Commit Graph

73 Commits

Author SHA1 Message Date
Rob Pearce 60914f4842 - [+] change cooking skill - make it determien the size of the corpse
you are able to cook.
- [+] then greatly increase chances of getting sick from raw meat.
- [+] and decrease nutrition for raw meat again
- [+] wizard classes should get random spells on level up
- [+] Interact (with adjacent things)
    - [+] add new command
    - [+] bookshelf
    - [+] wardrobes (contain clothes)
    - [+] open barrels
    - [+] computers
- [+] only show "it currently contains..." for containers which you
      have opened.
    - [+] F_BEENOPENED.
- [+] some barrels are randomly jammed
- [+] change jam to be strength check.
- [+] change skillcheck roll - now only 1-50
- [+] monsters shouldn't cast lethargy if you're already exhasted
- [+] lethargy should cancel rage.
- [+] change spellbooks - always id them but you might not be able to
      read them.
new vaults:
- [+] goblin nest
- [+] orc fort
2012-12-23 22:02:52 +00:00
Rob Pearce ae01d1bbfa - [+] add f_nostam to undead.
- [+] add nonausea rather than nosmell sometimes.
    - [+] rats should eb able to smell, but not get nauseated.
- [+] fix triumph pleasure for bjorn.  must be no monsters within
      LOF... or within radius ?
    - [+] and make it very low piety gain.
- [+] remember which level we got flags form
    - [+] flag_t -> fromlev
    - [+] announce this in getflagcourse
- [+] undead qualities
    - [+] no criticals
    - [+] don't naturally heal
    - [+] don't breath
- [+] drainlevel(fromlf)
    - [+] check for dtresist necrotic 
    - [+] fitness saving throw (difficulty is 100 + fromlf's level*6)
    - [+] call loselevel()
- [+] loselevel()
    - [+] announce.
    - [+] drop maxhp.
    - [+] adjust hp appropriately
    - [+] lose any flags where >fromlev is too high.
    - [+] handle monk f_hasattack specially.
        - [+] getmonkdr(level)
        - [+] getmonkattacks(level)
    - [+] keep track of what stats we gained and lose them again.
- [+] TEST level drain with cursed xp pot
- [+] TEST level drain with stats...
- [+] prevent drinking when wearing full-face masks like gas
      mask/football helmet
    - [+] implement f_COVERSFACE.
    - [+] add it to objects.
    - [+] check it when doing caneat() candrink()
    - [+] up their AC bonus too
- [+] large scorpion
- [+] hellhound
- [+] large primalities
- [+] new vault flag: usehabitat:xxx
    - [+] means "set the habitat of all vault cells to xxx"
    - [+] real_getrandomob() should be given a CELL, not MAP.
    - [+] getrandomobofclass() should be given a CELL, not MAP.
    - [+] use CELL habitat to determine random obs
    - [+] apply to caves
- [+] vault scatter: ignore locked cells (ie. reusable ones)
new vaults
- [+] dualroom
- [+] sauna - vhot!
- [+] pentagram and demons
new pionic spells
- [+] chi bolt - low dam ranged attack 1d4
- [+] chi strike (l4) - add 1d4 explosive damage to melee hits
2012-12-03 05:12:29 +00:00
Rob Pearce e805e9dc01 - [+] don't trigger ANY god effects while raging.
- [+] when wishing for "power", don't give tech that you can't use.
- [+] INFINITE LOOP in timeeffectslf().
    - [+] happens when an lf is prone and falls down a hole.
- [+] pass search check on natural 20!
- [+] undead weapons are normally cursed
- [+] walking into a wall now takes time, but can detect secret doors
- [+] tiled floors also multiply the effects of slippery objects
- [+] wand of dispersal - getting "no lof"
- [+] make time debugging for all lfs be an option.
    - [+] when set, dump the following for each lf: 
        - [+] time (millisecnds) taken for their turn
        - [+] whether player can see them or not
        - [+] # screen redraws during their turn
- [+] skillchecks
    - [+] shield check.... 
        - [+] Human checkmod (type Shieldblock):
              19(attr)+1(lvm)+0(othmod),totroll=71--More--
        - [+] Human: Shieldblock check, rolled 71, need >= 95. (fail) 
              [you takes 1 dam]--More
- [+] wondering monsters - they turn up on levels when you go  back to
      them. (but never near the stairs)
    - [+] only if you haven't been there for a while (50 turns or so?)
    - [+] (depth*5)% chance for each room without stairs 
- [+] dark elf - Vell
    - [+] consumesouls
    - [+] +int
    - [+] novice necromancy 
    - [+] metal vuln
- [+] don't start player with obects which they are vulnerable to!!
- [+] matvuln should hurt you if you touch something made of it!
- [+] wands should be made of dragonwood, not metal
- [+] diferent kinds of matvuln -
    - [+] you get hurt more by it
    - [+] you can't even touch it
    - [+] use v2 to determine.
2012-07-30 02:35:02 +00:00
Rob Pearce c421529221 - [+] glorana doesn't like you attacking during Glorana's Peace
- [+] make more shops let you donate
    - [+] bookstore
    - [+] jewellery store
- [+] rename blood hawk to hunting hawk
- [+] offering a bribe to creatures should make them move likely to
      helkp you, AND reset the "auto don't help' flag
- [+] change "get lost " message to "get lost, <racename>" if your race
      is different.
    - [+] sayphrase() needs a new arg:  lifeform_t *talkingto
- [+] colours for spell effect.
    - [+] eg. "the flame dart hits xxx" should use CC_BAD
- [+] muddy room - mud should be immutable.
- [+] maybe change rage - you lose control totally and just attack
      anything in sight?
    - [+] do it.
