Commit Graph

45 Commits

Author SHA1 Message Date
Rob Pearce ec6a86a0b2 Fixed a bunch of compile warnings 2023-10-11 12:56:18 +11:00
Rob Pearce fb69950ec2 Removed unsupported options from osx makefile
Fixed some buffer overruns where incorrect size was passed to snprintf
2022-08-29 08:26:02 +10:00
rob 81c033d7dc Removed sprintf() usage
Now conpiles properly on linux again
2022-08-27 21:38:56 +10:00
Rob Pearce 134542ed8f Adding a bunch of files which say they're modified, possibly just because I'm on a new system. 2021-11-16 11:23:38 +11:00
Robert Pearce e9a2ccb2c8 - Fixed heaps of memory leaks and bad memory usage. This should finally fix the flagpile corruption from 6 years ago!
- forgot to initialise brand->description
- door displaying as "leaf" - definition of knowledge->id was OBCLASS instead of OBTYPE.
- Repeated text:
        Minimum agility to use effectively: 50 to use.Minimum agility to use
        effectively: 50 to use. (bonus at 70).
- change wish text to be more meaningful
- fix failure when loading objects with a bonus from vaults/bones (eg. blessed '+5' sword)
- when raging, don't prompt to really attack when you won't gain xp
- disable flagpile checks
- Use 'interact' to use shops, not 'operate'
- Bad text: You are resistant to: projectiles[-7870t], explosives[-7870t].
- scorpions shouldn't follow you up stairs. (but giant scorpions can)
- make failed relinkob() calls return the original object rather than null, otherwise we get situations where an object becomes NULL and causes a crash.
- make cooking skill description show what size corpses you can cook.
- bug: potion of growth caused instadeath when reverting.
- bug: not showing monster abilites properly
- show raceclass in descriptions (/ v)
- make evasion only work if you're not exhausted
- Felix should be pleased by attacking people while hidden
- Not seeing felix angered messages when donating items
- Holes in roof - you now need to climb to inspect them.
- Fixed crash when hitting @ while producing light.
2016-05-31 00:21:12 +10:00
Rob Pearce 2f80d6ba05 - [+] rewrite gettrrange()
- [+] reduce chances of dulling weapon from hitting things
- [+] crash during save. other save/load fixes.
- [+] simplify xp value calculation.
- [+] fixes for checks to see whether cells are diggable using "dig"
      spell.
- [+] fix shop closed bug - "we are closed" text not appearing.
- [+] sound code mods - should no longer ever hear "muffled slithering"
      (since slithering should be too soft to travel through walls)
- [+] undead will no longer try to heal via resting (since they can't).
2013-01-03 04:39:34 +00:00
Rob Pearce d89e93f64e - [+] tech is now uncommon, not rare.
- [+] bug: crash when linking to map entry objects
- [+] removed some material-based damage immunities
- [+] at night you shouldn't hear "a cash register chiming".
- [+] increase hp of chests
- [+] filling empty flask from potion of fshy lungs resulted in potion
      of water!
- [+] don't take migraine damage from light if your'e blind.
2012-12-31 05:10:13 +00:00
Rob Pearce c1cb8ea62e - [+] new monsters
- [+] creeping coins
        - [+] pretends to be gold
        - [+] poison breath
    - [+] rat swarm
    - [+] locust swarm
    - [+] baby mind leech
        - [+] mind whip
    - [+] adult mind leech
        - [+] mental feedback
        - [+] l5 psionic - drain intellect spell.  3d6 IQ drain.
- [+] summon swarm spell
- [+] ai: only pathfind if we are >= animal intelligence.
- [+] shadow - drain strength
- [+] show: "you swap places with the _sleeping_ lf"
- [+] problem:
    - [+] i have metalwork = beginner, sewing = novice
    - [+] ...but i could resize cloth objects!
- [+] SAVE broken again. fixed? 
- [+] in fixreachability, glass walls count as nonsolid
- [+] aligned temples:
    - [+] detect auras: free
    - [+] curse removal: free
    - [+] blessings: half price
- [+] change surface map.
    - [+] map difficulty should be very high.
2012-12-12 01:00:17 +00:00
Rob Pearce a144e9c4a6 - [+] IMPLEMENT proper object conditions
- [+] first:
        - [+] create reimplmemnt AO_xxx
        - [+] get rid of obmatchescondition (use new obMEETScondition
              instead)
            - [+] doaskobject
            - [+] askobjectmulti
            - [+] askobject
            - [+] askobjectwithflag
        - [+] ----- TEST ------
        - [+] new cc_ types for obejcts and obtypes
            - [+] CC_MINDR
            - [+] CC_MAXDR
            - [+] CC_MINAR
        - [+] then fix up getrandomobofclass. use CC_HASOBCLASS instead
        - [+] replace all calls to getrandomobofclass to use condsets
        - [+] then fix up other getrandomob routines
            - [+] real_getrandomob
                - [+] maxsize
                - [+] wepsk
                - [+] obclass (OR)
                - [+] damtype (OR)
                - [+] wantflag
                - [+] fix function.
                - [+] fix calls...
            - [+] getrandomob
            - [+] getrandomobofsize
            - [+] getrandomobwithdt
            - [+] getrandomofwithflag
            - [+] getrandomobwithclass
- [+] auto code to stop low TR monsters starting with super rare
      weapons.
    - [+] apply_wep_tr_limit(lifeform_t *lf, condset_t *cs)
        - [+] implement max weapon DR based on TR:
- [+] baby battery lizard
- [+] battery lizard
2012-11-30 12:05:29 +00:00
Rob Pearce 893540af19 - [+] chemistry skill lets to mix venom sacs into potions
- [+] need a potion and venom sac
    - [+] make more things drop venom sacs - snakes etc
    - [+] F_EXTRACORPSE
    - [+] operate the venom sac ?
    - [+] can do this with first levle chemistry
- [+] different kind of venom - blindness
    - [+] "blue venom sac" vs "purple venom sac"
    - [+] combiesn to potion of blindness
- [+] more amulets
    - [+] common
        - [+] of bravery
        - [+] of light (common)
        - [+] of minor protection (common) (=5 AR
        - [+] energy absorbtion (absorb explosions, then pump them out)
    - [+] uncommon
        - [+] injury prvention (instead of ring)
    - [+] rare
        - [+] or major protection (not common) +10 AR
- [+] had a missing eye. drunk a healing potino.
    - [+] Your head grows back!  Your injured head has healed.
- [+] objects with positive F_BONUS should never start cursed
    - [+] (in addobject)
- [+] territorial monsters talk when you are approaching their
      threshold  (but not within it)
    - [+] put this in ai_talk()
        - [+] if someone almost at territorial range:
            - [+] make f_noisetext v2 be SP_xxx. if it's set, just say
                  this instead.
            - [+] it not, N_TERRITORY_APPROACH
            - [+] if we can talk, SP_TERRITORY_APPROACH
    - [+] possibilities:
        - [+] stay away!
        - [+] keep back!
        - [+] get away froma me!
        - [+] don't come any closer!
        - [+] that's close enough.
        - [+] keep your distance, stranger!
        - [+] out of my way!
    - [+] test with giant and
    - [+] test with insane humanoid
    - [+] make territorial creatures not walk too close to things,
          unless they are attacking or fleeing
        - [+] in willmove(), fail if it is too close to something
        - [+] ...unless we have a target lf
        - [+] ...or we are fleeing
- [+] jumping when woozy will go to a random cell
- [+] fix autoshortcuts to include starting spells
- [+] still bugs with canreachbp - "The giant rat critically scratches
      your wizard hat."
- [+] zombies shoudln't be able to talk.
- [+] allow pets to "cheat" to find player's lcoation.
- [+] need some kind of limit on zombie army creation
    - [+] no stairs 
- [+] areallies() on two pets returning false
- [+] psychic shove
    - [+] push off something, or push them away
    - [+] l2 mental
    - [+] pushback power+1 cells (max power 3)
- [+] different god message for first prayer.
- [+] fix crash during swapplaces()
- [+] sacrifice of masterwork weapons should work better.  shoddy
      should be worse.
- [+] bug: shops don't work anymore
- [+] change lessen poison - power always goes to 1
- [+] replace description "spell's power is boosted when cast outside"
      with "boosted when cast in a forested area"
- [+] minor healing problem. "at lest 2hp per power" but mxpower 10.
      should be maxpwer 5
- [+] wish for 'protection' should give something you can wear without
      penalties.
- [+] locate object should give a message when none are found.
2012-11-15 11:39:46 +00:00
Rob Pearce ca132c87c7 - [+] before removing deadends:
- [+] find any four corridors in a square
    - [+] where one of them has 4 exits, and the rest have 3
    - [+] fill in the ones with 3
- [+] VALGRIND.
