nexus/shops.c

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- [+] 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 11:57:21 +11:00
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "attack.h"
#include "defs.h"
#include "flag.h"
#include "god.h"
#include "io.h"
#include "lf.h"
#include "map.h"
#include "move.h"
#include "nexus.h"
#include "objects.h"
#include "shops.h"
#include "spell.h"
#include "text.h"
#define DEF_REMCURSECOST 60
#define DEF_BLESSCOST 50
#define DEF_IDCOST 20
- [+] 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 11:57:21 +11:00
#define DEF_SURCHARGE 15
- [+] 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 15:02:26 +11:00
#define DEF_RESIZECOST 80
- [+] 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.
2012-03-27 07:21:43 +11:00
#define DEF_REPAIRCOSTPERHP 2
- [+] 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 11:57:21 +11:00
extern enum GAMEMODE gamemode;
extern prompt_t prompt;
extern lifeform_t *player;
extern WINDOW *mainwin;
// "buf" is the name of an object
//
// this function will adjust the object name to avoid objects which shouldn't appear in shops.
// returns TRUE if the name was modified.
int apply_shopob_restrictions(char *buf) {
- [+] 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 22:49:53 +10:00
if (strstr(buf, "gold dollar")) {
strcpy(buf, "potion of water");
return B_TRUE;
}
if (strstr(buf, "credit card")) {
strcpy(buf, "paper clip");
return B_TRUE;
}
return B_FALSE;
}
- [+] 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 13:50:17 +11:00
// dir == 1 means "better skills increase the price"
// dir == -1 means "better skills decrease the price"
float applyshoppricemod(float origprice, lifeform_t *lf, object_t *shop, enum SHOPACTION action) {
- [+] 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 11:57:21 +11:00
float newprice;
- [+] 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 13:50:17 +11:00
float pricepct = 100;
int dir;
if (action == SA_BUY) {
dir = -1;
} else {
dir = 1;
}
- [+] 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 11:57:21 +11:00
if (lf) {
enum SKILLLEVEL slev;
// price goes up/down for charisma (+/- 25%)
- [+] 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 12:31:36 +11:00
// high bonus = lower price.
- [+] 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 13:50:17 +11:00
pricepct += ((getstatmod(lf, A_CHA)/2) * dir);
- [+] 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 12:31:36 +11:00
// reduce based on speech (up to -30%);
- [+] 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 11:57:21 +11:00
slev = getskill(lf, SK_SPEECH);
if (slev) {
int modamt;
modamt = ((int)(slev*5))*dir;
pricepct += modamt;
- [+] 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 11:57:21 +11:00
}
}
- [+] 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 13:50:17 +11:00
if (shop) {
flag_t *f;
f = hasflag(shop->flags, F_SHOPDONATED);
if (f) {
pricepct += ((((float)f->val[0]) / 100.0) * dir);
}
}
// -30 - +30 percent discount/penalty in aligned
- [+] 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 15:04:49 +10:00
// temples based on your god's happiness
if (lf && shop) {
if (shop->type->id == OT_TEMPLE) {
flag_t *f;
f = hasflag(shop->flags, F_LINKGOD);
if (f && godprayedto(f->val[0])) {
- [+] 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 15:04:49 +10:00
enum PIETYLEV plev;
plev = getpietylev(f->val[0], NULL, NULL);
pricepct += ((plev*10) * dir);
}
}
}
- [+] 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 13:50:17 +11:00
newprice = pctof(pricepct, origprice);
- [+] 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 11:57:21 +11:00
if (origprice > 0) {