    - [+] don't train when enraged
    - [+] don't hear sounds when enraged
    - [+] RAGE effects: strength bonus, accuracy bonus, infinite
          stamina, never flee, 
- [+] fix bug in skill point calculation
- [+] CRASH - someone got their turn BEFORE the player!
- [+] new poisontype field - contracttext
- [+] hecta's pray effect not working.
- [+] adjust food poisioning check difficulty based on food age
    - [+] check OBHP percentage of max.
    - [+] >= 80% obhp means -30% difficulty check
- [+] ring of unholiness should confer dtvuln holy.
- [+] fix colour on spellclouds
- [+] fix bug with spellclouds not affecting centre cell.
- [+] if you are frozen, heat does extra damage and cold does none.
- [+] when frozen, lessen chance of melting.
- [+] reduce bite damage of snakes
- [+] balaclava should protect from gas
- [+] make some floor types (like carpet) be multicoloured
    - [+] celltype->altcolour
    - [+] if altcolour is not C_NONE then use it where (x + y) % 2 is
          true.
- [+] don't regain stamina while training
- [+] random text in shops - sayphrase needs to cope with lf == null
    - [+] done
- [+] fixed - hecta gifted me with a bamboo staff, but i'm inept with
      staves!
- [+] BUG: in vault.vlt.
    - [+] "30% chance of door" really means "otherwise empty cell"
    - [+] need to be able to say "else put a wall here"
    - [+] so change:
        - [+] c:type:what[:pct]
    - [+] to this:
        - [+] c:type:what[:pct][:alttype:altwhat]
    - [+] vlegend_t needs
        - [+] enum VAULTTHING tt2
        - [+] char *what2
        - [+] they default to VT_NONE, NULL
- [+] secret doors should take their fake wall type from the vault spec
    - [+] vaults need f_celltypeempty/solid flags
    - [+] add via:  solid:xxx in vault def
- [+]  recycler
    - [+] donate anything
2012-07-15 05:01:58 +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 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 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 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 5d61533c15 - [+] move pctchance for individual spells from F_AICASTTOxxx to
F_AISPELLTARGETOVERRIDE v2.
    - [+] change code:
        - [+] F_AISPELLTARGETOVERRIDE v0=spellid, v1=F_AICASTTOxxx
              v2=TT_xxx text=pctchance or NULL.
        - [+] aispellok(xx, purpose) : check this _before_ checking
              spell->f_aicasttoxxx
    - [+] add spelltargetoverride for vampire
    - [+] add spelltargetoverride for werewolf
- [+] retain F_FLEEFROM on polymorph.
- [+] lycanthropes
    - [+] show up as "human" unless your animal/magic lore is high
          enough
    - [+] vulnerable to silver weapons
    - [+] Wererat (3hd, weapon damage)
        - [+] uses short blades
        - [+] stench
        - [+] want alcohol?
        - [+] transform into fast version of rat. plague rat?
        - [+] summon small animals. summon # override? "count:"
    - [+] Werewolf (4hd, 6 dam)
        - [+] summon wolves ?
        - [+] shapeshift to dire wolf
        - [+] regenerates
        - [+] firstaid skill (fast healing when resting)
    - [+] Werebear
        - [+] 6 hd
        - [+] shapeshift to grizzly bear
        - [+] summon 2-3 black bears
        - [+] firstaid skill (fast healing)
- [+] shapeshifting monsters sometimes start as animal form
- [+] if you are good/evil different alignments, mosnters should flat
      out refuse to join you.
- [+] more different sayphrases for recruitment.
- [+] when placing homelevobs, try to stick to rooms, not corridors
    - [+] getrandomroomcell() needs WE_xxx argument.
    - [+] implement cellmatchescondition(c, cond)
    - [+] real_getrandomadjcell() should use this too
- [+] swoop ability should only work with claw attacks
    - [+] F_FORCEATTACKOB
        - [+] getweapons() needs to honour this.
    - [+] spell.c: check if you have the right attack type
    - [+] aispellok: only if you have the right attack yype
- [+] horse - 2hd, brown u
- [+] Hippogriff (3hd , horse/eagle, 'u') - yellow
- [+] centaur (4hd, u) - grey
- [+] make pegasus be cyan
- [+] CATs
    - [+] Griffon (7hd, tr4-5, u, hates horses) - lion/eagle - yellow
          'f'
2012-03-15 09:19:05 +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 ea5d012876 - [+] bug: notime being set in timeeffectslf() but NOT being UNSET!!!
- [+] air spells:
    - [+] create whirlwind - make a single whirlwind
        - [+] implement
    - [+] ethereal steed - move very fast and levitate
        - [+] f_autocreateob whirlwind behind you
        - [+] whirlwind object throws any lfs/objects around randomly
    - [+] tornado - creates a single tornado at a given location (more
          powerful). it moves around randomly, kills adjacent walls.
        - [+] F_OBMOVESRANDOMLY
        - [+] find an adjacent cell (walls ok)
        - [+] kill any walls there
        - [+] move there
    - [+] hurricane -  creates a cross cloud of whirlwinds (very
          powerful!). these move around randomly and kills adjacent
          walls.
        - [+] implement
        - [+] make them all move TOGETHER.
- [+] djinni / genie
    - [+] invisibility
    - [+] gaseous form
    - [+] illusion? mirror image ?
    - [+] permenant ethereal steed effects
    - [+] airblast
    - [+] gust of wind
- [+] efreeti
    - [+] wall of fire (new spell)
    - [+] gas form
    - [+] enlarge
    - [+] flame pillar
- [+] when summoning a monster with a lifeob, place it under them?
- [+] druid should learn canwill plantwalk at some point... level 7
- [+] allow f_cancast to have a timer too, like canwill. (so that
      monsters only cast certain spells sometimes)
- [+] is ai plantwalk working?
    - [+] seems to...
    - [+] but then i get "something casts a spell at you!"