- [+] reduce ID costs at shops
- [+] necromancer mods
    - [+] start with a dagger, since you don't get early attack spells
    - [+] start with limited short blades skill
    - [+] start with animate dead (now a level 1 spell)
- [+] increase TR of ice wraith.
- [+] replace strrep function:
    - [+] strrep(&mystring, find,replacewith)
    - [+] code:
        - [+] char *strrep(char **mystring, char *x, char *y)
        - [+] char *temp
        - [+] temp = dostrrep(x,x,x)
        - [+] free(*mystring)
        - [+] *mystring = temp
- [+] flag loop in F_IGNORECELL!
    - [+] problem: i'm getting f->next == f
    - [+] added a new assertino in addflag()
    - [+] change how killflagsofid() works, maybe this is the problem.
    - [+] i think my "insertbefore" is being freed somehow...v
    - [+] fixed with valgrind?
- [+] try harder to link using tunnels rather than portals
2012-11-14 04:59:18 +00:00
Rob Pearce 98ba363e8a - [+] vault:pub
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
      to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent 
- [+] why didn't cyborg warrior start with bullwhip equiped??
    - [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
    - [+] no throwing
    - [+] no operating
    - [+] no firearms
- [+] tombstone text:   Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a  soldier ant
      corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
      it during a fight.
    - [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
          v0=material, v1=howmuch
    - [+] continuerepairing() should only fix <skill + helpsrepair> hp
          per turn.
    - [+] announce helpsrepair in obdesc
- [+] coldroom vault:
    - [+] ice floor
    - [+] ice walls
    - [+] ice pillar
    - [+] frozen corpses
- [+] new job: gladiator
    - [+] sword
    - [+] shield
    - [+] high shield skill
    - [+] high evasion skill
    - [+] limited armour skill
    - [+] net
    - [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
    - [+] fall_from_air().
    - [+] trigger then when wind-based effects hit.
    - [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
      original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
      opponent, flee.???
- [+] easy way to fix reachability:
    - [+] is there a solid cell which is: 
        - [+]  adjacent to both a filled and an unfilled area?
        - [+] not a fixed vault wall?
    - [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
    - [+] f_hashidinglf, v0=rid
    - [+] if you loot it, monster jumps out
        - [+] ...and gets a free hit!
    - [+] perception lets you see the container moving (only if it
          weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
    * [+] condset_t
    - [+] then replace all getrandomadjcell() calls...
    - [+] remove getrandomroomcells
    - [+] then remove WE_xxx
2012-11-13 05:04:30 +00:00
Rob Pearce db635b50db - [+] most monsters which covet food should have snatch - so that you
can just drop food for them.
- [+] when looking for remote obs, DO include adjacent cells with lfs,
      if we have the snatch ability.
- [+] some long thin levels (80 x 12 ?)
- [+] fix code to remove useless doors.
    - [+] 0 pairs of dirs with empty cells = change door to wall
    - [+] pick an adjacent empty cell
    - [+] floodfill the 8 cells around the door.
        - [+] start with adj cell
        - [+] can't go more than 1 cell away from door
        - [+] solid cells or doors will stop movement
    - [+] if no unfilled cells around the door, bad.
- [+] new way of fixing unconnected levels - portal!
    - [+] pick one spot in each section then place a portal there.
- [+] dying should cure poison
- [+] tweaks to attack text
- [+] floor tile effecst
    - [+] absorbancy - ie. carpet should absorb water.
    - [+] converyors
    - [+] only walkable sometime (crushers?)
- [+] in tombstone, show "eaten by Rattus", not "eaten by a rattus"
- [+] god of nature should like eating animals all the time, not just
      when hungry (makes piety gain easier)
- [+] announce when eyes are protected from a spellcloud
- [+] klikirak should like setting off fire traps.
- [+] floodfill() should follow portals to the same level.
- [+] show >1 skillpoints in green on status bar
- [+] bug: gods are apeparing behind you.
    - [+] bug in getrandomadjcell
- [+] gods' planeshift spells failing? might be fixed now. using
      getrandomroomcell instead of getrandomcell.
- [+] increaes damage dealt by smite evil/good
- [+] lightning javelins shouldn't be stackable
- [+] monsters not firing ranged weapons!
    - [+] they just walk back and forth
    - [+] bug with how i was calling haslof() for cells other than
          where the mosnter was (in getdiraway())
- [+] turn undead should only work if caster level*2 is >= monster level
fullblock basics:
- [+] penalties
    - [+] lowers visrange to 1
    - [+] huge attack penalties
    - [+] huge evasion penalties
- [+] vhigh chance of all ranged damage going to shield instead.
    - [+] buckler = 75 (small)
    - [+] shield = 80
    - [+] large shield = 85
    - [+] tower = 90
    - [+] plus shield skill*2
- [+] use check_shield_block in all spell effects
    - [+] this checks whether player is shieldblocoking (or evades??)
    - [+] then applies damage appropriatly.
- [+] new ability;
- [+] stopped by:
    - [+] losing or unequipping the shield
    - [+] being interrupted
    - [+] casting a spell or using an ability
- [+] exotic weapons should cost more.
- [+] maybe prevent prayer until gods have been pleased enough ?
    - [+] while you're not worshipping anyone, piety gain is x4.
    - [+] once first one hits 'pleased', they will appear and offer you
          a place
    - [+] advantge to this is that you get a gift
    - [+] picking up new gold should please felix......
    - [+] you shoudl only be able to sacrifice untouched gold. this
          pleases felix double as much as grabbing it.
    - [+] gods sohuld appear "in a cloud of ..."
        - [+] bjorn - blood
        - [+] klik - fire
        - [+] lumara - bright light
2012-11-09 11:50:52 +00:00
Rob Pearce 68e5435fdf - [+] walking on glowing moss sohuld damage it.
- [+] make dagger stronger than combat knife (but combat knife is
      faster)
- [+] optimise makefile.
- [+] swapplaces message not appearing.
- [+] fix exploit for dizziness with 'A'
    - [+] every time we ask for a direction, use askdirection(prompt).
          make this do dizziness check.
- [+] no shieldblocking or dodging if you have no stamina.
- [+] object rarity bugs
    - [+] i'm finding way too many books! might be fixed now... ?
    - [+] never finding wands
    - [+] added debugging to see if there is a problem with wands....
- [+] adjust footstep sound based on material
    - [+] carpet = soft
    - [+] stone = normal
    - [+] tiles = loud
- [+] in @e, "you ar etipsy" should also talk about damage resistance.
- [+] don't show starting abilities if you are a diety.
- [+] don't say 'xx walks out of view' if they didn't move on purpose
- [+] CRASH - summon weapon then drop the energy blade.
* [+] CRASH when fumbling attack using energy blade.
- [+] fighter with wisdom 31.  novice perception skill. noticied
      teleport trap right in front of me.  chances?
    - [+] maybe make it you can never detect anything further away than
          your perception skill.
- [+] fix bug in geteffecttime()
- [+] announce starting spells at beginning of game
- [+] in skill help, highlight your current level. Maybe:  "At Novice
      level>>> Unskilled weapons etc..."
- [+] inept level lore shouldn't show "Adept Stealth" as a strength
- [+] when you / then move over a cell with footprints short "Dirt
      (with human footprints)"
    - [+] or "Dirt (with xxx foorprints leading east)
- [+] typo in killer text - an vs a
- [+] get over here! should give you enough time to attack ?
- [+] felix prayer should remove impassable objects.
- [+] robots shoudl have big penalties to getting up checks. slip,
      fall, etc.
- [+] fix bug when falling off a fence.
- [+] BUG: no los when i climb on top of a wooden fence. why?
    - [+] F_BLOCKSVIEW needs new option:  v1 = true means dont block 
          if you are standing on it
* [+] engineering / construction skill - replaces 'traps'
- [+] fixed bug where you couldn't rest when you pet was visible.
- [+] bug: aigetlastknownpos populating lastx & lasty with different
      info from the the cell returned.
    - [+] this has happening when following the direction of a scent.
- [+] remove display of "xx throws xxx towards you" if you can't see
      the source and something is in the way.
- [+] druid should alway sbe able to swap with plants.
    - [+] peaceful check should do this
    - [+] try agian...
* [+] problem- create water can be used instead of soften earth ???
- [+] detect life should help with checking stairs.
- [+] pentagrams should heal the undead.
- [+] ekrub - don't et you sacrifice the flower that appears.
* [+] when doing check for piety on eating animals
- [+] don't auto give druid short blade skill due to sickle
- [+] soften earth on boulder... turn it to mud
- [+] adept psychology - receive change for gems.
- [+] BUG: announceflagloss is never happening.
