01-19 06:52:52 +00:00
Rob Pearce 804f72f5c7 - [+] monsters vulnerable to lightning
- [+] ice sprite ? (because it's water based)
    - [+] sawgrass
- [+] change how repair works
    - [+] always repair to 100%
    - [+] skill determiens  lowest hp percentage at which you can still
          repair it
    - [+] helper obs lower rather than increase cutoffpct
- [+] felix should take all gold and gems when you die.
- [+] reduce javelin weight
- [+] felix should accept gems as sacrifice too.
- [+] don't show "nothing happens" when felix casts reveal hidden.
- [+] when checking if an object will block a door from closing, use
      the same code as when checking whether a lf is too big.
- [+] The sound of a voice: "Braaaains... awakens you!
    - [+] Missing the last quote!
- [+] check firearm reloading times (F_RELOADTURNS)
- [+] add option:  "automatically relaod empty firearms"
2012-01-19 03:42:10 +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 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 f7061b45ca - [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+]    b - a silver shoddy bastard sword
    - [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object' 
- [+] dungeon light
    - [+] lit shoudl be "illuminated" and be an enum
        - [+] IL_FULLYLIT
        - [+] IL_WELLLIT (dark, candelabras in  every room and moss
              every 4 steps)
        - [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
        - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
              steps)
        - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
              light at all)
    - [+] need more fixed light source objects:
        - [+] moonmoss and sunmoss
    - [+] if not fully lit, map illumination level determines how often
          light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
    - [+] insane monsters (attacks anything)
    - [+] hunting for food (hungry, add covets food)
    - [+] returning to lair with plunder (extra treasure)
    - [+] timid (lower morale, maybe add f_timid or alwaysflees)
    - [+] drugged (never flee)
    - [+] drunk
    - [+] diseased (start with a non-lethal disease. eating its corpse
          infects you)
    - [+] determined (will chase the player for longer)
    - [+] lazy (chase for less time)
    - [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
      you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
    - [+] update: this seems to happen when a monster is killed by
          another monster
    - [+] The bear cub claws the dog.  The dog wakes up.
    - [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
      should be based on hit dice.
    - [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
    - [+] but i didnt hav ehigh enough lore!
    - [+] maybe real_getlfname needs "showall".  check this istneda of
          usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
      to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
      going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
    - [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 03:40:43 +00:00
Rob Pearce 5c4fb99162 - [+] player should know about all cells in lof/los at start of game.
- [+] stop sprinting when you rest.
- [+] show Injured on botl 
- [+] i got hit by a fire bolt spell while asleep, but never got told
      that it hit me!
2012-01-09 06:53:52 +00:00
Rob Pearce 6d57f7ebe3 - [+] text issue: Bthe goblin archer pack attacks you!
- [+] Operate what (ESC=quit,?=list): a malachite wand
      Dig in which direction (- to cancel) [-]? u
    - [+] somewhere in ther,e put "this is a wand of digging!"
- [+] wand of reveal hidden
    - [+] "a rock wall is magically revealed"
    - [+] need to reveal it firtst.
- [+] bug: always showing blast of energy trap text, even when it hits
      someone else.
- [+] maps shouldn't be stackable
    - [+] it's cause multiple maps to join into one!
- [+] don't show [activated] on unknown tech
2012-01-07 22:47:06 +00:00
Rob Pearce 060470ac3a - [+] allies should always give out info without payment
- [+] ....but only about their home level!
    - [+] f_startmapid
- [+] cave entrances should make noise
    - [+] drip
    - [+] echoing
- [+] cope with multiple f_makesnoise flags on objects (pick one
      randomly)
- [+] showlfstats skill display bug - "MORE" keystroke doesn't fall
      through.
- [+] You impale the chicken!  The chicken turns to face you.
    - [+] shouldn't turn to face if your'e dead!
- [+] nulllify spell not populating seenbyplayer
- [+] crash in createfakes()
- [+] animals hsould still walk onto SHARP objects.
- [+] secret doors showing up as empty remembered cells when you look
      away from them (and have lowish cartography)
- [+] don't call remove_deadends on vaults.
- [+] when walking down stairs to level 3:
    - [+] ERROR - stairs link to existing map 3('dungeon L2 (id #3)',
          depth 2), but it has no free stairs
    - [+] ie. Level 3 has too many up staircases ? no. 3 on all of them.
    - [+] FIXED. countstairs() was including too much.  now using
          countmapobs(map, stairtype) instead.
- [+] The goblin rogue a half-sized leather armour (null).
- [+] fixed crash when you cast rage on someone who is eating.
- [+] crash when catching  a glowbug in a flask
- [+] use canreachbp code when selecting armour to damage as well....
      ie newt can't hit your helmet!
- [+] BUG: "tunnel doing up" went down!
- [+] for monsters:auto raise lf stats to match starting weapons
- [+] crash in aigetspelltarget() for CLIMB
- [+] should deactiveate all spells on polymorph
- [+] allow usage of FEIGNDEATH while prone.
- [+] make coprses non-stackable
- [+] CRASH in animatedead
- [+] shouldn't say 'you attack x from behind' if x has awareness
2012-01-06 00:20:57 +00:00
Rob Pearce 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 8d0d14b8dc - [+] change noise() calls to use enum sv_
- [+] make skeletons vuln to fall
- [+] sz_tiny an below objects shouldn't block doors from closing
- [+] double message for energy blast trap
- [+] scroll of charging/replenishment
- [+] random wands - maxcharges shouldn't be fixed to the start amount
      of charges. should be the highest possible start amount!
- [+] fixes to jammed door opening
- [+] flying creatures are too hard to hit.
- [+] make armour piercing be a number not a boolean on/off
- [+] make axes be armour piercing.
- [+] change display of armour piercing in io.c to reflect f->val[0]
- [+] change"of sharpness" to "of penetration", and make it use
      f_armourignore, not f_armourpiercing
- [+] You start training...  .  Your frozen battered lit torch freezes
      some more.
      Your training is interrupted!  Something burns you.
    - [+] but i didnt even have a torch!  got this msg for someone else?
- [+] Frozen by a ice sprite's frozen battered lit torch.
    - [+] don't show the condition
- [+] STILL problems with jammed doors opening on the first try
- [+] add more armour sizes for tiny etc, but leave it so that only
      medium/human/large are randomly generated.
- [+] battery - chargable things take power from this (anything with
      f_replenishable)
    - [+] do this during usecharge() 
    - [+] only if it's known.