    - [+] aigetspelltarget is setting targlf to player. FIXED.
    - [+] ai keeps on casting plantwalk after doing it once.
    - [+] ai needs to sto fleeing after casting plantwalk successfully!
        - [+] this is because after stealing, we are fleeing for a time
              limit, rather than PERMENANT
    - [+] once this is fixed, add spellcasttext plantwalk = null for
          dryad.
- [+] NEw code:  if you teleport, and you were fleeing, and you can no
      longer have LOF to the one uou're fleeing from, STOP.
- [+] The dryad vanishes!  A dryad moves out of view.--More--
    - [+] don't say both!
- [+] change CHARMEDBY code for player:
    - [+] walk towards charmer, then give them your stuff!
- [+] dryad brown 'T' (tree creature)
    - [+] knife
    - [+] must stay near oak tree
    - [+] can "plantwalk" between oak trees (or other plants).
        - [+] cast spell at cell with plant, warps you to a random one
            - [+] for player:  reveal all cells with trees, then ask
                  you which one.
        - [+] range 1
        - [+] maxpower 1
        - [+] ai casting:  must be a plant in range.
    - [+] emergency code: if not within lifeob range, move back!
    - [+] can cast sleep
    - [+] wants gold/gems/weapons
    - [+] home oak tree contains gems
    - [+] steal
    - [+] stayinroom
    - [+] charm 
    - [+] AI shouldn't ever walk away from life ob!
    - [+] ai homeob gems aren't appearing
2012-03-07 11:46:55 +00:00
Rob Pearce 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 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 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 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 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 734a6c5d90 - [+] rename young wyrms to wyrmlings
- [+] wyrms should be 'W' / 'w'.  change centipede to 'I' (large insect)
- [+] rename scroll of nothing to "blank paper".
2012-02-04 23:35:34 +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 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 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 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 58f23588e8 - [+] weapon skill of sk_skilled or high gives you a chance to block
some damtypes
    - [+] BUT each weapon can only block certain damtypes (whereas
          shields can block all melee damtypes)
    - [+] add f_canblock to some weapons
    - [+] add f_canblock to shields
    - [+] check_for_block() should be a function
    - [+] getallshields()
    - [+] move othermod in SC_SHIELDBLOCK out of skillcheck(). 
          calculate the bonus beforehand instead?? 
    - [+] update descriptions for weapon skills
    - [+] can only block if you have full attrib requirements for this
          weapon
    - [+] update io.c to show what weapons/shields can block. "it can
          block xx, xx and xx damage"
    - [+] weapons can't ever block projectiles
- [+] make pickup/drop actions heaps faster
- [+] better description of agi/str affecting weapon accuracy/dam
- [+] stinkbeetle should be hostile, and should have bite attack ,not
      zapper
- [+] don't recover stamina while training
- [+] add seetext for "a blaring siren"
- [+] draw up a matrix for weapon types
    - [+] draw it up for:
        - [+] accuracy
        - [+] damage
        - [+] attack speed
        - [+] crit chance
    - [+] then adjust weapon stats
- [+] in shops, "?" now lets you examine an object
- [+] add canwill option for abilities:  "stamcost:" (to override
      stamina cost)
    - [+] add it.
- [+] bug: pickaxe not working
    - [+] "you start digging".  but nothign more.
- [+] salt kills:
    - [+] frog
- [+] impaler frog
    - [+] canwill jump
    - [+] ranged tongue attack
    - [+] killed by salt
- [+] BUG; getting manuals with no contents
- [+] odd-sized armour should cost more.
- [+] need to set statdirty when we change armour.
- [+] when we say "you see x and y here", don't include obs we can't see
2011-12-12 16:40:17 +00:00
Rob Pearce 089ce94751 * [+] let credit cards be used at some shops?
* [+] bug with adding obejcts to shops
- [+] issue with objects dying and killing their flagpiles
    - [+] A medium fire dies down a little.  A medium fire is no longer
          glowing.
    - [+] shouldn't say "is no longer glowing" when we're changing the
          type... ?
    - [+] put a breakpoint on "is no longer glowing"
* [+] let you bless objects using a holy circle somehow (but it might
      make the circle disappear?).
- [+] darness bug - need to recalc light for anyone who sees a cell's
      lightlevel change.
- [+] call more() after showing vaultentertext()
- [+] remove "inspected" when you ident or makeknown an object.
- [+] BUG - no objects in inventory!!!!
    - [+] listobs failing? mylist[0] = null.
MEMLEAK
- [+] finish implementing CLEANUP()
- [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing
      STACKABLE flag from cactus fruit???
    - [+] better now?
- [+] now a crash freeing hiddennames!
- [+] forgot to free obmods
- [+] leaking approx. 1 meg per turn!
- [+] where am i leaking?! maybe try valgrind or findleak.c
- [+] findleak.c now finds nothing.
- [+] but i am sitll leaking?????
- [+] related to lifeform count.  killing all but player dramatically
      slows it.
- [+] check calclos()... looks okay.
- [+] setcellknown() ?no.
- [+] startlfturn?? no.
- [+] remove unused "lf->viscell"
- [+] when there are 2 things in a cell, say "you see x and x here."
- [+] restore original stast when polymorphing back to original form!!!
- [+] when making shops, pick new ones more often.
- [+] change to maps: don't let vaults overlap.
- [+] HARDCODE object values
    - [+] potions
    - [+] tech
    - [+] tools
    - [+] rings
- [+] increase evasion skill effects
- [+] changes to  animradial... and animradialorth
    - [+] combine into one function
    - [+] move msg into here
    - [+] refs to spellcloud()
    - [+] refs to animradial()
- [+] fire should spread onto flammable lifeforms
- [+] bug: attack flurry doesn't work for monk
- [+] let monsters climb even when not facing a wall?