- [+] new nature spell - absorb wood
- [+] clank - robot, chomp to steal health, self destruct
- [+] new tech
    - [+] l0
        - [+] chewing gum (jam doors with it) - this should be food
              though.
- [+] plants shoudl HELP druid from level 4 onwards
- [+] clean up skill ability code
- [+] automate skill descriptions based on skillwills "you gain the
      'xxx' ability"
- [+] auto-learn spells from initial spellbook, rather than having to
      read it manually
- [+] finding rings of unholiness everywhere.
    - [+] because it's the only rare ring!
    - [+] fixed by making ALL rings be uncommon
- [+] first time you slip on something, suggest using 's'
- [+] sewing / metalwork: get resize and enhance earlier.
- [+] bug with engineering seeing through one wall!s
- [+] rogue/knifedancer / blademaster - throwing, extra skill with
      small blades.  starts with extra knives.
- [+] replace all SUBJOBS  with plain regular JOBs
- [+] fix "needobforstaff" for wizards!
- [+] sewer should have mossy rock floor. slippery.
- [+] new specialist classes:
    - [+] rogue/assassin (no stealing, no traps, lockpicking,  better
          stealth+backstab, poison knives)
- [+] minor healing spell is too powerful.  should do 5-10hp max.
- [+] reveal hidden is not powerful enough for l4. move to l2.
- [+] reduce effects of stench as TR gets higher
- [+] lumara should accept sacrifice of anything magic.
- [+] oil lamp not making my viison longer! (on dlev11)
    - [+]  just describe f_produceslight in io.c
- [+] with no evasion skill, agi does way less for EV.
- [+] fungus clouds should be in 1 radius, non orthogonal
- [+] try putting monster zoo back in?
- [+] STILL bugs detecting trapped doors ages away!
    - [+] detected one 8 away, perception novice!
- [+] when a monster necromancer is made, i'm prompted for spell
      school!!!
- [+] new mushroom: greycap. looks like a miniature snowy mountain.
      grants cold resistance 
- [+] shop opening hours
    - [+] F_OPENHOURS
        - [+] v0 = start (inclusive)
        - [+] v1 = end (inclusive)
        - [+] v2 = sayphrase
        - [+] SP_CLOSEDTILMORN (come back in the morning)
        - [+] SP_CLOSEDTILNIGHT (come back tonight)
        - [+] SP_CLOSEDTILHOUR (come back after x oclock!)
    - [+] make shops only be open during the day.
    - [+] make some temples only be open at night (eg. hecta)
2012-10-15 02:15:36 +00:00
Rob Pearce db83aadaac - [+] announce when a web spell hits you
- [+] grammar:  xxx "flys" into view. need getmoveverbplural()
- [+] make yumi's "well, that seems unfair" only work when killed by a
      mosnter which didn't chase you up.
- [+] no unarmed skill descriptions!!
- [+] remove pain ability from stink beetle
- [+] cockroach -  with just high armour rating (10)
- [+] bajeetle - lower armour but bite causes pain
- [+] yumi - only allow you to gain piety from letting a monster run
      away ONCE per mosnter
- [+] new monster: petrifungus
- [+] give merciful fighting for novoice adanced combat
- [+] monsters should lose targets when eating
- [+] vault: window in wall
- [+] fix werewolf hiding code for Rattus (when medium sized)
- [+] "you hear a muffled slithering" - this shouldnt be loud enough to
      go through walls!
- [+] selected Evil Adventurer. alignment ended up as NONE
    - [+] have added debugging
    - [+] wait for it to happen again
    - [+] put in code to check at start of turn whethe r my alignment
          just changed.
    - [+] my alignment seems to have changed to NONE
    - [+] POLYMORPH is causing this.
    - [+] fixed
- [+] commando should have low level version of gunblade
    - [+] electromachete - low pierce + low electric
    - [+] gunblade - med slash + low explosive
    - [+] boomstick -  med bash + high explosive
- [+] commando should start with a few energy packs (need to add this
      object)
    - [+] l2 tech
    - [+] operate it to recharge tech which has charges.
    - [+] like a scroll of replenishment, but only for tech.
- [+] when monsters follow you up stairs, they should face you
- [+] jewelry store should buy watches
- [+] when exploding cells, remember who caused it
    - [+] new arg: lifeform_t *causedby
    - [+] use this when dealing damage, so that it counts as player
          kill (etC)
    - [+] explodeob
- [+] monks sohuld be very resistant to being scared
- [+] gauntlets (or other hard gloves) should increase unarmed damge by
      1
- [+] seems almost impossible to break locks on chests by bashing....
      check the calc.
    - [+] fixed.
- [+] ekrub should accept sacrifices of plant matter
- [+] sebastian - absorbs physical damage to increase damage.
    - [+] after first hit: +1dam, knockback
    - [+] after 2nd: +2 dam
    - [+] etc
    - [+] vuln to non-physical (fire, magic, cold, elec, etc)
- [+] cockroach, plague rat should taint anything it walks on
- [+] fix up morale checks. 30 should be 100.  therefore: multiply by 3
      and a bit.
- [+] CRASH during wish for Power
- [+] bug:
    - [+] You whack the pixie.  The pixie turns to face you.
          The pixie turns to flee from you!
          Amberon's voice booms out from the heavens:
          "You dare attack an innocent?"  Amberon's voice booms out
          from the heavens:
          "You dare attack an innocent?"  The pixie gestures at itself.
- [+] baba yaga's hut
    - [+] shoudln't be able todrink potions
    - [+] shouldn't take criticals
- [+] don't annoucne time during combat
- [+] bug after giving gold to a bandit: 
    - [+]  $ - 0 gold dollars
- [+] lore: tech... every level says' no special effects'
- [+] bug: Strength: 24 (very weak, +1 dmg)*
    - [+] bug in getstrdammod()
- [+] bug: A brown snake walks into view.
    - [+] should be 'slithers'
- [+] mud shouldnt make shoes wet
- [+] refridgerator should only have meat in it
- [+] some jobs which have whip skills
    - [+] scourge should always start with a whip.
    - [+] fighter should be able to pick it 
- [+] aligned temples sohuld be half price (or free if god is pleased?)
    - [+] SM_DETECTCURSE
    - [+] SM_PURCHASEITEMS
    - [+] SM_BLESS
    - [+] SM_MIRACLE
- [+] re-introduce monster zoos vault
- [+] bullwhip shouldn't be able to dull!
- [+] banana skin not slippery anoymore
- [+] slightly boost player's starting hp
- [+] why can vampire bat reach me to damage by boots/trousers?
    - [+] check out canreachbp() in lf.c
    - [+] maybe fixed
- [+] commando's starting gun should start with normal bullets, never
      silver
- [+] klikirak should grant fire powers
    - [+] cast pyromania when you pray
    - [+] gift: immolate every 20 turns
- [+] fix trytokillobs() - this might fix some of the infinite loops
      i'm getting during level creation.
- [+] klikirak should give slightly more xp for sacrifing objects
- [+] hawks should swoop more often
- [+] book colours are incorrect (ie. "red book" isn't red)
- [+] i saw "something burns!" while resting...
- [+] make hollow trees be green
- [+] blessed amnesia shouldn't  do anything bad
- [+] armour stores shouldn't get hot!
- [+] earthworm should only divide from slash damage - not bash
- [+] queen ant shoudl be able to summon lots of soldiers
- [+] staircases should be on top of ash piles when draring them!!
    - [+] in fact, staircases should be on top of _everything_
- [+] sanctuary potion should put out fires under you! (or anything
      with walkdam)
- [+] shouldn't be able to smell by's hut
- [+] wood wall should be diggable with pickaxe
- [+] does shovel actually work? no, but it does now.
- [+] dungeon level name - if it has a swamp vault, level is just
      called "the swamp"
- [+] fire damage to bread = toast
- [+] only say "the light here is a bit dim" etc if it's different form
      your previous level
- [+] weapon stores shouldn't appear in baba yaha's hut!
    - [+] i think i said "weapon" but it turned into weapon store.
    - [+] works in a wish...... is this only a problem in a vault?
    - [+] test agian.....
- [+] during summon mosnter, don't say 'the xxx starts to fly!' before
      "the xxx appears"
    - [+] when i read a create monster scroll, this _doesnt_ happen.
    - [+] when i cast summon small animals and a brian bat appears, it
          _doesnt_ happen
    - [+] only seems to happen whan a mosnter uses a summon spell
    - [+] maybe to do with finalisemonster() or "autogen" being set in
          addmonster?
    - [+] fixed now?
- [+] walking on water shouldn't extinguish a flaming weapon!
    - [+] losehp_real needs a 'bodypart' argument
- [+] klikirak should like killing  plants
- [+] do something to stop kilkirak worhipers from scarificeing the
      entire forest!
    - [+] if you attack a plant lf in the sylvan forest
        - [+] nearby plants attack.