    - [+] show charges in makedesc_ob
- [+] nullify spell (wild)
- [+] nullify wand
- [+] don't allow criticals on plants since they don't have blood,
      ribs, etc
- [+] gremlin (tools/tech/wands don't work)
2011-12-28 05:06:47 +00:00
Rob Pearce 585876caee - [+] high metalwork/sewing lets you make things into masterwork
(combine two).
- [+] get dizzy if you turn too much.
- [+] stomach
    - [+] obejcts - gems etc (check phone)
    - [+] if you kill it form inside, you get expelled.
- [+] don't say "you hear fighting" when things are attacking you!
- [+] fix crash in polymorph code
- [+] All bandits should demand gold
    - [+] when you give it to them, thel ALL get satisfied.
- [+] more flagpile corruption still happening.
    - [+] wasn't allcoating enough space for losdark in precalclos.
- [+] still missing death announcement for plauyer pets
- [+] reduce #attacks for young hawk to 1
- [+] mercy
    - [+] say this to intelligent mosnters then pass a speech check
    - [+] if you pass:
        - [+] they say something
        - [+] they ko you
- [+] monstesr shouldn'ts randomly move into unconscious/dead lfs
- [+] monsters should take wanted obs from adjacent unconscious lfs
    - [+] when you wake up: "some/all of your items are missing..."
- [+] at beginner weapon skill level: exposed strike - takes longer but
      higher accuracy?
- [+] impaler frog
- [+] sinkmite
    - [+] drills for hands
    - [+] canwill Ot_s_dig
    - [+] targetting:
        - [+] fleeing: downwards
    - [+] can drill downwards to flee
    - [+] can dig through walls
- [+] necrons:
	- [+] trapper - blue
	- [+] reaper - red
	    - [+] scythe
	    - [+] hurricane strike
- [+] bug: necron reaper is not preffering its weapon for attacks....
      why?
    - [+] check attackcell()
- [+] fix colour in retaliation text
- [+] need to announce hurricane strike ability
- [+] amnesia scroll  - lose all skill points!
- Hecta effects
- [+] flay flesh (bleed depending on hitdice)
- [+] hecta's servent (skeletal hand rises, cannot move, grabs adjacent
      lfs, drags underground)
2011-12-20 08:03:15 +00:00
Rob Pearce 27f08ed7ab - [+] stomach code
- [+] create 1 vault
    - [+] must have:
        - [+] ot_playerstart
        - [+] ot_stomachexit
    - [+] swallow ability moves to there
    - [+] when the lf dies, destroy the map
    - [+] TEST
    - [+] mover object
        - [+] moves you if you didn't move
        - [+] f_pushdir, v0 = dir
        - [+] invisible obejct
    - [+] may flip them horizontally
    - [+] chance to dodge the swallow
- [+] rename green ooze to "sizzling slime"
- [+] don't put traps on top of stairs!!
- [+] remove unneeded extra redraw when changing levels.
- [+] make ']' show object AR bonusss
- [+] don't even call precalclos during endgame.
- [+] don't say "you see footprints and footprints here"
- [+] break grabs when you fall unconscious
- [+] bug - ring of wounding not working.
- [+] crash in free(npcnames) !!!!! pointer being freed was not
      allcoated
- [+] grave sprite
- [+] glutworm
    - [+] swallows you
    - [+] eats all objects
- [+] canines/felines should die from chocolate
- [+] weapons with multiple damtypes
    - [+] at adept skilllevel, you can change type (but only with
          weapons you're pr_skilled or higher in)
    - [+] f_altdamtype xx.  must have altdam for normal dam too.
- [+] fire primality
Hecta effect: - [+] necrotic beam
2011-12-19 08:04:49 +00:00
Rob Pearce edd16853c8 - [+] CRASH in killflag()
- [+] symptoms
        - [+] often happens right after creating a new map (ie. trigger
              it through a gate spell)
            - [+] bug in createriver(). fixed.
            - [+] somehow casting GATE is causing object flagpiles on
                  the PLAYER's map to become corrupted.
        - [+] "the young hawk wakes up" CRASH, flagpile corrupt on
              stone.
        - [+] object itself seems okay.
        - [+] o->flags is becoming corrupt!!!
            - [+] so all its flags are becoming corrupt (id = massive
                  number, next = fffff)
        - [+] traceback:
            - [+] #0  0x0000000100081188 in killflag (f=0x103321090) at
                  flag.c:815
                  #1  0x0000000100081b3a in timeeffectsflag
                  (f=0x103321090, howlong=1) at flag.c:1075
                  #2  0x00000001000825f8 in timeeffectsflags
                  (fp=0x1038e0600) at flag.c:1302
                  #3  0x0000000100129b01 in timeeffectsob
                  (o=0x1036e2460) at objects.c:11877
                  #4  0x0000000100005114 in timeeffectsworld
                  (map=0x102aa1a00, updategametime=-1) at nexus.c:1685
                  #5  0x0000000100003a28 in donextturn
                  (map=0x102aa1a00) at nexus.c:952
                  #6  0x00000001000029b1 in main (argc=1,
                  argv=0x7fff5fbff848) at nexus.c:525
        - [+] try this: in timeeffectsflags on objects, check PREVIOUS
              object's flagpile.
        - [+] try this: add checkflagS() after updatefpindex
        - [+] NOT happening during timeeffectsob().
        - [+] compile with optimisation.................
        - [+] hapepning in createmap. but objects on the PLAYER's map
              are being corrupted, not the new one.
        - [+] happening in addrandomthing()
        - [+] happening in addmonster().
            - [+]                 lf = addmonster(c, R_RANDOM, NULL,
                  B_TRUE, 1, B_TRUE, nadded);
            - [+] (glowbug was created)
        - [+] happening in addlf()
            - [+] glowbug again!! to do with light recalc ??
        - [+] happening in setrace()
            - [+] happening while inheriting F_AWARENESS.  have double
                  checked to confirm this!
        - [+] in HASLOS????!!
        - [+] addflag->flagcausesloscalc, so haslos for all on the map.
               problem happens when we call haslos() for the lf getting
              F_AWARENESS added.
        - [+] is the problem that doing a los recalc breaks when we are
              still missing half our racial flags ?