    - [+] set their facing first.
- [+] CRASH when you die while climbing (or on a solid cell)
- [+] rings
    - [+] stench
    - [+] breath water
    - [+] detect life
    - [+] deceleration
    - [+] meditation
    - [+] reflection
    - [+] boost magic power
    - [+] education - gain xpskills more quickly
    - [+] crit protection
    - [+] greed - detect obs
- [+] ivy - grows!
- [+] ragefungus - bezerk spores
- [+] nutter - drops peanuts
- [+] dish which slightly increases maxhp (beginner level)
    - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 02:55:14 +00:00
Rob Pearce 9da88f06e3 - [+] ob1() macros
- [+] healing  potions should heal even "permenant" injuries
- [+] potions/spells
    - [+] summon decoy (chicken horde) spell  - "friends!"
    - [+] potion of spider climb (arachnid adhesion)
    - [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
      specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
      they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
      this already.
    - [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
    - [+] HP:[    11 / 11   ]
    - [+] makebar(window,min,max, loss,barcol, losscol)
        - [+] print the prefix:  "HP:["
        - [+] construct the bar string to fit into 10 chars: "     11 /
              11    "
        - [+] print it one char at a time, setting bg as follows:
        - [+] background:
            - [+] 0 - min is barcol
            - [+] min+1 - min+loss is losscol
            - [+] rest is black
        - [+] print the suffix:  "]  "
    - [+] remember last dam amount for hp.
    - [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug:  "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar:  show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc <  C
    - [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-05 17:03:47 +00:00
Rob Pearce 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 8514f948f1 - [+] tail sometimes lets you sense things behind you???
- [+] "your tail brushes up against xxx"
- [+] cats should be able to eat raw meat.
- [+] don't include f_nopickup objects when you use ','
- [+] bed - can use this as restob, equivilant of tent
- [+] "a goblin corpse stands up" - this shoudl trigger a redraw.
- [+] warn when attacking with LevUp that you won't get any xp.
- [+] whenever you train, remove knowledge of the "really atatck and
      get no xp" warning.
2011-11-23 08:20:42 +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 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 4eeb8cfe43 - [+] get rid of "sorcery" skill, and move 'study scrolls' ability to
cmoe from lore:arcana instead
    - [+] rename magic skillls to sorcery:fire etc?
    - [+] adjust spell power calculation to take lack of sorcery skill
          int oaccount
- [+] allow '\' during getchoice() and getchoicestr()
    - [+] so that we can see what we have identified
- [+] lower metabolism while lmeditating
- [+] poisonous mushrooms
    - [+] toadstool - poisonous
    - [+] shiitake - normal
    - [+] recognise via cooking skill
- [+] if you add a blood ob, 1 randmo piece of armour in the pile
      becomes bloodstained
- [+] accuracy boost when attacking something who has grabbedyou
- [+] lessen gravitiy should prvent falls
* [+] bug:
- [+] add job descriptions
- [+] handle ESC in askchar
- [+] You attack the helpless the xat!  You flatten the xat!
    - [+] "the helpless the xat"
    - [+] shoiuldn't use "flatten" sinec we're not killing it
- [+] You attack the helpless xat!  You kill the xat!
    - [+] ...but  it wasn't dead!
- [+] flame pillar scroll no longer works
    - [+] not asking for target.
    - [+] use castspell
- [+] cope with 'ESC' presses during normal travel
- [+] allow "maycancel" in askchar
- [+] make wizards NOT automatically know wild magic
- [+] is F_MPMOD working?  check with elf wizard.......
    - [+] now it is.
- [+] bug: create an elf, go over it, v - CRASH in makedesc_race.
- [+] removeob() should update burdened status
    - [+] ie drinking a potion
- [+] wizards start with a staff and a pointy hat
- [+] don't "stir in your slumber" if meditating
- [+] elves should have higher mp
- [+] dwarves should have lower mp
- [+] when monsters fail to open a door, abandon their targetcell
    - [+] might be able to jsut make failing a dooropen count as a move
          failure.
- [+] HiGrv didn't stop me from moving? i passed the skill check, need
      to have a msg telling me this.
- [+] race descriptions. 
    - [+] add the descriptions
    - [+] ? in @@ shows info on them.
    - [+] (add ?=help in the bottom when in @ mode regardless of
          showall)
- [+] make clouds expand as they disappate
- [+] modify gethitstokill() to take "useevasion" and "usearmour" as a
      parameter
- [+] at adept lore, you get threat comparison.  at skilled level you
      get exact hit turns.
- [+]  make threat calculation use gethitstokill
- [+] TEST new threat calc
* [+] way too easy to notice traps on chests from 4-5 cells away, with
      only novice perception
- [+] make cloudkill create puff of poison gas rather than a cloud
- [+] attacking should count as movement (ie dont regen stamina)
- [+] need more body bash criticals.
    - [+] torso bruised (acc penalty)
    - [+] torso bruised badly (higher acc penalty, low dam penalty)
    - [+] ribs broken (huge acc penalty, med dam penalty)
    - [+] lungs winded (stam=0 onetimeeffect, fit -1, only lasts a 2-3
          turns)
- [+] should stop flying when you lose ocnsciousness...
- [+] warn before moving with f_pain as well. maybe cahnge
      confirm_injiury_action ???
- [+] extra warrior skill:  aimed strike
    - [+] -50%acc
    - [+] auto crit on the part you select (if you hit)
2011-10-12 21:15:48 +00:00
Rob Pearce ad18cf2398 - [+] player start objects shouldn't get random brands like silver!
- [+] warn before moving/attacking with bleeding injury
    - [+] leg slash = hploss form move
    - [+] hand slash = hploss from attack

- [+] warn before walking onto pentagram with blessed gear
- [+] explosion should cause dt_explosion injuries?
