My first attempt at a text roguelike game.
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Rob Pearce 11c03d71cf VAULTS
* [+] vaiultlegend_t
* [+] vaultdef_t
- [+] implement addlegend()
- [+] implement addvault()
- [+] function to read in a vault from a data file
    - [+] vs_noid
    - [+] vs_loadingmap
    - [+] vs_loadinglegend
    - [+] vs_loadingflags
    - [+] vs_loading
- [+] load all vaultdefs in at start
- [+] change createroom to calculate the posistion
- [+] for each room, give a %chance of haivng a vault. (based on
      habitat?)
* [+] createvault(map_t, roomid?, char *vaultid)
- [+] mapdata with letters
* [+] MSG up vault errors on load.
- [+] Select job _before_ generating first map.
* [+] make addob() handle door flags:
* [+] addob() improvements
* [+] wish bug: first object goes in pack, rest on ground.
- [+] genericise getroomedge()
- [+] finish 'autodoors' (at the end, add doors if none already done)
- [+] at(x,y):type:what:pct -> f_vaultob / vaultlf / vaultcell, v0=x,
      v1=y, v2=pct text=what
* [+] "what" can be:
* [+] scatter:y1:x2:y2:what:chance%:howmany
* [+] some way to make the @map bit just say 'random room at least 2x4'
- [+] make "scatter" able to take range instead of count.
- [+] make "scatter"able to take x% instead of count.
- [+] upsidedown chars no longer working with winch()
- [+] ensure no DUPE ids
- [+] make legend take percentages (optional)
- [+] make "at" take negative values...
OPTIONS
- [+] autodoors - put doors on edges like with normal dungeon rooms.
* [+] autopop - fill with obs/monsters like normal rooms
VAULT FILES
- [+] flooded room
- [+] labyrinth
- [+] vault (lots of money, locked secret doors)
- [+] monster zoos (money and monsters)
- [+] diningroom - lots of tables and chairs
- [+] circleroom
- [+] pillared room
- [+] glass pillared room
- [+] cockatrice lair (statues)
- [+] traproom - need "random trap".  need OC_TRAP.
- [+] BUG: piranhas walking out of water sometimes.......
- [+] add startatt x-y rather than just a bracket. use text field.
- [+] make teleport auto move away form lfs
- [+] add minotaur
2011-06-02 08:34:44 +00:00
doc VAULTS 2011-06-02 08:34:44 +00:00
Makefile VAULTS 2011-06-02 08:34:44 +00:00
ai.c - [+] 's' = slowwalk(lf, dir). ask which dir if not given and player. 2011-05-27 02:50:59 +00:00
ai.h Monster AI improvements: 2011-05-25 02:12:00 +00:00
attack.c * [+] shallow water / deep water 2011-05-27 00:41:34 +00:00
attack.h * [+] calcxp 2011-04-11 05:05:45 +00:00
defs.h VAULTS 2011-06-02 08:34:44 +00:00
flag.c - [+] 's' = slowwalk(lf, dir). ask which dir if not given and player. 2011-05-27 02:50:59 +00:00
flag.h * [+] need to set "needredraw" every time we exit: 2011-05-12 01:49:35 +00:00
io.c VAULTS 2011-06-02 08:34:44 +00:00
io.h Monster AI improvements: 2011-05-25 02:12:00 +00:00
lf.c VAULTS 2011-06-02 08:34:44 +00:00
lf.h * [+] shallow water / deep water 2011-05-27 00:41:34 +00:00
map.c VAULTS 2011-06-02 08:34:44 +00:00
map.h VAULTS 2011-06-02 08:34:44 +00:00
mod_ob.txt initial checkin 2010-12-02 01:17:54 +00:00
move.c VAULTS 2011-06-02 08:34:44 +00:00
move.h - [+] 's' = slowwalk(lf, dir). ask which dir if not given and player. 2011-05-27 02:50:59 +00:00
nexus.c VAULTS 2011-06-02 08:34:44 +00:00
nexus.h Monster AI improvements: 2011-05-25 02:12:00 +00:00
object.h initial checkin 2010-12-02 01:17:54 +00:00
object_ideas.txt Updates 2011-01-31 19:16:13 +00:00
objects.c VAULTS 2011-06-02 08:34:44 +00:00
objects.h VAULTS 2011-06-02 08:34:44 +00:00
save.c - [+] issues with drawing off edge of map. 2011-05-19 20:30:58 +00:00
save.h Updates 2011-01-31 19:16:13 +00:00
spell.c VAULTS 2011-06-02 08:34:44 +00:00
spell.h Monster AI improvements: 2011-05-25 02:12:00 +00:00
text.c VAULTS 2011-06-02 08:34:44 +00:00
text.h VAULTS 2011-06-02 08:34:44 +00:00