        - [+] 33% chance of a treant:
    - [+] same if you destroy a plant object
        - [+] takedamage() needs a "fromlf" arg
    - [+] or sacrifice one.
    - [+] _warning_ if you attack a plant object or plant lf. (but
          don't kill it)
    - [+] WISDOM warnings:
        - [+] if you are about to attack an OC_FLORA object in the
              woods (and have felt the woods get angry once before)
        - [+] if you are about to attack a RC_PLANT lf in the woods
        - [+] if you are about to attack a CT_WALLTREE cell in the woods
- [+] remove base 'wizard' class...
2012-08-12 05:04:49 +00:00
Rob Pearce 023c8a5eaa - [+] reduce movement noise when hiding.
- [+] stealth check to not make ANY noise when hiding is easier.
- [+] redo skillchecks to use a percentage, not d20!
    - [+] new function behaviour:
        - [+] skillcheck()
            - [+] roll a die.  d100? d50?
            - [+] modifyskillcheckroll() - apply modifiers (based on
                  attribs, etc). higher roll is better.
            - [+] store die roll in *result
            - [+] difficulty 70 means "must roll higher than 70" = 30%
                  chance.
            - [+] if roll >= what you need, you pass.
        - [+] skillcheckvs()
            - [+] each roll a die
            - [+] modify die roll for both of you
            - [+] who is higher
        - [+] now modify ALL calls to skillcheck() to be pctage based. 
            - [+] in general, difficulty of 20 ->diff 95 (ie. 5% base
                  chance)
            - [+] each +/- 1 will chance difficulty by 5%
            - [+] ie. multiply current values by 5
            - [+] IN
                - [+] attack
                - [+] io
                - [+] lf
                - [+] move
                - [+] objects
                - [+] shops
                - [+] spell
        - [+] then REMOVE getskillcheckchance()
        - [+] auto fail poison check on low roll
- [+] let everyone attempt to climb climbobstacles.
- [+] potion of oil isn't smashing when thrown
    - [+] shatter() was failing because the EXPLODEONDAM check was
          incorrect.
- [+] fix felix money sacrifice exploit . done.
- [+] change collapsing door trap - first check for F_DOORFALLOB
      instead of just checking material. that way we can cope with iron
      gates etc.
    - [+] done
    - [+] define doorfallob for iron gate - 4-5 iron bars
2012-07-17 23:03:17 +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 af3116f6d4 - [+] press ] then \ - CRASH.
- [+] if sound is behind walls:
    - [+] you hear a muffled explosion
    - [+] int canhear() needs one more optional  argument: 
          &numwallspassed
        - [+] if supplied, fill it in.
    - [+] in noise(), check numwallspassed. if there were any, then say
          'muffled'. or maybe if more than 2? play around with this.
- [+] listen skill should also give more info about NON monster sounds
    - [+] ie. direction, distance.
- [+] set user->changinglev when CHECKING stairs in the same way as
      when we use them.
- [+] monk abil - iron fist - use all remaining stamina as damage +
      knockback
* [+] HITCONFER - this should only work if you were attacked through a
      BITE or CLAW etc.
- [+] bug... werewolves etc not attacking properly after shapehifting
- [+] some tech/tools should be usable with hands (ie. watch).
      f_operwithouthands
- [+] werewolves sohuld keep f_hitconfer after shapeshifting
    - [+] done
- [+] summoned creatures from ai should never attack their masters!!!
- [+] only the PLAYER can be infected by a werewolf?  or only HUMANS ?
- [+] when a werewolf changes to animal form, no longer hide true race
      as 'human'
- [+] lycanthropy?
    - [+] how to get it:
        - [+] drink were-xxx blood (->potion of lycanthropy, never
              appears randomly)
        - [+] bitten by a lycanthrope (chance) with hitconfer  and fail
              a con check
    - [+] change f_lycanthrope so text = racename.
    - [+] effects when you get it:
        - [+] right away, add diseased with lycanthropy. incubatino
              infinite ?
        - [+] if you are incubating lycanthropy, you always change at
              the full moon (and get rage, and lose control).
            - [+] at this point, complete the incubation and...
            - [+] add f_hatesall
            - [+] lose control for a while
        - [+] after you change back the first time,  you can change at
              will. (but there is a risk each time of losing control)
            - [+] player regains control
            - [+] remove aicontrolled, hatesall, rage
            - [+] actually add f_lycanthrope, text=xxx, v0=4
        - [+] when f_lycanthrope  v0 drops to 0 or less...
            - [+] canwill shapeshift  with race:xxx
    - [+] how to remove it
        - [+] remove curse scroll 
        - [+] drink holy water
        - [+] these will:
            - [+] cure any incubating curse
            - [+] cure any f_poisoned curse
            - [+] cure lycanthropy, and any flags FROMLYCANTHROPY
    - [+] other effect
        - [+] wont/cant walk into holy circle?
        - [+] holy circle hurts you
- [+] shouldn't be able to get critical hits on you (ie. injuries) if
      you ahve heavenly armour
- [+] bug in f_poisoned text. i think i've fixed this now.
          Died on level 2 of the dungeon.
          Killed by venom poisoning
          from 5-10
- [+] donated objects count towards xp!
    - [+] -50% of value if not known.
    - [+] -25% of value if not id'd
    - [+] donating objects will anger felix
2012-07-11 04:10:21 +00:00
Rob Pearce ff6dba534e - [+] modifications to alchemy spell - affect stone, not metal
- [+] fire/cold spells:
    - [+] endure fire/cold
        - [+] L2
        - [+] ongoing
        - [+] like endure elements but only one element.
        - [+] fire - done
        - [+] cold - done
    - [+] negate fire/cold
        - [+] L3 ongoing
- [+] rename "gold coin" to "gold dollar"
- [+] announce mosnters losing interest.
- [+] if accuracy is too low, chance to fumble your atttack if you miss.
    - [+] ie. drop weapon 
- [+] show "please wait' message during initial build.
- [+] why can't i fill an empty flask from a potion of blood?
    - [+] because blood grew into a bigger one
- [+] CRASH - go to a shop, 'sell gems', pick a letter not in the list
- [+] The giant ant kills the kobold.  The kobold dies.
    - [+] never use "kills" when a monsters is killing another one.
- [+] implement CURSED scroll of wishing effects.
    - [+] stoning
    - [+] hostile summons
    - [+] insanity- drop iq prmenantly
    - [+] golden boulder
- [+] proximity mine (l3 tech)
    - [+] if activated, explodes when someone walks ONTO it (but not
          _off_ it)
    - [+] only gtaverage WIS _or_ adept tech knowledge won't walk onto
          it
- [+] rollerskates (wear on feet, move fast fowards)
- [+] jet skates (faster version of rollerskates)
    - [+] only work when ACTIVATED
    - [+] only work when they have CHARGES left
    - [+] drain charges when activated (like a jetpack)
- [+] cattle prod - piercing DR 1, +10 electical dam while it has
      charges
    - [+] f_extradamwithcharges
- [+] computers
    - [+] operable
    - [+] no pickup (or at least, VERY heavy)
    - [+] need tech usage to use.
    - [+] get choices equal to your tech level (novice = random)
    - [+] choices:
        - [+] 1 M = map whole level
        - [+] 2 O = show location of loot (detect objects)
        - [+] 3 L = show lifeforms
        - [+] 5 D = explode
        - [+] 6 I = identify one item.
        - [+] 7U - unlock all doors + chests
    - [+] at high techusage you can pick destruct time ?j:e sp
2012-06-25 12:49:53 +00:00
Rob Pearce 8377a72242 - [+] credit cards shouldn't be stackable
- [+] minor grammer fixes in skill descriptions and looting choices
- [+] crash when donating objects to a shop.
- [+] only allow lock breaking with bashing wepons
- [+] make minor undead like skeletons not pursue once you're out of
      sight.
- [+] don't allow damaged objects to stack
- [+] wyrmspawn should be able to learn master wyrm lore!
- [+] fixed crash when operating tech which asks for a target cell
- [+] bug in bones
    - [+] invalid at() definition: 'at(0,0) ob:an uncursed bone club'
          [vault:bones7/loading flags] Invalid line: [at(0,0) ob:an
          uncursed bone club]
- [+] when monsters polymorph into a new race, don't change their
      allegiance (ie. dont inherit f_hostile)
- [+] don't want boulders or other impassable objects in starting room
- [+] lumara should give you one more mp if you are already full
- [+] reduce radius of gas trap
- [+] fixed description for mana spike
- [+] increase damage of wild spells
2012-05-28 07:05:19 +00:00
Rob Pearce cd9b6cd40a - [+] bug: shouldn't be able to pay with gems without beginner
psychology
- [+] plauge rat should have poison corpse
- [+] bjorn should only get mad when you flee from armed foes.