        - [+] QUICK FIX:
            - [+] dont recalc los for any lf where born = 0. just set
                  nlos to 0
            - [+] and manually recalc los just before returning from
                  addlf
        - [+] put sawgrsaas back to being common, not frequent
        - [+] is this finally fixed now? i think so!!
        - [+] if so, remove calls to "checkallflags" and most calls to
              checkflags()
    - [+] remove agility bonuses for weapon acc. now comes just from
          skill and from agi scaling on weapons.
    - [+] maybe difference in hit dice is a bad way to determine
          shieldblock difficulty.
        - [+] ...because the player rapidly gets higher than all other
              monsters on their dungeonlev.
        - [+] maybe just use monster's hitdice, ignore players.
    - [+] bug: abilities costing no stamina?
- [+] in addmap, i am not initialising enough nextmap[]s 
- [+] flag.c bug: don't need to set player->losdirty when recalcing
      light on a different map
- [+] lfs with F_DOESNTMOVE weren't attacking
- [+] manuals are starting off known. why??
    - [+] they don't appear in knowledge, so don't appear to have a
          hiddenname at all.
- [+] make magical barriers block view.
- [+] when describing armour / shield penalty, say
    - [+] "will lower your accuracy by 1"
    - [+] instead of
    - [+] "will lower your accuracy by 5%"
- [+] make firstaid skill incrase your hp per level
- [+] high agility seems to be giving a MASSIVE accuracy increase when
      higher than weapon's stat.
    - [+] maybe remove or reduce AGI acc bonuses.
- [+] sack started off containing a FOOD VENDOR!@#
    - [+] size check obviously isn't working.
    - [+] need "obfits" in givestartobs!!
- [+] hitting ESC when firing with F doesn't cancel.f
- [+] hunter should start with fur cloak
- [+] spellbooks are too cheap ($12)
- [+] remove'p' for lockpick- just operate the lockpickobject.
    - [+] removed,
    - [+] ...but now tha tI've removed 'p' for picklocks, can i still
          use 'o' on a dagger or similar?
    - [+] NO
    - [+] maybe turn "pick lock" into a still
    - [+] how do you gain this? level 1 lockpicking 
    - [+] then make lockpicks etc non-operable
- [+] fix crash when drunk lfs take damage
- [+] sleeping powder costs nothing
- [+] memleaks??? 700mb usage!!
    - [+] valgrind
        - [+] found a memleak problem:  definitely lost: 10,719,039
              bytes in 11,420 blocks
        - [+] not killing flags when we kill an object!!!!! fixed now.
        - [+] memory usage is now ticking up heaps more slowly.
        - [+] investigate further with valgrind again.....
- [+] when summoning, prefer cells for which the player has los.
- [+] make jammed doors harder to open.
- [+] no forcing a door open on your first go. should be:
    - [+] the door is jammed!
    - [+] you force it open.
    - [+] used f_jammed v1 = known
2011-12-16 19:54:08 +00:00
Rob Pearce 58f23588e8 - [+] weapon skill of sk_skilled or high gives you a chance to block
some damtypes
    - [+] BUT each weapon can only block certain damtypes (whereas
          shields can block all melee damtypes)
    - [+] add f_canblock to some weapons
    - [+] add f_canblock to shields
    - [+] check_for_block() should be a function
    - [+] getallshields()
    - [+] move othermod in SC_SHIELDBLOCK out of skillcheck(). 
          calculate the bonus beforehand instead?? 
    - [+] update descriptions for weapon skills
    - [+] can only block if you have full attrib requirements for this
          weapon
    - [+] update io.c to show what weapons/shields can block. "it can
          block xx, xx and xx damage"
    - [+] weapons can't ever block projectiles
- [+] make pickup/drop actions heaps faster
- [+] better description of agi/str affecting weapon accuracy/dam
- [+] stinkbeetle should be hostile, and should have bite attack ,not
      zapper
- [+] don't recover stamina while training
- [+] add seetext for "a blaring siren"
- [+] draw up a matrix for weapon types
    - [+] draw it up for:
        - [+] accuracy
        - [+] damage
        - [+] attack speed
        - [+] crit chance
    - [+] then adjust weapon stats
- [+] in shops, "?" now lets you examine an object
- [+] add canwill option for abilities:  "stamcost:" (to override
      stamina cost)
    - [+] add it.
- [+] bug: pickaxe not working
    - [+] "you start digging".  but nothign more.
- [+] salt kills:
    - [+] frog
- [+] impaler frog
    - [+] canwill jump
    - [+] ranged tongue attack
    - [+] killed by salt
- [+] BUG; getting manuals with no contents
- [+] odd-sized armour should cost more.
- [+] need to set statdirty when we change armour.
- [+] when we say "you see x and y here", don't include obs we can't see
2011-12-12 16:40:17 +00:00
Rob Pearce 58e61e6a07 * [+] CRASH when you create a pit on the last level of a dungeon.
- [+] no evasion if grabbed/grabbing
- [+] polyrevert only usable if you cast the spell AND it's controlled
- [+] salt kills leeches, causes pain in lfs who are bleeding
- [+] raging ai will attack anything
- [+] rage gives big morale boost
- [+] potion of fury
- [+] don't run onto water if it will hurt you!
- [+] bad brands should be cursed more often. brands should have
      "startcursedchance"
    - [+] brand->blessstatus, br->blesschance
2011-12-11 16:47:45 +00:00
Rob Pearce 0f99007c2a added bazaar vault.
- [+] remove damage from jumping onto other lfs
- [+] when you jump in water or something lands in water: "you hear a
      splash"
- [+] tweaks to how evasion works.
- [+] The book crumbles to dust.  Your manual is no longer glowing.
      FIXED.
- [+] fix msghistbuf for askchar - not showing your choice.
- [+] in shops, show prices in red if you can't afford them.
- [+] retaliate should only work if you're still adjecent
- [+] show Ravenous in RED
- [+] no xp for rapid ivy clones
- [+] make weapon of impact only knockback 33% of the time (instead of
      always)
- [+] don't set F_NOSCORE when quitting.
- [+] some scrolls cost $1??
- [+] You see a masterwork shoddy club here.
    - [+] shouhldn't be able to have both!!!
- [+] change bleeding code.  lowhp doesn't mean bleeding.
    - [+] also change flee on bleed etc
2011-12-09 00:37:02 +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 d2be8b6c6a - [+] corpse colours aren't working anymore.
- [+] bug: knocking a sleeping lf unconscious fails, they kepe
      sleeping.  need to change the f_sleeping flag! 
