- Class AudioMenu
- Priority: Low. Add audio, maybe Dilbert2 theme performed by Seth and Kendall.
- Member Building::Building (int x, int y, int _height, int _width)
- Once seth figures out the whole depth thing, add a number of floors
- Member Character::inventory_size
- Implement this so that character's cannot carry more than their inventory.
- Member Character::moral
- Make this an enum.
- Member Chunk::build_chunk_with_dungeons ()
- this documentation
- Member Chunk::Chunk ()
- check if this can be empty.
- Member Chunk::deserialize (string file_name)
- does this have to be dynamically allocated?
- Member Chunk::get_items (int depth)
- should this return a reference instead of a pointer?
- Member Chunk::get_world_loc () const
- Just use an IntPoint to store world location in general.
- Returns
- the chunk's location on the world map
- Member ChunkLayer::down_stair
- these should be gone in a few commits.
- Member ChunkLayer::get_equipment ()
- return a reference so we don't have to copy
- Member ChunkLayer::get_items ()
- why a pointer and not a reference? There could be a legit reason. -Seth
- Member ChunkLayer::get_weapons ()
- return a reference so we don't have to copy
- Member ChunkLayer::make_spawner (int depth)
- should go in dungeon gen
- Member ChunkLayer::make_stairs (bool has_layer_below)
- This should be in dungeon generation.
- Member ChunkLayer::num_rooms
- figure out what to do with this.
- Member ChunkLayer::swap (const ChunkLayer &l)
- this is weird as balls
- Member dungeon_builder::edges_collide_with_something (Room &r, const dungeon_meta &dm)
- maybe use a bitset here.
- Member Enemy::generate_equipment (std::vector< EquipType > equipment_list)
- Make the enemy equip the items.
- Parameters
-
equipment_list | A list of possible equipment that the enemy can have. |
- Returns
- A list of equipment that the enemy does have.
- Member Enemy::generate_weapon (std::vector< WeaponType >)
Make the enemy equip the weapon.
Posbbily make this multiple weapons and have it pick the best one.
- Parameters
-
weapon_list | A list of possible weapons that the enemy can have. |
- Returns
- The weapon that the enemy has.
- Member Enemy::passive_ai (TilePointerMatrix &surroundings, IntPoint sur_chunk, IntPoint sur_coords, std::vector< Character * > char_list, long delta_ms)
- Make them find a food source and move toward that.
- See also
- spooked
- Member Enemy::turn (IntPoint coords)
- Implement a max turn amount.
- Member EquipType::body_part
- Put this in an enum.
- Member EquipType::type
- Put this in an enum.
- Class FontMenu
- Separate the font and the character set.
- Member Game::get_item (Character *)
Make this take in a character so that other characters can call it?
Add a check if the inventory is full
- Member GUI::OnEvent (SDL_Event *Event)
find a better way to do key input; currently we're using polling, which feels really weird if you press a key in-between frames.
Clean this up so it's actually readable code.
- Member Item::perform_action ()=0
- Do something with this.
- Member MapTile::does_spawn
- Change this so that it is a list of the mobs to spawn
- Member Menu::border
- Make this an actual border.
- Member Settlement::agriculture
- Implement this, as NPCs don't exist yet.
- Member WeaponType::range
- Make this do something.
- Member WeaponType::type
- Put this in an enum.