- [+] Strengths: should include poisonous bite at beginner level, not
      adept.
- [+] show behaviour flags in description
    - [+] territorial (insane)
    - [+] fleeondam (timid)
    - [+] noflee (drugged)
    - [+] followtime (detemrined / lazy)
    - [+] muscled/scrawny
- [+] should be able to pay potion stores to id stuff.
    - [+] update make_basic_shop
    - [+] use shopacceptsflag
    - [+] id function...
- [+] bug: scroll of wishing, Protection. keeps giving me 'sun hat.
    - [+] limit possible body parts to certain ones.
- [+] when wearing armour of the spider, you should never get exhausted
      from climbing
- [+] show "Threat Assessment" text on @@
- [+] only warn about pentagrams with gtaverage iq
* [+] new playable race: Wyrmspawn
2012-05-22 06:10:49 +00:00
Rob Pearce acd641ebc0 - [+] add territorial to monsters!!!
- [+] wolf
    - [+] hawk
    - [+] bear
    - [+] worker ant (but not soldier ant)
- [+] player shouldn't know if mosnters are peaceful or not
    - [+] ie. no warnings when attacking them
    - [+] no swapping places
    - [+] don't show "(peaceful)" in io.c askcoords()
    - [+] need isknownpeaceful()
    - [+] lv1 negotiation will fix this.  maybe rename it though:
        - [+] psychology
- [+] psionic spells:
    - [+] boost confidence
- [+] wild spells:
    - [+] pyrotechnics
- [+] absorb metal should give you hp if you already have ful lmana
2012-04-07 07:18:56 +00:00
Rob Pearce 984999d912 - [+] change real_getlfname():
- [+] take lifeform_t * for usevis instead of boolean
    - [+] add new option "useorigrace" for shapechangers
- [+] whips
    - [+] F_WHIP
    - [+] new skill: sk_whips
    - [+] basic trais:
        - [+] high accuracy
        - [+] lowish dam
        - [+] pierce/slash/bash damage
        - [+] some will let you cast 'snatch' and suck
        - [+] no crit chance
    - [+] examples:
        - [+] bull whip (lowest damage)
        - [+] flail (ie. chain whip ,change type from club to whip)
        - [+] heavy flail
        - [+] metal-tipped whip (flail with higher acc)
        - [+] barbed whip (causes piercing damage as well)
        - [+] io.c @@ should take extradam into account
        - [+] describbeob() should show F_EXTRADAM 
- [+] change morale values - this shoudl default to your TR, otherwise
      f_morale replaces it.
- [+] CRASH in doknowledgelist()
- [+] hecta bug: fixed!
    - [+] You bisect the kobold!  The dying kobold shouts "Nooooo!".
          Hecta's voice grates against your mind:
          "You allowed my sacrifice to escape!"
        - [+] is this because i'm calling "flee" after the lf takes
              fatal damage but before die() is called?
            - [+] NO, because flee() checks isdead(lf)
        - [+] it's happening when i kill a monster, and another one of
              the same type sees me!
        - [+] change:  only trigger this is the player has previously
              attacked the monster
- [+] replace fire titan with balrog
- [+] You bisect the giant gnat!  The dying giant gnat shouts "Nooooo!".
    - [+] fixed.
- [+] boggart -brown 'n'
    - [+] made of wood
    - [+] cause things to disappear
    - [+] cause milk to sour (low power blight)
    - [+] scared of salt
    - [+] demandgold 
- [+] briar thrash (spiky) - yellow 'T' (grab)
- [+] bingebark - red 'T'. wants edible, canwill snatch
- [+] leshy (human with leaves) - green 'h'
- [+] manticore - red 'm''
    - [+] lion, bat lings, man head, tail tipped with iron spikes
    - [+] carnivore
    - [+] human sized
    - [+] shoots 1-6 spikes. each spike does 1d6. too much!!
        - [+] change this to be 5d3 damage per volley.
            - [+] ie missiledam 4d3
        - [+] can do this once every 50 turns.
    - [+] can fly
    - [+] claws - 1d3 1d3
    - [+] want gold (non covet)
2012-03-28 20:17:47 +00:00
Rob Pearce d872098c48 - [+] battlemage spellbook
- [+] make it grimoire.
    - [+] don't learn the first spell automatically
    - [+] only start with 3 spell schools, and they must be from:
- [+] wizards with no subjob:
    - [+] get a grimoire rather than a spellbook. but first spell is
          always mana spike?
- [+] need some frequent forest vaults
    - [+] tree passage:
    - [+] tree circle
- [+] more enlarge/shrink object effects
    - [+] wooden door = wood wall
    - [+] wooden barrel - wooden dor
- [+] i turned into a cloud of gas. why was i not flying?
    - [+] when you polymorph to creautre with natural flight, start
          flying right away
- [+] show %age chance when studying a scroll
- [+] redo skillcheck code so we can calculate % chance beforehand.
- [+] automatically unlock all doors in starting room
- [+] reduce accuracy for innate attakcs- at the moment they always hit!
    - [+] based on agility.
    - [+] test with monk......
- [+] You have the following spells active:
      3 damage reduction, vuln to fire
- [+] grimoire - why could druid see 'knock' ? think this is fixed now.
- [+] new killverbs:  "murdered" "slain"
- [+] superheat not working if you miss. fixed.
- [+] skillchecks for NC_SPELLEFFECT noises should always succeed.
- [+] modifydamage dealt now that monsters have more hp:
    - [+] initial wizard spells
        - [+] chill
        - [+] spark
        - [+] manaspike
    - [+] later wiz spells
    - [+] fire on ground
- [+] new type of spellbook:
    - [+] general - one spell from each school "spell tome" ? "xxx's
          grimoire"/
- [+] another flagpile corruption bug.
    - [+] asked a mammoan hunter to join me.
    - [+] Marcus shouts "Beware a mosquitoid!".  You hear heavy
          footsteps.
    - [+] Assertion failed: ("flagpile is corrupt!" == 0), function
          checkflagpile, file flag.c, line 456.
    - [+] (timeeffects on footprints)
- [-] when you "vomit then wake up", need to recalc los
    - [+] killflag() is meant to fix this!
    - [ ] why isnt it working?
- [+] bug: wasn't identify()ing starting weapons when you selected them.
- [+] allow temples to try to belss unknown objects.
- [+] allow describing obs from askobmulti()
- [+] warrior read a grimoire, why did it get identified? fixed.
- [+] reduce cost to repair stuff
- [+] dancing flame -l1: fires spread to adjacent lfs
- [+] cleansing fire = l2: use nearby fire to heal -heal (power*20)%
      from each one.
    - [+] maxpower 5
- [+] quicken fire - l4: make flame primarliry
- [+] magic barriers should vanish if you walk into your own one
    - [+] implement
- [+] fleeing from something with F_NOMOVE shouldn't be cowardice
- [+] fix crash in check_for_block()
- [+] new branch: sylvan forest
    - [+] entrance to this branch: hollow tree?
    * [+] add some forest vaults
    - [+] get rid of 'the sun is coming up" messages
    - [+] nature spells which work better outside need to change...
          make it 'when in sylvan woods' instead
- [+] need a spell to teleport to entrance of a branch!
    - [+] done. TRAVEL.
2012-03-26 20:21:43 +00:00
Rob Pearce 0a06d06374 - [+] dancing weapons should injerit object's size.
- [+] animals shouldn't be smart enough to avoid sharp objects on the
      grond.
    - [+] make all animals have wisdom = LOW
    - [+] make most undead have wisdom = VLOW
    - [+] make most undead have CHA = EXLOW
- [+] warn if races are missing any STARTATTs
- [+] warn if races have duplice sTARTATTS
- [+] reduce unyon hit points
- [+] drop monster hitdice sides to 6
- [+] change goblin colours
- [+] replace quickblade with uchigatana. dael 7-8 damage. very rare.
- [ ] apply correct rarity to weapons
- [+] balance katana now that i've modified blades!
    - [+] and add wakazashi.
- [+] add altdam bash to most swords
- [+] add f->text to altdam
- [+] add "noobstext" to askobject()
- [+] why did ninja start with 0 mp ?
- [+] if you read a manual for a skill yo ucan't learn, have some kind
      of message to say it didnt work
- [+] map shouldn't be magical
- [+] cloth should 'heat up' (it just catches on fire)
- [+] give A_FIT to all mosnters, for stamina when we polymorph into
      them!
- [+] fix bug where celldangerous() fails on a lifeform's own cell
- [+] reflexive dodging should also dodge dangerous objects which
      appear on top of you!
    - [+] do this in startlfturn(), before other effects!