- [+] another secret door bug: can identify them in askcoords!! fixed.
- [+] wrong order for text:
    - [+] You attack the helpless kobold!  You kill the kobold!
          The kobold shouts "This isn't over!".
    - [+] SOLUTION: say "the dying kobold shouts ...."
- [+] only use death text somtimes. random chance.
- [+] force player sarting dir to be the one with the most LOS cells.
- [+] avian/ashkari monks
    - [+] at both initial creation and levleup:
        - [+] need to update hasattack claws, not hasattack fists.
        - [+] genericise this to just use whatever f_hasattack flag you
              have?
- [+] bug with flying creatures falling:
    - [+] You miss the giant bat.  The giant bat bites you.
          The giant bat stops flying.  The giant bat falls to the
          ground.
          The giant bat's ribs are cracked!
    - [+] was causing ATTACKER to fall, not defender.
- [+] fix bug with objects falling through pits.
- [+] new sewer map type:
    - [+] BUG:  getting empty map!!!
        - [+] roomon etc is good.
        - [+] but map empty
        - [+] probably an issue with corridor vs section size...
    - [+] make drains be locked again
    - [+] grating causes stench
    - [+] monsters:
        - [+] aquatic animals (piranha, merloch, etc)
        - [+] slimes
        - [+] troglodytes (and anything which causes stench)
        - [+] rats
        - [+] water snakes
    - [+] drains should make sounds ("you hear a drip")
- [+] snakes shouldn't get nauseated.
    - [+] F_NOSMELL.
- [+] feigh death shouldn't work on things which are attached to you
      (leech/mosquitoid)
- [+] stores should never sell gold coins!!!
    - [+] givestartobs() - give a potion of water instead if it's going
          to a shop
- [+] no resting when raged
- [+] make MAXIMUM map height higher. bumped from 20 to 30.
- [+] grating cell/object?
    - [+] liquids fall through it.
    - [+] to unlock it:
        - [+] loosen with spanner
        - [+] knock spell
        - [+] pick the lock
        - [+] lock hacker
2011-11-30 02:06:16 +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 c522cac6c0 - [+] bug: mosnters not wkaing up
- [+] why don't i see "%s dies" when my ally dies?
    - [+] cause it was behind me.  added sound to tell us about this.
- [+] bug: s - 2 four leavesed clover
- [+] random portals
    - [+] genericise code for making destination
    - [+] check gate spell
    - [+] enter a portal which doesn't go anywhere = generate a
          destination.
- [+] increase range of all light sources
- [+] ring of hunger should override vege/carni
2011-11-24 19:06:24 +00:00
Rob Pearce c596623603 - [+] monk fist damage not increasing.
- [+] RANDOM MONSTER BUGS
    - [+] levle 1: always getting goblins/kobolds
    - [+] levle 2: always getting poltergeists
    - [+] debug getrandomrace()....
    - [+] enforce f_rarity val[2] != NA!!
- [+] empty levels
    - [+] whenever we pick rr=frquent, we're getting no monsters
    - [+] start MONSTER randomness at COMMON
- [+] bug: i lost f_size when i died when polymorphed!
- [+] yumi should only hate killing helpless things, not ANYTHNIG!
- [+] make armour more common than weapons, since this tends to get
      damaged
- [+] bookshelf (contains scrolls/books)
- [+] wardrobe (contains armour)
- [+] coffin sometimes contains corpses
- [+] not getting enough objects now ??
2011-11-22 00:38:01 +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 3c7fa61324 - [+] rage:
- [+] no spells/abils
    - [+] no throw
    - [+] no operating wands
    - [+] will not flee
    - [+] no weilding/unweilding
    - [+] no wearing/takingoff
    - [+] don't warn or swap with friendly lfs
    - [+] always attack doors rather than open them.
    - [+] can't close doors.
    - [+] become exhausted when rage runs out
    - [+] infiniite stamina when you're enraged
    - [+] can't quaff/read
- More kill verbs
2011-11-18 03:25:09 +00:00
Rob Pearce 25ca8f3e43 - [+] fix bug in randomtalk
- [+] fix bug with beggars
- [+] prompt before giving money in C-d
- [+] bug: allies walking into walls
- [+] make your own race / job more likely to kjoin for less gold
- [+] new rarity level: rr_frequent ?
    - [+] add it
    - [+] in swamp, aquatic things are freqentut
- [+] swamp level:
    - [+] createdungeon (but use different h_habitat. how do i do this?)
    - [+] then remove all doors
    - [+] then change all walls into deep water
    - [+] add rarity for monsterss
    - [+] add rarity for objects
- [+] add f_nolink for vaults which aren't linked to rest of map
- [+] fishbowl vault
- [+] change misisle dam calculation - add firespeed rather than
      multiply.
- [+] forced shops at certain level intervals
    - [+] implmement RT_OBJECT text=objectname
    - [+] add buildings at levles 2-4 5- 7 8 - 10 11-13 14-16 17-19
          20-22 23 -25
- [+] split sp_ally_attack into attack and attack_unseen
- [+] base throwspeed on throwin gskill, not strength
- [+] make it much harder to catch thrown missiles
- [+] try to place RT_OBJECTs in rooms
- [+] maybe get rid of sound lowering for 's'lowwalk. this should be
      based on stealth!

- [+] don't let you walk down stairs if there's an impassable object in
      the way.
2011-11-17 00:50:33 +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 dd03042c70 - [+] prevent 'A' (forceattack) behind you
- [+] replace:
    - [+] Something critically savages your body.  
          Your uncursed suit of ring mail protects you.
          Your suit of ring mail is damaged!
    - [+] with:
        - [+] Something critically savages your suit of ring mail.
        - [+] Your suit of ring mail is damaged!
- [+] tremorsense shouldn't see flying creatures
- [+] rename blink to "bamf"
- [+] add F_containsmeat for non-vegetarian foods
    - [+] use this in vegetarian checks instead of mt_Flesh
- [+] "what goes up" spell
- [+] "equal and opposite" spell
- [+] why didn't cyborg ninja start with weapon weilded?
    - [+] getbestwepon - accuracy was counting for too much. have
          changed calculation.
- [+] why is wizard's staff not enchanted???