    - [+] massive damage to whatever armour is there
    - [+] OR if no armour:
    - [+] limbs
        - [+] lose hand
    - [+] body
        - [+] collapsed lung (fitness = 0)k
        - [+] ribcrack (like bashing one)
    - [+] head
        - [+] ringing ears (can't hear anything for a long time)
        - [+] burnt eyes (blinded)
- [+] bug: not seeing fall msg during move (fell due to leg injury)
      need 'didmsg'
- [+] getrelativedir should always return FRONT when uou have
      f_awareness
- [+] bug: shouldn't try to leave trails when inside walls
- [+] announce when armour saves you from critical hits
- [+] F_DONELISTEN isn't working now - i'm getting multiple "you hear
      buzzing to the north".
    - [+] N_FLY needs to act the same as N_WALK (ie. be NC_MOVEMENT)
- [+] make validatespellcell() work on abilities
- [+] sonic bolt
- [+] mutated bat (sonar - damage)
- [+] merloch  (sonic scream - damage)
2011-09-28 01:05:10 +00:00
Rob Pearce 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 7f33b6351c - move all definitions into data.c / data.h
- [+] monsters should start sprinting if targetlf is sprinting && we
      can sprint && we aren't sprinting
* [+] The kobold throws a potion of sleep at you.  A potion of sleep
      hits you.
      A potion of sleep shatters!  You are showered in glass shards!
* [+] in getchoicestr, when there is only one valid choice, show its
      description below!
- [+] in getchoicestr:
    - [+] remember desc_end_y
    - [+] if our typed text doesn't match, and desc_end_y is set 
        - [+] blank out those lines
- [+] in ], show letters and let you view amrour
- [+] Still occasionally have bugs where no up stairs are placed in the
      first level!!!!!
    - [+] put in debugging to show if we ever destroy a staircase
    - [+] test when it happens again.....
- [+] for "pentagram pulses black", if you can't see the estination,
      still say "your xxx flies away"
- [+] change listen code: you can only hear one _footstep_ noise per
      turn, but any number of other things.
- [+] instead of jobs replaceing hitdice, make them _modify_ maxhp by a
      certain %age. ie. f_modmaxhp 80% to get lower.
    - [+] jobs can no longer have F_HITDICE
    - [+] instead, they have F_MAXHPMOD
- [+] why am i getting wet and drowning while flying??
- [+] show f_canwill SPELLS under abilities, not spells??

- More playable races
- [+] need f_playablerace
- [+] can pick when you start the game (before you pick job)
- [+] human
- [+] implement f_jobattrmod
- [+] MOST JOBS SHOULD USE F_JOBATTRMOD instead of F_STARTATT.
- [+] ALL PLAYABLE RACES must have FULL sets of STARTATT 
* [+] elf
* [+] dwarf
- [+] aviad (birdfolk)
    - [+] can fly
    - [+] vuln to electric attacks
    - [+] vuln++ to fire
    - [+] ---str
- [+] cyborg
    - [+] +str, +int, +dex, +con
    - [+] ---cha
    - [+] -wis
    - [+] vulnerable to lightning, water,cold
    - [+] cannot use any magic, or med-high chance of spell failure
    - [+] bleeds oil rather than water
    - [+] see exact hp damage (f_extrainfo)
    - [+] tech usage.
- [+] remember race in highscores.
2011-09-19 01:47:35 +00:00
Rob Pearce 5bd96d7e5a - [+] bug in skillpoint % display in @@
- [+] make detect life last longer
- [+] stirge should have enhacnesmell
- [+] plants should never "turn to face you". 
    - [+]  they should be able to see in all dirs.
    - [+] don't announce "turns to face" if the lf has f_awareness
- [+] AGAIN: walk on to a dark place and i can still see my own cell! 
      needed >= instead of > in celllitfor
- [+] don't show sacrifice text if you can't see
- [+] butterflies shouldn't produce light.
- [+] peaceful things shouldn't turn to face you all the time (only low
      % chance)
- [+] CRASHES when killing flags
    - [+] killflag() was dereferencing f-> after freeing it.
- [+] skill which aren't ready not showing up in 'm' list
    - [+] i think a previous fix for spells broke this...
    - [+] whatever it was, it shoudl only apply to spells, not
          abilities.
- [+] don't show @G if you're looking at someone else.
- [+] sunrise code didn't work - i immediately went to full fov!
    - [+] was a bug in isnighttime().
- [+] jimbo needs more hp
- [+] diningroom should have a fridge, instead of all food being on
      ground.
- [+] bug: "it is pitch black" as soon as you use stairs....... need to
      recalc light 
- [+] show temp lit areas as bold
    - [+] do it.
    - [+] test.......
- [+] notification of being followed to other maps/stairs:
    - [+] "you walk up the stairs. xxx follows you."
    - [+] implement.
- [+] move sacrifice code to god.c
- [+] change twoewapon->master to make your second weapon act like a
      shield
    - [+] ie. getshield() returns it.
    - [+] act like low level shield skill. special case in
          SC_SHIELDBLOCK
- [+] make twoweaponers only be able to use secondary weapons in which
      they are skilled.
2011-09-15 01:40:26 +00:00
Rob Pearce da656dfa52 - [+] add autopop to playerstart vaults
- [+] rename magic skills:  Magic:Cold
- [+] bug: infinite loop in poison arrow trap - make sure the arrow
      always dies.
- [+] bug: c4 didn't kill iron door
- [+] implement stamina (float). max is Fit/2
    * [+] in startlfturn:
    - [+] sprinting drains this.
    - [+] ...then stop using f_sprinting for exhausted
    - [+] ...and remove f_tired
    - [+] if exhausted, stop sprinting. (in modstamina)
    - [+] change crushed windpipe
    - [+] f_stamcost for abilities.