limitf(&newprice, 1, NA);
}
return newprice;
}
- [+] 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 12:31:36 +11:00
int canafford(lifeform_t *lf, int amt) {
int goldamt = 0,gemamt = 0;
goldamt = countmoney(lf->pack);
if (getskill(lf, SK_SPEECH) >= PR_BEGINNER) {
- [+] 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 13:50:17 +11:00
gemamt = applyshoppricemod(counthighestobflagvalue(lf->pack, F_GEM), lf, NULL, SA_BUY); // adjust using charisma etc
- [+] 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 12:31:36 +11:00
}
if ((goldamt >= amt ) || (gemamt >= amt) || hasob(lf->pack, OT_CREDITCARD)) {
return B_TRUE;
}
return B_FALSE;
}
- [+] 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 13:50:17 +11:00
int getshopblessprice(object_t *o, object_t *shop) {
- [+] 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 11:57:21 +11:00
int cost = 0;
int remcursecost, blesscost,surcharge;
- [+] 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 13:50:17 +11:00
remcursecost = applyshoppricemod(DEF_REMCURSECOST, player, shop, SA_BUY);
blesscost = applyshoppricemod(DEF_BLESSCOST, player, shop, SA_BUY);
surcharge = applyshoppricemod(DEF_SURCHARGE, player, shop, SA_BUY);
- [+] 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 11:57:21 +11:00
if (iscursed(o)) {
cost = remcursecost;
if (isequipped(o)) cost += surcharge;
} else {
cost = blesscost;
}
cost *= o->amt;
return cost;
}
int isalignedtemple(object_t *shop) {
flag_t *f;
f = hasflag(shop->flags, F_LINKGOD);
if (f && godprayedto(f->val[0])) {
return B_TRUE;
}
return B_FALSE;
}
int obmatchessellflag(object_t *o, flag_t *f, enum SHOPACTION action) {
- [+] 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 13:50:17 +11:00
if ((f->val[0] == F_NONE) || hasflag(o->flags, f->val[0])) {
if ((f->val[2] == NA) || (o->type->obclass->id == f->val[2])) {
if ((action == SA_SELL) && (f->val[1] == NA)) {
} else {
return B_TRUE;
}
- [+] 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 13:50:17 +11:00
}
}
return B_FALSE;
}
- [+] 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 11:57:21 +11:00
void shop(lifeform_t *lf, object_t *vm) {
int y,i,done;
int curmenu = 0;
char ch,buf[BUFLEN];
char toptext[BUFLEN],shopname[BUFLEN];
- [+] 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 13:50:17 +11:00
int ntaken = 0;
int ngiven = 0;
- [+] 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 11:57:21 +11:00
flag_t *f;
object_t *o;
- [+] 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 13:15:36 +11:00
strcpy(toptext, "");
- [+] 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 11:57:21 +11:00
taketime(lf, getactspeed(lf));
- [+] 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 13:15:36 +11:00
- [+] 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 11:57:21 +11:00
if (!isplayer(lf)) {
if (cansee(player, lf)) {
char lfname[BUFLEN];
getlfname(lf, lfname);
getobname(vm, shopname, 1);
msg("%s browses through %s.", lfname, shopname);
}
return;
}
- [+] 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 13:15:36 +11:00
// closed?
f = shopisclosed(vm);
if (f) {
sayphrase(NULL, f->val[2], SV_TALK, hoursto12(f->val[0]), NULL, player);
return;
- [+] 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 13:15:36 +11:00
}
- [+] 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 17:44:12 +11:00
if (lfhasflag(lf, F_STENCH)) {
msg("\"Pheeew! You're not coming in smelling like that.\"");
return;
}
- [+] 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 11:57:21 +11:00
if (hasflagval(vm->flags, F_BANNEDLF, lf->id, NA, NA, NULL)) {
if (!lfhasflag(lf, F_ANONYMOUS)) {
msg("\"You are not welcome here, thief!\"");
return;
}
}
// temple to dead god?