- [+] air spell - refraction - boosts EV
- [+] move jolt to L2
- [+] don't announce initial damage taking object from perfect to
      battered.
- [+] propel missile
    - [+] doesnt anger lumara
    - [+] for monsters: aispellok true if we have an OC_MISISLE which
          we're strong enough to able to throw.
    - [+] minrange 2
2012-03-20 10:26:33 +00:00
Rob Pearce ff13f25bb9 Paladin changes
- [+] average charisma + speech ?
- [+] lose all/most of  the warrior abilities
- [+] can only voluntarily wear known blessed items (add this to the
      description)
    - [+] (glorana must give holy water when you pray)
- [+] move most post-damage stuff into losehpeffects()
    - [+] pass "int doextraeffects" to losehp_real().
    - [+] during melee attack, delay this.
    - [+] otehrwise, it happens in losehp!
- [+] add constants for real_getobname params
- [+] add constants for real_losehp params
- [+] issue - should i be able to say 'have mercy' when i'm not
      adjacent?
    - [+] probably not!
- [+] don't sell credit cards in shops.
- [+] make crowns, velvet robes, wizard hats more likely to have brands
- [+] don't say "your feet get wet" when walking from water to water
- [+] fix bug in real_warnabout() where multiple warning_t instances
      were being made for the same text.
2012-02-25 23:42:48 +00:00
Rob Pearce 067cd92f37 - [+] delvers should always want money for info, unless you are a
delver too.
- [+] mirror image (mental)
    - [+] varpower
    - [+] makes power 'clone' lfs who look the same as caster
        - [+] ie. same race.
        - [+] also same job/armour/weps?
        - [+] add f_noxp
        - [+] add f_nocorpse
        - [+] add f_summonedby so they vanish when the caster dies
        - [+] add f_phantasm
            - [+] vanish after _power_ hits,
            - [+] attacks do 0 damage
            - [+] don't announce innefectual attacks
            - [+] dont cast spells or use abilities
        - [+] petify() them if made by the player
            - [+] force them to stay close.
        - [+] in io.c or getlfname, show "[clone]" if it has f_phantasm
              and was created by player
    - [+]  mosnters try to attack them.
    - [+] once one gets hit enough times, it disappears
    - [+] if the caster dies or changes level, they disappear.
    - [+] can't talk to them
    - [+] their obejcts vanish when they die
    - [+] don't talk
- [+] make Yumi more about forgiving silly mistakes and avoiding
      instakills
    - [+] remove liking of healing
    - [+] remove like of healing spells
    - [+] takes a long time to anger.
    - [+] aviod traps (bamf you away before they trigger)
    - [+] prayers:
        - [+] resist stoning (pray while appropriate creatures around)
        - [+] resist paralysis (pray while appropriate creatures around)
        - [+] sleep on enemies
    - [+] passive powers:
        - [+] always warn as if wisdom is high (passive) 
        - [+] always save when killed right after using stairs
              (passive) "well, that seemed unfair."
    - [+] gift:
        - [+] auto sixth sense
        - [+] potions of restoration
        - [+] ring of miracles
- [+] shouldn't be able to Offer while enraged.
- [+] don't lose stamina while caffeinated
- [+] new vault: pit with walkway around it
- [+] bug: when worshipping yumi you get "you kill xxx" but they're
      still alive
    - [+] ... but they're still alive!
    - [+] ... for yumi, move KO chance from losehp() to attacklf().
    - [+] do the check BEFORE setting 'fatal'
    - [+] pass forceko to losehp_real
- [+] bug: adjustdamhardness should only trigger when ismeleedam() is
      true, not isphysicaldam()
- [+] greatly reduce motel cost
- [+] change order in attack.c: apply damage THEN announce, to deal
      with KO
    - [+] do it.
    - [+] test KO code.
    - [+] then check that feign death still works
- [+] demonskin vest should be flammable or vulnerable to fire.
- [+] time to get up should depend on size.
    - [+] less than human: shortnone
    - [+] human: normal
    - [+] larger than human: longer
- [+] expert unarmed now gives you 'flip'
- [+] reduce damage done by low-level monsters
- [+] change resoration into a spell
    - [+] implement
    - [+] test
- [+] new spell: ressurection
    - [+] corpses need to remember their lf's level
    - [+] test
- [+] godstone of life - revives/restores all
- [+] rename "confiscate" to "yoink", and make it take a random object
      at power 1, selected at power 2
- [+] gods should attack player if they are Enraged or Furious
- [+] is STR calc to see if you can push a boulder still working?
- [+] change to wizards:
    - [+] start at novice in all magic skills (but don't gain initial
          spells)
- [+] killing undead should please glorana LOTS. because it's hard to
      gain piety with her otherwise.
- [+] restoration spells/potion should hurt undead
- [+] healing spells/potions should hurt undead
- [+] immolate shouldnt work if there is aleady a fire tehre.
CODE FOR WINNING THE GAME:
- [+] get at least one godstone
- [+] exit the dungeon
- [+] find the portal to the realm of gods
- [+] opposing god should appear once you pick up a godstone, and tell
      you what to do next.
    - [+] "come to the realm of gods and use it to destroy (related
          god)"
    - [+] "or if you lack the courage, give it to me!"
    - [+] "you will find a portal on the surface"
- [+] use the portal to teleport to realm of gods
- [+] implement text for all gods...
- [+] god text in wt_god - should say 'but you werent meant to replace
      them!'
- [+] EITHER:
    - [+] challenge and defeat the god related to this godstone (more
          points. "Crowned the god of xxx.")
        - [+] TEST
    - [+] offer the godstone to the godstone's opposing god  (less
          points, "Ascended to demigod-hood.")
        - [+] implement
        - [+] TEST
GODSTONES:
- [+] klikirak: rage
    - [+] done
    - [+]  (make this one have fire effects too)
- [+] glorana: life
- [+] Felix shouldn't be able to yoink the godstone off you!
- [+] Write up the rest of the Godstone finding text.....
    - [+] magic
    - [+] battle
    - [+] life
    - [+] mercy
- [+] you can't hurt gods unless you
    - [+] a) have their godstone
    - [+] b) are in the realm of gods
2012-02-17 05:16:45 +00:00
Rob Pearce 30006c4cac - [+] for intelligent and wise monsters in groups, make at lesat one
stay awake (on guard)
- [+] shouldn't get salmonella from roast meat! implement israwmeat()
- [+] Curse removal -      $-2147483648 each
      Blessings     -      $-2147483648 each

      (there is a $644245120 surcharge for uncursing an equipped item)
      Pay for a blessing (you have $118) [yn]?
    - [+] fixed.
- [+] f_rage should make f_hiding disapepar.
- [+] after stealing from shop, call more() to allow for god messages
- [+] problem - vampires shouldn't ALWAYS be flying.
    - [+] any race with 'f_flying' should have f_canwill fly as well. 
          Use naturalflight on race instead.
- [+] call touch() on your weapon every turn? (ie. for red-hot ,
      undead, etc)
- [+] CRASH right after a cockatrice stoned my wolf.
    - [+] lf->flags = NULL
    - [+] lf->race = corrupt.
    - [+] because i'm calling die() from withing stone() from within
          timeeffectsflags()
2012-02-14 19:11:33 +00:00
Rob Pearce 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 24d95368b6 - [+] redo throw hit%. even inept sk_throwing should have 40% or so to
hit at point blank range.
    - [+] only reduce hit% after first cell? 
- [+] increase change of player ko with yumi
- [+] tranq dart and nanodart should be rodshaped.
- [+] genericise purification
    - [+] F_PURIFIESTO v0 = newobject
    - [+] add toadstool -> shiitake
    - [+] posion potion -> water
    - [+] acid potion -> water
    - [+] rum -> water
    - [+] DONT make the original object type known now 
- [+] higher level purify food lets you select a cell!
    - [+] need f_targettedspell v1 & v2 to specify power.
- [+] druid should get to pick one of 3 spells (from each available
      level) upon levelup, not anything!
    - [+] implement f_levspellschoolfromx
    - [+] TEST!
- [+] implement secondary weapon swap with 'x'
    - [+] initial press:  unweild curwep. if successful, mark as
          secondayr.
    - [+] subsequent presses:  find secondary wep (or fail). remember
          cur. weild secondary. if successful, remove scondary flag and
          mark old cur wep as secondary
    - [+] when you move an object, it loses secondary flag.
- [+] BUG:  I had TWO regions with rtype->id == RG_CAVE!!!
    - [+] have added debug code
    - [+] think this is fixed - need to remove created regions when i
          regenerate a map.
- [+] should be able to sell gems to jewelery store
    - [+] sm_sellitems
    - [+] shopsell()
    - [+] shop has f_cansellobclass xxx, val[0] = pct of full price you
          can sell for. normally 50% but 75% for gems. 