- [+] elephant race - Pachyon or Mammoan
    - [+] bonus
        - [+] Leather skin
        - [+] str++
        - [+] photo mem
        - [+] high listen skill
        - [+] good smell
    - [+] penalty
        - [+] slow movement
        - [+] no armour on ears
        - [+] agi-
        - [+] low eyesight
        - [+] vuln to sonic
        - [+] vegetarian
    - [+] other
        - [+] large
- [+] throw salt to blind targets
- [+] if you learn a new spell school skill while game is in progress,
      gain a 1st level spell too.
- [+] for random roast meat, always use base race 
    - [+] ie. orc, not "elite orc"
    - [+]  (ie. human, not 'town guard')
- [+] remove "prepare food" skill.
    - [+] use "cook" instead
- [+] startskill should be a modifier, not absolute.
    - [+] ie. elf can have sk_ranged, so can hunter.  these will now
          stack.
- [+] chance for ai to use a firearm is lowered based on firearm
      accuracy
- [+] bug: massively high amount of skillxp needed for a point
- [+] firearms should do more damage at pointblank range.
- [+] icicle bugs - getrandomadjcell for knockback failing
- [+] still a bug with firearm accuracy updating
    - [+] 2 squares away, move towards enemy - it doesn't update!
- [+] display all valid hits in brown
- [+] wear melted wax in ears to reduce sonic damage
- [+] ranged skillls
    - [+] adp
        - [+] fast reloading
    - [+] exp
        - [+] fire through lifeforms!  lof_wallstop instead of lof_need
    - [+] mas
        - [+] extra dam.
- [+] object HP issue:
    - [+]          head: b - an uncursed helmet [AR:3] [110%]
    - [+]          body: c - an uncursed suit of ring mail [AR:6] [173%]
    - [+]        hands: d - an uncursed battered pair of gauntlets
          [AR:2] [86%]
    - [+] are objects taking negative damage??
    - [+] have put an assertion in to check
    - [+] wait for it to happen again...
- [+] add hitchance to askcoords when throwing/shooting
    - [+] code it
    - [+] test for throw
    - [+] add for telekeniis too
    - [+] add for guns:
        - [+] "targetted:  something [x%]"
        - [+] "bow->Target->xxx [x%]"
    - [+] show gun target on botl
- [+] redo throw accuracy:
    - [+] 100 to hit yourself
    - [+] apply per-cell penalty based on:
        - [+] throwing / ranged skill (more)
        - [+] AGI (lesser)
- [+] wetsuit description not showing dtresist cold!!
- [+] hunter job
- [+] wetsuit (covers multiple body parts), prot from cold
- [+] announce bleeding damage from injuries
- [+] only mark _weapons_ as 'tried' when weilding them
- [+] change random items:
    - [+] fix wantrr bug
    - [+] test...
    - [+] new function: enum RARITY  pickrarity()
    - [+] check for all wantrr = xxx and use pickrarity instead.
    - [+] give classes a RR_RARITY
        - [+] common
            - [+] weapon / armour / money / missile
            - [+] furniture
            - [+] misc
            - [+] rock
        - [+] uncommon
            - [+] potion / scroll / food
        - [+] rare
            - [+] trap
            - [+] tech/tool
            - [+] dfeature (pentagram, vending machine, etc)
        - [+] vrare
            - [+] wand
            - [+] ring
            - [+] book
    * [+] rewrite wrappers
    * [+] marge getrandomobofclass and getrandomob
- [+] bug: telling allies to attack something they can't see. need a
      msg for this.
    - [+] Norman->Attack->A young hawk [flying, facing NE]
    - [+] Cancelled.
- [+] bug: allies not regaining hp when asleep! fixed.
- [+]  you can now always 'see' your allies if you have LOH
    - [+] ie. scannedcell
    - [+] ie. cansee
- [+] player luck should cause better random item creation, and easier
      monsters
    - [+] pickrr() needs arg to say what it is for (vault , ob, lf)
- [+] meals have special effects. eg:
    - [+] easy:
        - [+] mushroom + water = mushroom soup = restore a little
              stamina
        - [+] tomato + water = tomato soup = restore a little stamina
        - [+] apple + stone = fruit juice (don't kill the stone) 
        - [+] cheese + bread = cheese sandwich = restore all food and
              stamina
        - [+] rum + chocolate  = rum ball = cure pain, restore some hp
    - [+] med:
        - [+] corpse + water + salt = jerky
        - [+] mushroom + water + beef = beef strogonoff = filling,
              temporary Fitness boost
        - [+] garlic + bread + clover = garlic bread = produce stench
              like a trogolodyte
        - [+] bread + meat + tomato = hot dog = temporary strength
        - [+] water + sugar + 2 berries = potion of red cordial = speed
              boost
    - [+] hard
        - [+] peanut + stone + salt + bread = peanut butter sandwich =
              super filling, restore all stamina, temp fitness boost
        - [+] rum + chocolate + sugar + berry = fruit cake = restores
              all stamina and hp and mp
- [+] implement recipe_t
    - [+] int ningerdients
    - [+] enum OBTYPE ingredient[MAXINGREDS]
    - [+] int count[MAXINGREDS]
    - [+] int cosumeingredient[MAXINGREDS] (boolean)
- [+] makedesc_ob should show the recipe for it, if cooking skill is
      high enough
- [+] cooking skill determines how many ingredients you can use
    - [+] ie. beginner = you can make recipes which need 2 ingredients
- [+] redo "cook" ability.
- [+] can combine ingredients using recipes to make meals
- [+] ingredients must be known!
- [+] chef job
    - [+] attr
        - [+] gtaverage agility
        - [+] low fitnesss
    - [+] objects:
        - [+] meat cleaver (slashing, low acc, high crit)
        - [+] apron (rubber, low protection)
        - [+] chef hat (cloth, low protection)
        - [+] butane torch (flambe on adjacent lifeform)
    - [+] abilities
        - [+] rage at lv3
    * [+] skills
- [+] chef job
    - [+] attr
        - [+] gtaverage agility
        - [+] low fitnesss
    - [+] objects:
        - [+] meat cleaver (slashing, low acc, high crit)
        - [+] apron (rubber, low protection)
        - [+] chef hat (cloth, low protection)
        - [+] butane torch (flambe on adjacent lifeform)
    - [+] abilities
        - [+] rage at lv3
    * [+] skills
2011-11-14 18:21:40 +00:00
Rob Pearce 497b4e0ead - [+] shouldn't be able to dodge if you can't move! ie sawgrass
- [+] chef steak knives aren't stacking. - because they weren't
      f_stackable!