if (vm->type->id == OT_TEMPLE) {
flag_t *f;
lifeform_t *god = NULL;
f = hasflag(vm->flags, F_LINKGOD);
if (f) {
god = findgod(f->val[0]);
}
if (!god) {
msg("This temple seems to have been abandoned.");
return;
}
}
getobname(vm, shopname, 1);
makeuppercase(shopname);
// assign letters to objects
ch = 'a';
for (o = vm->contents->first ; o ; o = o->next) {
o->letter = ch;
if (++ch > 'z') ch = 'A';
}
// list objects for sale and ask for input
done = B_FALSE;
while (!done) {
enum SHOPRETURN (*shopfunc)(lifeform_t *, object_t *, int, char *, int *) = NULL;
int *shoparg = NULL;
cls();
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, 0, 0, "%s", toptext);
- [+] 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 11:57:21 +11:00
y = 2;
centre(mainwin,C_WHITE, y, noprefix(shopname));
y += 2;
// check for special sm_xxx menu ids first
if (curmenu == SM_ABSOLVE) {
shopfunc = shopabsolve;
shoparg = NULL;
} else if (curmenu == SM_BLESS) {
shopfunc = shopbless;
shoparg = NULL;
} else if (curmenu == SM_MIRACLE) {
shopfunc = shopmiracle;
shoparg = NULL;
} else if (curmenu == SM_PURCHASEITEMS) {
shopfunc = shoppurchase;
- [+] 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 13:50:17 +11:00
shoparg = &ntaken;
- [+] 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 11:57:21 +11:00
} else if (curmenu == SM_DETECTCURSE) {
shopfunc = shopdetectcurse;
shoparg = NULL;
} else if (curmenu == SM_DONATE) {
shopfunc = shopdonate;
- [+] 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 13:50:17 +11:00
shoparg = &ngiven;
} else if (curmenu == SM_ID) {
shopfunc = shopid;
shoparg = &ngiven;
- [+] 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 11:57:21 +11:00
} else if (curmenu == SM_REST) {
shopfunc = shoprest;
- [+] 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 13:50:17 +11:00
shoparg = &ngiven;
- [+] 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 15:02:26 +11:00
} else if (curmenu == SM_RESIZE) {
shopfunc = shopresize;
- [+] 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 13:50:17 +11:00
shoparg = &ngiven;
} else if (curmenu == SM_REPAIR) {
shopfunc = shoprepair;
- [+] 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 13:50:17 +11:00
shoparg = &ngiven;
} else if (curmenu == SM_SELLITEMS) {
shopfunc = shopsell;
shoparg = &ngiven;
- [+] 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 11:57:21 +11:00
}
if (shopfunc) {
switch (shopfunc(lf, vm, y, toptext, shoparg)) {
case SR_BACK:
curmenu = 0;
break;
case SR_CONTINUE:
break;
case SR_QUIT:
done = B_TRUE;
break;
}
} else {
flag_t *retflag[MAXCANDIDATES];
int nretflags,curidx = 0,found = B_TRUE;
// show menu items
getflags(vm->flags, retflag, &nretflags, F_SHOPMENU, F_NONE);
while (found) {
found = B_FALSE;
for (i = 0; i < nretflags; i++) {
f = retflag[i];
// check menu id
if ((f->val[0] / 100) != curmenu) continue;
// check menuitem index
if ((f->val[0] % 100) == curidx) {
snprintf(buf, BUFLEN, "%c - %s", f->text[0], f->text + 2);
mvwprintw(mainwin, y, 0, "%s", buf);
y++;
found = B_TRUE;
curidx++;
}
}
}
// ask for selection
y += 2;
- [+] 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 11:57:21 +11:00
// ask what to do
mvwprintw(mainwin, y, 0, "What will you do (ESC to exit)? ");
ch = getch();
// handle selection
if (ch == 27) {
done = B_TRUE;
} else {
flag_t *selection = NULL;
// find matching menu item
for (i = 0; i < nretflags; i++) {
f = retflag[i];
// check menu id
if ((f->val[0] / 100) != curmenu) continue;
// check menuitem index
if (f->text[0] == ch) {
// handle the action.