        - [+] modify cancast.
    - [+] tumbling
    - [+] jumping
    - [+] rage
    - [+] swimming
        - [+] drains stamina like sprinting
        - [+] if stamina drops to 0, you start drowning.
    - [+] new spell:  lethargy (sets stamina to 0)
    - [+] if a sleep spell fails, use lethergy instead.
    - [+] no attacking while stam = 0 ???
- [+] need to update statbar right away when casting ongoing spells.
- [+] bug: reading an awareness scroll counting as an active spell!
- [+] genericise magic resistance check into a function
- [+] "disorient" - l1 mental spell which randomly turns lf, someitmes
      makes them dizzy
- [+] change stun - just means you can't attack, cast spell, use abils
* [+] AI shouldn't look for targets if stunned or no stamina
* [+] why do mosnters end up facing -1 (d_none) ??
- [+] turn undead problem.
    - [+] The skeleton turns to flee from you!  The skeleton bites you.
- [+] crit which spins you around (bash to body)
- [+] say "you attack xxx from behind" when you ar ebehidn them and
      they can't see you
    - [+] or "you attack the helpless xxx" when thye just can't see you 
- [+] genericise sacrifice text
- [+] fix up weight of heads (8% of body mass)
- [+] make attribss do more:
    - [+] iq:  determine how soon you learn new skills (ie. modify
          SKILLXPPERPOINT)
    - [+] fit: determines stamina points.
    - [+] wisdom >= AT_HIGH
        - [+] warn before wearing/eating/drinking/weilding unknown
              bad/cursed objects (low chance)
        - [+] use isbadobject()
        - [+] chance:
            - [+] high = 10%
            - [+] vhigh = 30%
            - [+] exhigh =  50%
- [-] idea:  sacrifice to gods to make them happier
    - [+] mercy: weapons
    - [+] death: any corpses
    - [+] thieves: gold
2011-09-14 22:42:54 +00:00
Rob Pearce 52f6fd21c3 - [+] bug: when running, i jumped into deep water!
- [+] instead of evasion skill giving a fixed boost, make it change the
      evasion bonus due to xp level.
* [+] give monsters free moves when you go back onto a level, BEFORE
      placing the player.
- [+] fix dungeon code to eliminate nonlinked rooms
    - [+] force all vaults to be at least 3 squares away from map edges
    * [+] implement flood-fill test.
2011-08-24 23:48:29 +00:00
Rob Pearce f071b379ca - [+] fix bug with help not working
- [+] fix bug with redrawing when you open a door.
- [+] fix bug where pleasing gods during killflag() causes crash.
- [+] creatures >= 2 sizes bigger than you should block los
- [+] explosion trap should kill doors
- [+] redo getflags to take more args
- [+] genericise isprisoner code
* [+] jimbo's lair needs a portal back to dlev1
* [+] linkexits still not working properly.  fixed i think!
- [+] rename some spells
- [+] make max spell level be 6 (to match up with pr_master)
- [+] modify mp per level by sk_sorcery/2
- [+] bug: reading a blessed scroll of manding does nothing!
- [+] improved crit effects
    - [+] bash
    - [+] slash
    - [+] fire dam cauterises slash wounds
    - [+] cold dam fixes brusing
- [+] add crit chance to weapons. (default of xxx)
- [+] stirges shouldn't be able to latch on if you have no exposed body
      parts
2011-08-24 08:15:09 +00:00
Rob Pearce 81c7f37eff - [+] outdoor bug: at -1,-1. travel south. end up at 0,0!!!
- [+] blink should go to random place within lof, not los
- [+] sunglasses shuld reduce nightvis range, not visrange
* [+] since jolt needs adjacency, make it more powerful
- [+] use colours for spell descriptions
- [+] replace 'call wind' with 'zephyr'
* [+] add vault commonality.
- [+] add more common vaults - roundabout etc
* [+] change "addmonster" to take a string arg instrad of RACEID
- [+] pouring cursed water on blessed scroll didn't work.....
- [+] append "...god of xxx" to rc_god lifeforms
- [+] try to attack with f_pain -> INFINITE LOOP.
- [+] ARMOURPIERCE shouldn't hurt armour
- [+] ghast touchparalyze attack isn't working.
* [+] bug: when praying to gods, ones not in heaven aren't listed.
- [+] when a god apepars..."Hecta appears" x2
- [+] attacking fleeing lf should count as a backstab (if you have the
      skill)
* [+] "nothing happens" during god spell effects
* [+] allow hunger to work on monsters
- [+] pressing 'a' on @Magic has weird results.
- [+] bug: got a gift form yumi during combat???? what for? healing?
initial vampire implementation
initial god implementation
- [+] they all start off in "heaven" map.
- [+] gods ahve f_piety. starts at 0
- [+] keep track of piety with each god. starts at 0 for each one.
* [+] let planeshift take you to heaven (for debugging)
* [+] everyone has 'pray' ability.
- [+] modpiety(rid, amt)
* [+] piety vals
* [+] when you pray
- [+] isangry(god) - ie is piety < 0
* [+] if you pray when god is angry, bad!
* [+] once piety gets over 200 or so, praying  might give you a gift. 
* [+] god_appears(lifeform_t *victim)
- [+] if >=0 (indiff / pleased), goes up to indiff over time(1 per
      turn).
- [+] regain through doing actions ... in progress
- [+] lose through doing actions only if you have prayed to this god
      before (angergodmaybe)
- [+] special: gods don't need LOS to cast spells.
- [+] gods planeshift away if not doing anything else.
* [+] @g to see your piety levels for each god
- [+] ?g for help on gods
- [+] IN general:
    - [+] prey = oneoff effect
    - [+] gift = ongoing
    * [+] makeangry() vs modpiety
* [+] Yumi - fem,mercy/healing - if you die within the first few turns!