- [+] chicken soup - cures poison
- [+] finish ob donate code
    - [+] chance of becoming pet
    - [+] only certain races
    - [+] only  f_tamable (but harder than pets)
- [+] implement lfflammable
    - [+] io.c announcements ( move from shatter()) 
    - [+] fire effect
- [+] sugar water
- [+] gaining skills too quickly at higher levles
    - [+] maybe make it get slightly harder each time.
    - [+] keep a count of total skillpoints ever gained
- [+] fixes to rollhitdice
- [+] missile weapons doing no damage!!
- [+] no sprinting while levitating / flyign 
- [+] icicle spell should deal piercing damage if lf can't be pushed
      out of the way
2011-11-09 01:18:07 +00:00
Rob Pearce d5c24cd742 - [+] add a bunch of gemstones - worth points
- [+] 'thrust' ability isn't showing up in ABILS
- [+] give slight accuracy penalty when thrusting
- [+] fixed shieldblock difficulty in melee combat
- [+] increased maxstamina
- [+] don't require stamina to move!
- [+] "You hear a roars."
- [+] remove duplicate corpse rot code
- [+] CRASH
    - [+] malloc: *** error for object 0x1349d94f8: incorrect checksum
          for freed object - object was probably modified after being
          freed.
    - [+] #7  0x00000001000f438a in addobject (where=0x134edc060,
          name=0x0, canstack=0, wantlinkholes=-1, forceoid=OT_CLAWS) at
          objects.c:983
          #8  0x00000001000f298d in addobfast (where=0x134edc060,
          oid=OT_CLAWS) at objects.c:409
          #9  0x00000001000b621b in getbestweapon (lf=0x114439ff0) at
          lf.c:5194
          #10 0x00000001000087fa in aiturn (lf=0x114439ff0) at ai.c:1236
    - [+] fixed ?
- [+] instead of everything >=6 being dark, make a CHANCE to be dark
      starting at l6.
- [+] why do i ese gem of seeing so often
    - [+] because i need more types or 'rock'
- [+] have to cook food before eating it?
    - [+] need novice cooking skill for preparecorpse ability
    - [+] otherwise you only get a very small amount of nutrition (10%)
- [+] split ob piles before eating them
- [+] detect poison should detect poison traps
- [+] telling your ally to rest until healed isn't working...
    - [+] wasn't taking injuries or stamina into account.
- [+] change druid spells
    - [+] start with 3 random spells
    - [+] on levelup, select a random nature spell (up to your highest
          level)
2011-11-08 01:19:25 +00:00
Rob Pearce 39af842e74 - [+] bug: when ally can't see you it goes to sleep
- [+] after waking it just goes to sleep again!!!
- [+] bug:npc warriors aren't starting with a weapon
- [+] shouldn't be able to shieldblock if youre asleep!!!
- [+] allies sohuld announce what they are doing
    - [+] "I'm attacking a goblin"
    - [+] I just killed a goblin
    - [+] I need some rest soon...
    - [+] make sure only HUMANS do this...hu
- [+] F_EXTRADESC v0 should be 'order'.
    - [+] makedesc_skill should honour this
    - [+] makedesc_spell 
    - [+] same with other makedesc() functions
    - [+] auto-inc this when adding them.
- [+] allies not properly following me downthe stairs
- [+] armour that can cover multiple body parts
    - [+] f_goesonmulti
    - [+] multiple f_equipped flags.
    - [+] handle multiple f_equipped in takeoff()
    - [+] all required bodyparts  must both be clear
    - [+] if not, prompt to remove both things.
    - [+] check all code for f_equipped copes with multiple
          occurences...
    - [+] display as:  f - a wetsuit (worn over body and on legs)
    - [+] update io.c.  "it is worn over xxx and yyy)"
- [+] heat metal spell
    - [+] weilded metal burns hands and you drop it (unless immunte to
          fire/burn)
    - [+] metal armour damages you (1-4 each)
    - [+] metal lifeforms take huge damage
- [+] all lifeforms should have at least novice level knowledge of
      their own raceclass
- [+] new raceclass - dragons
    - [+] define it
    - [+] define skill for it
    - [+] make jobs know the skill
- [+] red dragon
    - [+] high armourrating
    - [+] swoop
    - [+] fly
    - [+] breath weapon
    - [+] spells
        - [+] heat metal
        - [+] fireball
        - [+] burning wave
    - [+] want gold
    - [+] immune to fire
- [+] red dragon hatchling
    - [+] generally lwoer power, only has heat metal and spark ?
- [+] spellcasttext for individual spells
- [+] ancient red dragon
    - [+] higher hp and armourrating
    - [+] more damage
    - [+] more spells
2011-11-07 02:12:04 +00:00
Rob Pearce 1222ee9550 - [+] when saying "learn a new spell/psionic power/etc", show your
maxmp in the prompt?
- [+] manriki - throw it, tripand take time if you hit (and they fail a
      trip check withbig penalties, or if they're flying)
    - [+] f_tanglemissile
- [+] throwing net (add f_sticky on hit)
- [+] tweak throing accuracy
- [+] shadowcats now only produce smoke puffs, not clouds
- [+] giant fly corpse should be poisonous
- initial work on climbing ability....
2011-11-02 01:10:50 +00:00
Rob Pearce 965fcdd4c0 - [+] monsters should automatically attack locked doors if they're
chasing the plaeyr
- [+] if a monster tries to open a jammed door, make a noise
* [+] glyph of warding spell - monsters won't walk on it
- [+] ice crust not working? fixed.
- [+] seal entrance should close doors too
- [+] more kinds of wizard staff
* [+] replace 'freezing touch' with something more useful.
- [+] in askcoords, writing:xxx, use colours
- [+] replace poisongas damtype name with 'gas'
* [+] redo skill screen
- [+] make ash clouds (sleeping etc) not affect thrower's square?
- [+] There is a magical inscription here:  ""
* [+] rename some spells
* [+] poltergeist spell keeps missing.
- [+] reduce fire damage from burning objects in pack, or equipped
- [+] first spell in beginner spellbook should be the one we know. 
- [+] fix bug with item inspect ability
* [+] stamina food
* [+] locate object issues
- [+] still got a wrapprint bug when showing spell descriptions.
2011-11-01 20:35:50 +00:00
Rob Pearce 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 a297a3c180 - [+] don't show 'the xxx look exhausted' for monsters
- [+] The giant blowfly (null).