selection = f;
}
}
if (selection) {
switch (selection->val[1]) {
case MA_GOTOMENU:
curmenu = selection->val[2];
break;
case MA_QUIT:
done = B_TRUE;
break;
}
}
}
} // end if curmenu == -1 or something else
} // end while not done
restoregamewindows();
if (hasflagval(vm->flags, F_BANNEDLF, lf->id, NA, NA, NULL)) {
msg("\"...and stay out!\"");
} else if (hasflag(lf->flags, F_RESTINGINMOTEL)) {
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "Sleep well!"); break;
case 2: snprintf(buf, BUFLEN, "Enjoy your stay!"); break;
case 3: snprintf(buf, BUFLEN, "Sweet dreams!"); break;
}
msg("\"%s\"", buf);
more();
- [+] 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
2012-01-19 10:11:55 +11:00
} else if (vm->type->id == OT_TEMPLE) {
strcpy(buf, "");
// message based on the god...
f = hasflag(vm->flags, F_LINKGOD);
if (f) {
switch (f->val[0]) {
case R_GODDEATH:
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "Go forth and kill!"); break;
case 2: snprintf(buf, BUFLEN, "Hecta's favour be with you!"); break;
}
break;
case R_GODMERCY:
switch (rnd(1,3)) {
case 1: snprintf(buf, BUFLEN, "Go in peace."); break;
case 2: snprintf(buf, BUFLEN, "Peace be with you."); break;
case 3: snprintf(buf, BUFLEN, "Remain merciful, traveller."); break;
}
break;
case R_GODPURITY:
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "Stay pure, friend."); break;
case 2: snprintf(buf, BUFLEN, "May the purity of Amberon ride with you."); break;
}
break;
case R_GODTHIEVES:
switch (rnd(1,3)) {
case 1: snprintf(buf, BUFLEN, "May your lockpicks never break!"); break;
case 2: snprintf(buf, BUFLEN, "Safe passage, friend."); break;
case 3: snprintf(buf, BUFLEN, "Felix's favour be with you!"); break;
}
break;
}
}
if (strlen(buf)) {
msg("\"%s\"", buf);
}
- [+] 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 13:50:17 +11:00
} else if (ntaken > ngiven) {
- [+] 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 11:57:21 +11:00
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "Pleasure doing business with you!"); break;
case 2: snprintf(buf, BUFLEN, "Thank you, come again!"); break;
}
msg("\"%s\"", buf);
- [+] 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 13:50:17 +11:00
} else if (ngiven > ntaken) {
- [+] 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 11:57:21 +11:00
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "Thank you again for your generosity!"); break;
case 2: snprintf(buf, BUFLEN, "I look forward to your next visit!"); break;
}
msg("\"%s\"", buf);
} else {
switch (rnd(1,2)) {
case 1: snprintf(buf, BUFLEN, "See you next time."); break;
case 2: snprintf(buf, BUFLEN, "Farewell!"); break;
}
msg("\"%s\"", buf);
}
}
enum SHOPRETURN shopdetectcurse(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
object_t *o;
char ch;
int y;
int cost = 0,possible = B_TRUE;
y = starty;
- [+] 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 11:57:21 +11:00
// calculate cost
for (o = lf->pack->first ; o; o = o->next) {
if (!o->blessknown && !hasflag(o->flags, F_NOBLESS)) {
cost += 10;
}
}
if (!cost) {
mvwprintw(mainwin, y, 0, "You do not seem to possess anything which merits our services.");
y += 2;
possible = B_FALSE;
} else {
// aligned templte?