Hecta - partial
Avamon - partial
2011-08-03 18:43:05 +00:00
Rob Pearce 07844bb69e * [+] operate a candlabrum on the ground confers permenant light
producing!
* [+] bug - water appearing in walls.
- [+] make armour less common in forests
- [+] too many --more--s when enhancing stats.  use drawmsg() rather
      than more().
- [+] when i go up/down stairs, i keep ending up BESIDE them??
* [+] "you hear footstepszzzzzzzzzzzzzzzzzzzzzzz" (random junk)
- [+] when i start training with a spell active, it gets interrupted.
      try again, interrupted again! works 3rd time.
- [+] replace lockpicking with "locksmithing"
- [+] replace 'body control' with 'slow metabolism'
- [+] pit traps broken - fixed now.
- [+] doheading issue in @M still.
* [+] how did zombie get 28 hp? bug in rollhitdice.
- [+] blind a skeleton with light.  it gets blind, starts fleeing. but
      because it can't SEE you, it stops fleeing instantly!
* [+] getflags(flagpile_t *fp, ... )
- [+] stun spell
- [+] only say "x2" etc if msgbuf we are going to draw still contains
      the original text.
- [+] when you level up, your psionic skill determines your chance of
      learning a new psionic spell?
- [+] when you teleport/use stairs, get all allies in SIGHT, not
      adjacent.
* [+] more traps!
* [+] prisoners in cells
- [+] recruitment: instead of outright refusing to join, just up the
      price.
* [+] make spellbook contents depend on map difficulty
- [+] cloak of shadows - give invisibility when in darkness
* [+] limited wish:
- [+] casting WISH reduces max hp by 50%!
- [+] monster ai code: if inventory full (or close), put non-eqiupped
      stuff into containers
* [+] infinite loop in firedam to lf
- [+] pot of xp isn't working for monsters. they get no more hp!!
- [+] summonmosnter should jsut relocate existing uniques
- [+] 'planeshift' spell for gods - "unsummon"s them.
* [+] diety - greedgod
* [+] more village contents
2011-07-26 02:01:05 +00:00
Rob Pearce ce878f6ae8 * [+] fire should set equipped obs on fire too
* [+] trapped doors/objcets
* [+] make careful walking have less chance of triggering some traps
      (eg tripwire)
- [+] dex penalty when drunk
- [+] require dex to put on most shoes
- [+] Diety's short sword of pyromania isn't appearing?
- [+] make sure i can tumble over traps
* [+] able to cut tripwires with slashing/chopping/piercing weapons?
- [+] maybe make cmomando have no weapon skill
- [+] make armour more common
- [+] shouldnt be able to swap place with someone who is sleeping
- [+] if you're not in the water, can't see lfs in water (unless they
      are adjacent)
- [+] You break free from the zombie!  You reintegrate inside a solid
      object!--More--
* [+] shopkeepers will charge an extra fee to identify stuff
- [+] shouldn't get an empty flask when I dirnk from a fountain!
- [+] identify and remove curse scrolls should be COMMON
* [+] provide detailed skill descriptions
- [+] dumpoutlines()
- [+] make minotaurs stay in room
- [+] make minotaurs have good smell
- [+] don't auotreveal vaults.
* [+] should be able to fill flasks from fountains
- [+] don't announce corpse decay death while training.
* [+] add the initial godstone at the bottom of firstdungeon
* [+] make fountains names same as their linked potions
- [+] bug: when filling potions from the ground, ground object was
      never dryaing up
Beggars
- [+] stealing ability sometimes. run away after using this
* [+] various lots of generic f_talktext->"have a coin to spare?"
World map
- [+] 1-2,1-2: habitat: village
- [+] multiple villages
- [+] vault: island with treasure (or acid island?)
- [+] jump into a water  - it splashes small puddles to surrounding
      cells
* [+] let dig spell go up/down.
* [+] fountains, random potion effect or water (blue _ or })
- [+] make thingchance and obchance be habitat_t parameters.
work on game goal
- [+] find a way out of the magical dungeon barriers in the first
      dungeon
- [+] slime
- [+] troll = t
- [+] lizardman
- [+] ogre
- [+] kobold
- [+] fire sprite
- [+] hobgoblin
- [+] bugbear
- [+] gnoll
- [+] giant
- [+] zombie
- [+] skeleton
* [+] ghoul
- [+] ghast
- [+] can operate spanner to
    - [+] jam/unjam a door
* [+] visibility
- [+] initial code for monsters opening doors while giving chase
- [+] acid does more damage to armour
* [+] implement temporary flags. 
* [+] implement unknown flags
- [+] mana spike
- [+] energy bolt
- [+] energy blast (hits all in radius)
- [+] flash (like flashbang)
- [+] telekinesis (open/close doors remotely, grab/throw objects
      remotely)
- [+] mindscan - knoweldge of hp etc
* [+] airblast (push obs, push someone very far, AND lose obs. break
      walls they hit?)
- [+] fireball - sets on fire
- [+] flamepillar
- [+] fire arrow
- [+] spark (light a flammable object)
- [+] flameburst - 2d8+3 damage in a circle
- [+] burning wave - 2d10 damage and set on firea, line towards target
    - [+] range 3
- [+] freezing touch (turns an object to ice)
- [+] knock - opens doors
- [+] gas form
- [+] polymorph
- [+] write on floor
- [+] light
- [+] weaken (lose str)
- [+] poison cloud - change cloudkill to this?
- [+] animate dead
- [+] posession
- [+] minor healing
- [+] healing
- [+] turn undead
- [+] identify
- [+] detect magic
- [+] detect aura
- [+] reveal surroundings
- [+] uncontrolled teleport
- [+] speed
- [+] slow
- [+] boost gravity
- [+] create monster
- [+] divine
    - [+] wish
2011-07-21 01:43:45 +00:00
Rob Pearce 7c86e87f4a * [+] make vending machines use this container code instead.