- [+] instant disrobe spell - tleports armour to the side
- [+] why did a monk recognise a grenade? bug in conferobjectflags.
- [+] adept nature lore should identify bad mushrooms too
- [+] draining/vampiric brand - gives hp to user.  
- [+] ways to check stairs before travelling
    - [+] make getstairdestination() be the place where new maps are
          generated
    - [+] move getnoisedetails into new function
    - [+] ability to listen down stairs with adept listen skill
        - [+] atomatically trigger walknoise for all lfs within los of
              stairs, and you always pass the check.
        - [+] at expert listn you get names
        - [+] otherwise just get 'slithering' etc
        - [+] test......
    - [+] "check stairs" ability ???
        - [+] this then prompts for various methods
    - [+] smell down stairs with enhancesmell
        - [+] say "you see xxx scent" for all lfs within los of other
              end
    - [+] use perception to check stairs
        - [+] say "you see xxx footprints" for all lfs within los of
              other end
    - [+] ability to peek down stairs with adept stealth skill?
        - [+] temporarily put you there
        - [+] precaclc los with awareness in all directions from there
        - [+] show view
        - [+] wait for key
        - [+] move you back, remove temporary awareness
    - [+] add help for these skills
2011-10-16 22:45:36 +00:00
Rob Pearce 0d663e81b3 * [+] maybe a new weapon damage calculation....
- [+] eyes shouldn't adjust if you can seein the dark
- [+] make fire spread to nearby flammable objects.
- [+] issue with soldering iron
    - [+] shouldn't be able to weild it if we don't know what it is
    - [+] shouldn't be able to get stats like damage dealt ect if we
          dno't know what it is
- [+] need technology skill to weild tech weapons??
- [+] misile damage problem - Killed by a spear (thrown by an orc
      warrior).(33 damage)
- [+] ring of endurance
- [+] make evasion checks modified by speed.
- [+] bone items have higehr chance to be cursed
- [+] tweak feign death check now - int check (attacker) vs wisdom (one
      feigning death)
- [+] cursed teleportation should take you next to a monster
- [+] bug: infinite loop during getrandomroomcell(map,ANYROOM)
- [+] make dumprooms able to show room ids
- [+] bug: i'm able to cast varpower spells which cost more mp than i
      have!
2011-10-13 21:37:15 +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 4101e7c066 - [+] shift+backward shouldn't let you attack backwards!
- [+] if LFINWAY and not "infront", "you run into somehting"
- [+] change tumle to just take a direction
    - [+] change to take a dir
    - [+] different dirs should give different messages
- [+] abilities should only charge STAMINA if they were successful!
    - [+] at end of useability()
    - [+] abilityeffects miust only retur TRUE on cancellation
- [+] scroll of awareness not being used up!
- [+] lore:  at adept level, add "it could potentially kill you in xx
      hits"
    - [+] (assume no armour)
    - [+] need getweapons()
- [+] implment 'canuseweapons(lf)'
- [-] spells should only charge mp if they were successful???
    - [+] move the validatespellcell() call into castspell. 
    - [+] add f_targettedspell, tt_xx to all spell defs
    - [+] remove validatespellcall() call from dospelleffects
    - [+] test with player
    - [+] test with monsters
    - [ ] special cases:
        - [ ] blink
        - [ ] test digging...
        - [ ] invisibillity?
        - [ ] light
        - [ ] darkness
    - [ ] do i still need "frompot" in spelleffects???
- [+] new ability: flipthrow
2011-10-07 02:38:58 +00:00
Rob Pearce c7845ee622 - [+] fixed buf where f_restuntilbetter wasn't cleared
- [+] monk was starting with agility too high.
- [+] crash: missing room ids.  hopefully fixed.
- [+] notify player when stamina rises from 0
- [+] resting - get rid of seperate "rest until xxx", just rest until
      EVERYTHINg is good.
- [+] steam should deal heat damage, not fire (ie. don't set things
      alight)
- [+] river going through a level. how do i do this?
    - [+] outline???:  "hasriver"
    - [+] river code:
        - [+] pick random radius (0-3)
        - [+] pick random spot along top ( x >= radius and x <=
              w-radius-1) 
        - [+] pick random spot along bottom
        - [+] bresnham between spots to make centrelist
        - [+] for each centrelist
            - [+] make a second list of rivercells (rivercell->x -
                  wid/2) - (rivercell->x + wid/2)
            - [+] foreach riverercell
                - [+] move any staircases here to somewhere else
                - [+] clearcell
                - [+] convert to low rock floor
                - [+] convert  to deep water
- [+] make ctrl-y work, as well as ctrl-c
- [+] i'm noticing tripwires too often (adventurer with 0 perception
      skill)
    - [+] make the check harder!
- [+] tweak safetorest() so that monsters don't just look away form the
      plaeyr then go to sleep!
2011-10-06 20:12:13 +00:00
Rob Pearce 3e7380a5b6 - [+] if you put a water object onto dirt, it should become a mud
object instead.
- [+] dynamic morale
    - [+] whenever you fail a moral check, your moral gets a bit lower
    - [+] opposite if you pass it.
    - [+] make morale checks depend more on morale
    - [+] after you flee, become timid
    - [+] in io.c, show current morale if lorelev is high enough.
          "looks scared/timid/confident"
    - [+] implement f_timid:
        - [+] (will only move into melee range if it is behind you)
    * [+] checks:
- [+] monsters can't attack while prone. always jsut stand up.
    - [+] call initiatemove even when atatcking
- [+] bug: monsters not gaining abilities frmo skills
- [+] bug when creating monsters with jobs: "xx looks foolish" etc 
- [+] tohit penalty for small monster hitting flying or levitating
      things (lower penalty for levitating)
* [+] if you are flying and get hit, you drop to the ground?
- [+] make feign death code better for mosnters
- [+] moving should cose STAMREGEN points (ie don't regenerate stamina
      if you move)
- [+] maybe: when you finish sprinting, drop stamina to -2
    - [+] until it gets back, you can't move at all
- [+] bug: stuck in moveto(), after walking up stairs to a new levle
    - [+] happened again right after "The young wolf starts sprinting! 
          The young wolf flees down the staircase."
    - [+] was getting stuck in donextturn because we weren't on the
          plaeyr's map - taketime was returning.