    - [+] allow COUNT - modified askobjectwithflag ?
        - [+] OR add an extra *sellshop option to doaskobject ??
        - [+] if this is set, only allow selection of objects which
              match the shop's f_shopsell flags
            - [+] ie. replace wantflags[]
        - [+] when passing this, don't  also pass wantflag args!!!
    - [+] rename shopsell flag to  f_shopacceptsflag
    - [+] accept F_NONE in shopacceptsflag
    - [+] make shopdonate use the same code
- [+] make donating to shops lower their prices ?
    - [+] for each 100 value you donate, reduce prices by 1%
        - [+] ie. donate 1000 worth, reduce by 10% = 1 level of speech
              skill
- [+] change shopsell to use  applyshoppricemod
    - [+] applyshoppricemod needs a new arg - up or down
    - [+] check code in objects.c for naming too!  listobs()
2012-02-07 02:50:17 +00:00
Rob Pearce b1abb5ad76 - [+] reduce F_WALKDAM on fire objects to 1d4,2d4,3d4
- [+] bug: getvaulttype causes infinite loop if none found.
- [+] flameburst from klikirak offer shouldn't incrase piety further.
- [+] fireball / flame pillar spell: mark that the player created the
      fire
    - [+] ... so that when it damages otehr objects, damge caomes form
          the playerh
- [+] make shieldbash stun effect last longer
2012-02-02 05:26:14 +00:00
Rob Pearce 5506fdcc86 - [+] bug: getobvlue price keeps going up
- [+] make food poisoning last longer!
- [+] bug: pet starting in water
- [+] ability to pay at shops using gems?  but no change.
    - [+] implement
    - [+] require speech skill at a certain level (novice)
- [+] reveal attack location for unseen attacks
- [+] bug: poisonbolt spell shouldn't cause fire damage to objects!
- [+] return to your original form after dying when polymorphed, but
      just retain SOME hp
- [+] new spell: shapeshift
    - [+] like polymorph but only affects yourself and always controlled
    - [+] you have to pick something you can see
    - [+] spell power determiens hitdice you can copy
- [+] purify food now works on all your objects, not just one
- [+] Nature god(farming, creation)
    - [+] Ekrub  
        - [+] doesn't like wyrms because they destroy things?
    - [+] objects
        - [+] has a pitchfork vs dragons
        - [+] longbow of xxx
        - [+] sun hat
        - [+] overalls
        - [+] gloves
    - [+] effects:
        - [+] canwill all nature spells
    - [+] likes
        - [+] killing animals (but only while hungry)
        - [+] killing dragons
        - [+] casting nature spells
        - [+] creating objects or lfs (wish, monsters, food)
    - [+] dislikes:
        - [+] destroying objects
            - [+] attackob()
            - [+] throwing a flask which shatters
            - [+] crush objects underfoot
            - [+] via non-nature spells...?
        - [+] poison
        - [+] attacking plants
        - [+] casting poison spells (same with other antipoison gods!)
    - [+] sacrifice:
        - [+] animal corpses
        - [+] dragon corpses
    - [+] pray:
        - [+] battle:
            - [+] will come to your aid against wyrms 
            - [+] OTHERWISE:
            - [+] entangle enemies
            - [+] lightning
            - [+] summon plants to help you
        - [+] nonbattle:
            - [+] purify food on player
            - [+] THEN one of the following:
            - [+] cure poison
            - [+] fix hunger or give food
            - [+] heal
            - [+] give ammo (if ranged weapon equipped and out of ammo)
                - [+] give it.
                - [+] make it "of seeking" (ie. always hits)
            - [+] mend armour
            - [+] bless armour 
    - [+] gifts
        - [+] ability: calm animals, power 10
        - [+] can shapeshift into a bear
        - [+] resist poison
        - [+] resist cold
        - [+] ranged weapon
        - [+] magic ammo for ranged weapons
    - [+] angry (minor)
        - [+] no nature spells work while god is angry ?
        - [+] taint your food and any food you touch
        - [+] summons entangling vines around you 
    - [+] angry (major)
        - [+] one of:
            - [+] cloudkill
            - [+] summon storm
            - [+] surround you with sawgrass
2012-02-01 01:31:36 +00:00
Rob Pearce 499ef0c0e1 - [+] weapon/armour shop:
- [+] pay to repair.  3 gold per hp. then modify total by speech.
- [+] "splash of water" shouldn't stop you from running. at the moment
      when your boots are wet you can never run because you keep
      dropping water!
- [+] make delvers vuln to light
- [+] reduce potion of growth rarity
- [+] make resist poison skillcheck difficulty harder.
- [+] make holycircle/pentagram detect cursed/blessed items too
    - [+] "your %s feels warm/cold"
- [+] spear shoudl have f_rodshaped
- [+] light not blinding creatures for long enough
    - [+] The area is lit by a magical light!  The skeleton is blinded!
          The skeleton turns to flee from you!  The skeleton can see
          again.
2012-01-20 02:46:34 +00:00
Rob Pearce 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 4cff04558c dentifying one map shouldn't identify all maps???
- [+] only show map name if it is IDENTIFIED, not just known.
- [+] don't allow jumping onto impassable object
- [+] food doesn't rot if it's on ice
- [+] rename fly to gnat
- [+] 'reflection' mod for shields
    - [+] bounces thrown objects stuff back
2012-01-10 05:05:40 +00:00
Rob Pearce f7061b45ca - [+] in shops, show 'ESC when done, ? to describe/purchase'
- [+]    b - a silver shoddy bastard sword
    - [+] show object's condition before changed material state?
- [+] bug: torches aren't lighting up walls when walking in corridor!
- [+] scrolls with f_scrollneedsob should say 'tried on object' 
- [+] dungeon light
    - [+] lit shoudl be "illuminated" and be an enum
        - [+] IL_FULLYLIT
        - [+] IL_WELLLIT (dark, candelabras in  every room and moss
              every 4 steps)
        - [+] IL_DIM (dark, torches in rooms and moss every 6 steps)
        - [+] IL_SHADOWY (dark, torches in some rooms and moss every 8
              steps)
        - [+] IL_FULLYDARK (ocassionally moss in rooms, otherwise no
              light at all)
    - [+] need more fixed light source objects:
        - [+] moonmoss and sunmoss
    - [+] if not fully lit, map illumination level determines how often
          light sources are placed, and what type.
- [+] special monster behaviour (perception or lore will show this?)
    - [+] insane monsters (attacks anything)
    - [+] hunting for food (hungry, add covets food)
    - [+] returning to lair with plunder (extra treasure)
    - [+] timid (lower morale, maybe add f_timid or alwaysflees)
    - [+] drugged (never flee)
    - [+] drunk
    - [+] diseased (start with a non-lethal disease. eating its corpse
          infects you)
    - [+] determined (will chase the player for longer)
    - [+] lazy (chase for less time)
    - [+] only show if perception >= skilled)
- [+] only show monster jobs if lorelev >= beginner
- [+] bug: cursed scrolls no longer having bad effects. fixed.
- [+] after you fool a monster by feigning death, it shouldn't target
      you for a while.
- [+] prevent wands from being blessed/cursed.
- [+] bug: still no displayed text when your pet dies.
    - [+] update: this seems to happen when a monster is killed by
          another monster
    - [+] The bear cub claws the dog.  The dog wakes up.
    - [+] fixed!
- [+] hwen monsters start with weapons/sheilds, their starting skill
      should be based on hit dice.
    - [+] max skill is hitdice / 3
- [+] wake up player before giving god gift!
- [+] "a goblin shaman moves out of view"
    - [+] but i didnt hav ehigh enough lore!
    - [+] maybe real_getlfname needs "showall".  check this istneda of
          usevis to see whether to show job.
- [+] crash when objects fall through a hole and the lower hole needed
      to be moved slightly.
- [+] bug: invisibility is fooling even things with 'enhancesmell'
- [+] water onto dirt only makes mud if there isn't some already there.
- [+] monk fists DR should max out at 12 or so, since #attacks keeps
      going up!
- [+] don't show god pleaseing messages when asleep
- [+] bug: showing '%s dodges" when you can't see it.
- [+] fix rarity of wands
- [+] reward at bottom of caves:
    - [+] godstone of war (cases RAGE on everyone near you)
Goblin cave bosses:
- [+] goblin king
- [+] young dragon
2012-01-10 03:40:43 +00:00
Rob Pearce 5c4fb99162 - [+] player should know about all cells in lof/los at start of game.
- [+] stop sprinting when you rest.
- [+] show Injured on botl 
- [+] i got hit by a fire bolt spell while asleep, but never got told
      that it hit me!
2012-01-09 06:53:52 +00:00
Rob Pearce e1b569f306 - [+] BUG: trying to go down stairs from L7 (6?)