- [+] don't say "you see a few things" if one of them is footsteps
* [+] IFMONSTER code failing....because flags are now SORTED!!!
- [+] tumble - askcoords is letting us pick a cell we don't have lof to.
* [+] assign a name to lfs once you hire them
* [+] coloured msgtext
- [+] make min dam reduction from AR be AR/5.
- [+] safebox
- [+] if intelligent, prompt before walking into RESTRICTMOVEMENT with
      no getsweaker (val1)
* [+] make fire / ice damage mor elike netheck
- [+] towns should have gates on EVERY side
- [+] forest cells outside town gates need to be CLEARED. (maybe turn
      to dirt)
- [+] fix up knock targetting to include magical barriers
- [+] say "open a bag?" not "operate a bag?"
* [+] implement immunetodisease
- [+] sort known skills in @s.
- [+] better damage bonus when attacking someone who is asleep
- [+] practive firearms/throwing
* [+] need objecttype->size
* [+] containers
* [+] change guns so you have to reload them. ("operate")
- [+] crash when loading map with water
- [+] SAVE OBJECT CONTENTSk
- [+] monsters with jobs aren't getting start items
- [+] shopkeeper has shotgun
- [+] bug: monster keeps swapping between shotgun and flail
- [+] when hiring, remember failure.
* [+] Inn
- [+] bug: pets fighting!!! then they all turn on you. never make
      allies get angry unless the attacker is the player
* [+] hiring npcs
- [+] chat to pet: "stay close" or "keep your distance"
- [+] new 'furniture' obclass
- [+] allow for 'randomshop' regiontype
* [+] add enchantment school
- [+] cast a scroll of mending on itself. CRASH.
* [+] lessengravity should make you jump better and get knocked back
      further
- [+] boostgrav/lessengrav cancel out each other.
* [+] CRASH when you fall down a hole and die.
- [+] problem: master gravitation doesn't let us cast levitat.
      getspellschoolknown() should return the HIGHEST known skill, not
      the first.
* [+] bug: dregion is null?!??!
* [+] dig a pit, if you cleared out land below, you just stay down
      there.
- [+] potion of leveitation
- [+] warning msg when levitate is about to expire
* [+] if you fall upwards to the surface...
* [+] if you are ever on the surface while levitating....
- [+] BUG: cna't go up stairs to surface anymore!!!!!
- [+] get hungry LOTS more quickly when you start sprinting
* [+] monk slow metabolism psionic pell.
- [+] fix buf with lore giving LESS accuracy instead of more.
- [+] food shop
- [+] wand of digging not identified if you dig upwards
* [+] when you make ah ole in the roof, objects above should fall
      through right away
* [+] all towns should have:
- [+] give monks more  psionics spells.
- [+] sk_throwing skill
- [+] make calm animals use spellpower
* [+] add wisdom
* [+] need to save region data along with maps
* [+] COMBINE armour evasion and accuracy penalty!!!
* [+] make armour reduce accuracy as well (unless you have 'armour'
      skill)
- [+] landmine trap
* [+] make friendly monsters of same raceclass swap ammo
- [+] rename 'pull' to 'suck' to avoid confusion with pull metal
* [+] food to fix blindness
- [+] potion of coffee
* [+] genericise statbrackets
* [+] tumble ability
* [+] simplify spell power
* [+] shopkeeprs should be allowed to pursue targets outside of the
      shop.
- [+] give shopkeepers a shotgun
* [+] make F_RNDHOSTILE be able to ahve a random chance. 
* [+] if you randomly generate food in a shop, still give it a price.
- [+] if peaceful humanoid walks into you, "sorry!"
- [+] sayphrase(lf, SP_SORRY, vol)
- [+] only let you recruit jobs with j_recruitable
- [+] CRASH - summon "monk"
- [+] dogs,
- [+] chickens,
- [+] drunks,
* [+] village objects
- [+] change armourrating AGAIN. instead of a percentage, make it a
      number.
- [+] rename inn to "pub", since you can't sleep there.
* [+] random speech code
* [+] genericise sayphrase text based on lf's job
* [+] monks - add rest of abliities
- [+] add fiengdeath ability to some monsters
2011-07-13 21:40:28 +00:00
Rob Pearce 95c6ab8396 - [+] tweak armour damage -make natural armour hittable.
- [+] getdirtowards/away bug
- [+] metalwork or armour skills let you see armour hp!
* [+] allow players to select their weapon specialties at the start
- [+] make statbar easier to read
* [+] druids
- [+] spark on rum will blow it up!
* [+] evasion skill
- [+] add charisma
* [+] add speech skill 
- [+] bug: gate to level 1 took me to the outside!
* [+] bug: not hearing shopkeepers final yell - out of range??
- [+] special corpses:  i - a Jimbo corpse should be "Jimbo's corpse"
- [+] when autogenerating monsters, make sure they have ammo for ranged
      weapons.
* [+] map to town
- [+] randomly place the town now.
* [+] shopkeeper still doesn't talk to us if we can't see him when we
      pick up an object
- [+] i am STILL not hearing when the shopkeeper yells you "stop
      thief"!!
* [+] bug:  LOTS of dungeon rooms with no exit
- [+] town guards want money
- [+] announce "a xxx falls through a pit" 
* [+] make running go around corners
* [+] colourise known skills
- [+] rename constitution to fitness
* [+] scroll of mending - should this fix dulled weapons (by hitting
      doors etc)?
- [+] colourise @@ (boldwhite for titles)
* [+] colourise @s
* [+] colourise @m and @e
2011-07-01 03:34:41 +00:00