- [+] shield bash skill
    - [+] gain it at shieldlev beginner
    - [+] costs stamina
    - [+] pass a skill check based on shield skill and shield value to
          stun enemy
    - [+] only works if shield has hardness
    - [+] only works if you're the same size or larger than the opponent
    - [+] damages your shield (1d3 hp ?)
2011-10-05 22:08:13 +00:00
Rob Pearce 25db5b0da7 - [+] job abilities can now generally happen as often as you like,
since they're ilmited by stamina.
- [+] rename dexterity to agility
- [+] The leprechaun steals an uncursed ring of miracles from you!
      The leprechaun cowers away from you!
    - [+] should FLEE , not cower!
- [+] should set blessknown after reading a scroll
- [+] cursed mending scroll not working on non-damaged objects
- [+] spanner helps metal repair
- [+] needle boosts sewing ability
- [+] when resting in a tent, monstesr have very low chance of noticing
      you (5%)
- [+] move display of resistances to 'effects' section.
- [+] show what a mosnter wants in effects (if you have >= beginner
      knowledge)
- [+] prevent running into monsters with shift+dir
- [+] infinite loop when creating a map, constant getrandomroomcell()
      calls failing
- [+] monstesr will steal objects they WANT rather than always random
- [+] monster:
    - [+] leprechaun
        - [+] lucky
        - [+] covets gold
        - [+] shillelagh ? or just a club?
        - [+] blink
        - [+] steal
        - [+] dodge
- [+] at the moment attack doesn't seem to be draining stamina...
    - [+] it is, but i'm getting it right back due to attack speed.
    - [+] make stamina take longer to regen. - 1 per 3 turns rather
          than 1 per 2.
    - [+] stamina loss must be MORE than basic regen rate (0.3)
    - [+] make stamina loss for attack depend on atatck speed!
        - [+] instead of "you feel sick", say "you have contracted
              weakening poison" or "you have been infected with xxx"
    - [+] store stamina as a float, but getstamina() should return an
          int.
- [+] sprinting - use 1.5 stamina per cell instead of 1?
- [+] modify accuracy text
- [+] fork
- [+] showing f_entertext should set didmsg
- [+] instead of printing 100% accuracy, show "Acc:0"  (ie 100),
      "Acc:-1" (ie -10) etc
    - [+] do this in @@
    - [+] do this in describeob
- [+] nocturnal monsters
    - [+] base monsters initially being asleep  on time and whether
          mosnter is nocturnal
    - [+] also during aiturn(), if they have nothing to do and it's
          their sleeping time, goto sleep
    - [+] add flags
- [+] flies should always move towards corpses if possible
    - [+] maybe F_WANTSOB corpse, covet?
    - [+] but thye can't pick it up so they'll just hover nearby?
    - [+] now they can be hostile too
- [+] when we're picking a random corpse, try again if we get something
      with nocorpse like a ghost
    - [+] getrandomcorpserace()
- [+] lower stamina max - currently at lv1+ft:11 i have 7 stam. should
      be more like 5
- [+] severed finger shoudn't count as making you bleed when you attack
- [+] in askcoords, always show cell name
- [+] monsters with no melee attacks can always cast spells while
      adjacent
- [+] resting issues
    - [+] having a temporary injury means oyu need to rest, so don't
          say "you don't need to rest"!
    - [+] also don't stop resting until all temporary injuries are
          healed 
- [+] show comparative weights / armour ratings
- [+] make price for npcs to join be lower
- [+] assertion failure with who->timespent == 0 when a mosnter falls
      through a hole
    - [+] (after I follow by falling down the pit)
    - [+] make taketime() not work when not on the player's map
- [+] bug - monsters never waking up
- [+] "tailwind" spell (fast movement speed but forwards only)
- [+] now that i have Hardness, _all_ reduced damage should go towards
      armour. 
- [+] earthquake - pits open up around you (but not under you)
- [+] force sphere - radial blast outwards, knocks back lfs + obs +
      doors etc
2011-10-04 03:24:53 +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 5cb8b05817 - [+] BUG: arrows shouldn't be able to trigger arrow traps!!!
- [+] king piranhas shouldn't leap out of the water!
- [+] don't catch thrown missiles if it will burden us
- [+] in @@, show "accuracy" as a seperate line, not with your weapon.
- [+] higher chance of learning psionics on level up.
- [+] fix up monster hp - too easy to kill most things in one hit with
      dam = 4-12, 2 attacks (ie. l6 monk)
    - [+] dump out all mosnters sorted by hit dice (show avg hp)
    - [+] fix them up
- [+] vault->entertext - ie "you enter a dining room"
- [+] make random monster generation go by hitdice AND rarity rr_. 
      IGNORE rarity value.
    - [+] start with hd = level.  sometimes incrase
    - [+] remove all rarity values from monsters
- [+] disorient might need to be higher level than stun
- [+] make psionic spell mp cost be level, rather than level^2?
- [+] ai bug:
    - [+] .oO { looking for a target . }
          .oO { found an enemy target - lfid 256 (human) ! }
          .oO { default - moving randomly }
- [+] reduce cost for higher levle spells agian.
- [+] prevent player from eating an ice sheid!
- [+] bug when eating from the floor with multiple food items there
- [+] assassin's blink spell - teleport behind and facing someone.
      medium level translocation.
- [+] make "chunk of roast meat" be "chunk of roast goblin meat"
    - [+] and base nutrition on corpse type
- [+] highlevel sixth sense should let you turn to face it
* [+] add prompt text to msg hist:
- [+] sixth sense should only pick up hostile monsters
- [+] need a good reason that wizards can't wear armour.
    - [+] if isplayer(), failure chance depends on any arm/shield
          penalties
- [+] show f_impassable in describeob()
- [+] no walking backwards/sideways if you're stuck in a web/vine. can
      only turn.
- [+] objects for protection:
    - [+] eyeglasses (+vision)
    - [+] safety goggles
- [+] ERROR - stairs link to existing map 0('the surface(0,0) (id #0)',
      depth 1), but it has no free stairs.
    - [+] when we restart map regeneration, must first REMOVE
          referenecs to this map!!!
    - [+] implemented.
- [+] fixed bug with sleep interruption
- [+] You attack the helpless the dwarf monk!  You flatten the dwarf
      monk!
      The dwarf monk loses consciousness.   damage's robe protects it.
- [+] add stamina cost to other abilities
- [+] add descriptions to lore skills
- [+] make athletics skill give you more stamina?
* [+] monstesr stopping fleeing when they can't see player
2011-09-27 18:56:58 +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