- [+] You walk down the staircase...
          ERROR - can't find opposite end of stairs/portal!
    - [+] You walk down the staircase...  ERROR - unlinked stairs!
    - [+] This is related to the fact that all the staircases came from
          Jimbo's vault
    - [+] For some reason we're not linking them when they come for ma
          vault!!!
    - [+] "joining unliked stairs" section not working???
        - [+] it calls getstairdestination, but this DOESNT call
              linkstairs!
        - [+] maby: call autolink everytime i add stairs ?  or only do
              this during createvault ?
- [+] automatically remove useless doors (ie. ones where all adjacent
      walkable cells are in the same room)
- [+] in fix_reachability i'm drawing a corridor through vault/room
      walls. <- probably this one.
    - [+] don't allow auto reachability to enter rooms through the
          wrong side wall.
    - [+] TEST during regular playtests, see if maps look better.
- [+] quality on doors.
    - [+] sturdy / plain / shoddy doors. this impacts the hp
    - [+] stone doors (solid / plain /crumbling)
    - [+] metal ( reinforced / plain / rusty)
    - [+] only show this if perception >= beginner
- [+] dungeon shapes
    - [+] new cell attribute - locked.
    - [+] calcroompos can't make rooms on locked cells.
    - [+] normal
    - [+] cross
    - [+] circle
    - [+] turret
    - [+] - premask out blocked cells before generation!
- [+] minion code - if leader dies,
    - [+] minions drop morale
    - [+] and might either immediately flee 
    - [+] need lastdamlf
- [+] if wisdom >= gtaverage, automatically turn off lamps when you go
      to sleep 
- [+] "scratch"/"gnaw" etc should be based on actual damage hp amount,
      not percentage.
    - [+] change getattackverb()
    - [+] 1-2
    - [+] 3-6
    - [+] 8-12
    - [+] 12-18
    - [+] 18+
- [+] shop objects should start with all flags known.
- [+] allow usage of godstones without id'ing them first.  this will id
      them.
- [+] weapon/armour shop should resize armour for you for a cost.
- [+] chanelling bonus
    - [+] novice
        - [+] tell you when wand is low on charges (0-3)
    - [+] beginner
        - [+] let you determine exact remaining charges in wands once
              it is == 1!
    - [+] adept
        - [+] let you determine exact remaining charges in wands once
              it is <= 3!
    - [+] skilled:
        - [+] let you determine exact remaining charges in wands once
              it is <= 6!
    - [+] master
        - [+] lets you always see full amount of want charges.
        - [+] lets you convert your mp into wand charges? "imbue item"
2012-01-09 04:02:26 +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 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 0f99007c2a added bazaar vault.
- [+] remove damage from jumping onto other lfs
- [+] when you jump in water or something lands in water: "you hear a
      splash"
- [+] tweaks to how evasion works.
- [+] The book crumbles to dust.  Your manual is no longer glowing.
      FIXED.
- [+] fix msghistbuf for askchar - not showing your choice.
- [+] in shops, show prices in red if you can't afford them.
- [+] retaliate should only work if you're still adjecent
- [+] show Ravenous in RED
- [+] no xp for rapid ivy clones
- [+] make weapon of impact only knockback 33% of the time (instead of
      always)
- [+] don't set F_NOSCORE when quitting.
- [+] some scrolls cost $1??
- [+] You see a masterwork shoddy club here.
    - [+] shouhldn't be able to have both!!!
- [+] change bleeding code.  lowhp doesn't mean bleeding.
    - [+] also change flee on bleed etc
2011-12-09 00:37:02 +00:00
Rob Pearce 089ce94751 * [+] let credit cards be used at some shops?
* [+] bug with adding obejcts to shops
- [+] issue with objects dying and killing their flagpiles
    - [+] A medium fire dies down a little.  A medium fire is no longer
          glowing.
    - [+] shouldn't say "is no longer glowing" when we're changing the
          type... ?
    - [+] put a breakpoint on "is no longer glowing"
* [+] let you bless objects using a holy circle somehow (but it might
      make the circle disappear?).
- [+] darness bug - need to recalc light for anyone who sees a cell's
      lightlevel change.
- [+] call more() after showing vaultentertext()
- [+] remove "inspected" when you ident or makeknown an object.
- [+] BUG - no objects in inventory!!!!
    - [+] listobs failing? mylist[0] = null.
MEMLEAK
- [+] finish implementing CLEANUP()
- [+] crash in cleanup() -> killot() -> findleak.c_stuff while freeing
      STACKABLE flag from cactus fruit???
    - [+] better now?
- [+] now a crash freeing hiddennames!
- [+] forgot to free obmods
- [+] leaking approx. 1 meg per turn!
- [+] where am i leaking?! maybe try valgrind or findleak.c
- [+] findleak.c now finds nothing.
- [+] but i am sitll leaking?????
- [+] related to lifeform count.  killing all but player dramatically
      slows it.
- [+] check calclos()... looks okay.
- [+] setcellknown() ?no.
- [+] startlfturn?? no.
- [+] remove unused "lf->viscell"
- [+] when there are 2 things in a cell, say "you see x and x here."
- [+] restore original stast when polymorphing back to original form!!!
- [+] when making shops, pick new ones more often.
- [+] change to maps: don't let vaults overlap.
- [+] HARDCODE object values
    - [+] potions
    - [+] tech
    - [+] tools
    - [+] rings
- [+] increase evasion skill effects
- [+] changes to  animradial... and animradialorth
    - [+] combine into one function
    - [+] move msg into here
    - [+] refs to spellcloud()
    - [+] refs to animradial()
- [+] fire should spread onto flammable lifeforms
- [+] bug: attack flurry doesn't work for monk
- [+] let monsters climb even when not facing a wall?
    - [+] set their facing first.
- [+] CRASH when you die while climbing (or on a solid cell)
- [+] rings
    - [+] stench
    - [+] breath water
    - [+] detect life
    - [+] deceleration
    - [+] meditation
    - [+] reflection
    - [+] boost magic power
    - [+] education - gain xpskills more quickly
    - [+] crit protection
    - [+] greed - detect obs
- [+] ivy - grows!
- [+] ragefungus - bezerk spores
- [+] nutter - drops peanuts
- [+] dish which slightly increases maxhp (beginner level)
    - [+] stuffed mushroom. shiitake mushroom + bread
2011-12-08 02:55:14 +00:00
Rob Pearce 9da88f06e3 - [+] ob1() macros
- [+] healing  potions should heal even "permenant" injuries
- [+] potions/spells
    - [+] summon decoy (chicken horde) spell  - "friends!"
    - [+] potion of spider climb (arachnid adhesion)
    - [+] gloves of the spider
- [+] F_startobwepskill sk_shortblades etc
- [+] change mosnter starting weapons to be based on wepsk, not
      specific named weapons
- [+] make wrapprint cope properly with 0 length strings
- [+] fix io.c showlfstats layout
- [+] fountains of xp should always dry up after one use!
- [+] plants shouldn't leave footprints!
- [+] fix overcomplicated code in updateknowncells
- [+] you always "see" allies following you down/up stairs, even if
      they are behind you.
- [+] remove dtresist slash from skeletons - their bone skin reduces
      this already.
    - [+] leave dtresist pierce because it's hard to hit them.
- [+] confirm gold amount when donating to shops
- [+] increase piety by half of any gold donated to temples
- [+] move hp, mp, sp to same line as target, and make them into bars
    - [+] HP:[    11 / 11   ]
    - [+] makebar(window,min,max, loss,barcol, losscol)
        - [+] print the prefix:  "HP:["
        - [+] construct the bar string to fit into 10 chars: "     11 /
              11    "
        - [+] print it one char at a time, setting bg as follows:
        - [+] background:
            - [+] 0 - min is barcol
            - [+] min+1 - min+loss is losscol
            - [+] rest is black
        - [+] print the suffix:  "]  "
    - [+] remember last dam amount for hp.
    - [+] show mp and stamina like this too.
- [+] update viewpoint sooner when moving vertically
- [+] if you can't comprehend the contents of a spellbook, don't ID it!
- [+] hpbar: pass textcol and texcolwithbg
- [+] show f_stability in @e
- [+] don't identify tech inside shops if it's beyond your skill level
- [+] bug:  "a cursed +-1 ring of dexterity"
- [+] enraged or deaf lfs shouldn't respond to chats
- [+] drawbar:  show mp/sp text in orange if it's at 0.
- [+] allow vegetarians to eat frozen corpses.
- [+] anything flying + stunned loses flying.
- [+] chance for monsters to throw missiles is reduced when acc <  C
    - [+] use same code as firearms
- [+] undead shouldn't lose consciousness - they should jsut die.
2011-12-05 17:03:47 +00:00
Rob Pearce 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