if (isalignedtemple(vm)) {
cost = 0;
} else {
cost = applyshoppricemod(cost, lf, vm, SA_BUY);
}
- [+] 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 11:57:21 +11:00
// ask what to detect
if (cost) {
mvwprintw(mainwin, y, 0, "It will cost $%d to perform an divination on your items.", cost);
} else {
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "%s", "For a fellow worshipper, we will perform divinations on your items for free.");
}
- [+] 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 11:57:21 +11:00
y += 2;
if (countmoney(lf->pack) < cost) {
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "%s", "Unfortunately, you cannot afford this.");
- [+] 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 11:57:21 +11:00
y += 2;
possible = B_FALSE;
}
}
- [+] 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 11:57:21 +11:00
if (possible){
if (cost) {
mvwprintw(mainwin, y, 0, "Pay to detect auras on your items (you have $%d) [yn]? ", countmoney(lf->pack));
} else {
mvwprintw(mainwin, y, 0, "Detect auras on your items [yn]? ");
}
- [+] 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 11:57:21 +11:00
} else {
mvwprintw(mainwin, y, 0, "[Press a key to return]");
}
ch = getch();
if (possible && (ch == 'y')) {
givemoney(player, NULL, cost);
- [+] 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)
2012-03-29 07:17:47 +11:00
dospelleffects(lf, OT_S_DETECTAURA, 10, lf, NULL, NULL, B_BLESSED, NULL, B_FALSE, NULL);
- [+] 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 11:57:21 +11:00
more();
}
return SR_BACK;
}
enum SHOPRETURN shopdonate(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
int count = 0;
object_t *o;
// ask what to donate
- [+] 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 13:50:17 +11:00
/*
- [+] 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 11:57:21 +11:00
switch (vm->type->id) {
case OT_SHOPARMOUR: wantflag = F_ARMOURRATING; wantoc = OC_ARMOUR; break;
case OT_SHOPWEAPON: wantflag = F_DAM; wantoc = OC_WEAPON; break;
case OT_TEMPLE: wantflag = F_NONE; wantoc = OC_MONEY; break;
default: wantflag = F_NONE; wantoc = OC_NONE; break;
}
- [+] 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 13:50:17 +11:00
*/
o = doaskobject(lf->pack, "What will you donate?", NULL, &count, B_TRUE, B_FALSE, B_FALSE, '\0', vm, SA_DONATE, NULL, B_FALSE);
- [+] 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 11:57:21 +11:00
// validate it
- [+] 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 11:57:21 +11:00
if (o) {
- [+] 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 14:10:21 +10:00
long goldgiven = 0;
long multi = 0;
- [+] 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 13:50:17 +11:00
flag_t *f;
- [+] 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 11:57:21 +11:00
// can we remove it?
if (isequipped(o)) {
if (takeoff(lf, o)) {
more();
- [+] 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 11:57:21 +11:00
return SR_CONTINUE;
}
}
- [+] 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.
2011-12-06 04:03:47 +11:00
// confirm count for gold
if (o->type->obclass->id == OC_MONEY) {
char answer[BUFLEN],buf[BUFLEN];
snprintf(buf, BUFLEN, "How much money will you donate (you have $%d)?", o->amt);
- [+] 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.
2011-12-06 04:03:47 +11:00
askstring(buf, '?', answer, BUFLEN, NULL);
count = atoi(answer);
if (count <= 0) {
return SR_CONTINUE;
}
if (count > o->amt) count = o->amt;
}
- [+] 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 13:50:17 +11:00
if (o->type->id == OT_GOLD) {
givemoney(lf, NULL, count);
(*ndonated)++;
goldgiven += count;
- [+] 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 11:57:21 +11:00
} else {
- [+] 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 13:50:17 +11:00
object_t *newob;
char let;
- [+] 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 14:10:21 +10:00
int thisval,pct = 100;
- [+] 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 13:50:17 +11:00
if (vm->contents->first) {
let = vm->contents->last->letter + 1;
- [+] 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.
2011-12-06 04:03:47 +11:00
} else {
- [+] 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 13:50:17 +11:00
let = 'a';
- [+] 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.
2011-12-06 04:03:47 +11:00
}
- [+] 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 14:10:21 +10:00
thisval = getobvalue(o);
if (!isknown(o)) {
pct -= 50;
}
if (!isidentified(o)) {
pct -= 25;
}
thisval = pctof(pct, thisval);
- [+] 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 13:50:17 +11:00
newob = moveob(o, vm->contents, count);
newob->letter = let;
(*ndonated)++;
practice(player, SK_SPEECH, 1);
- [+] 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 14:10:21 +10:00
goldgiven += thisval;
- [+] 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 13:50:17 +11:00
}
- [+] 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.
2011-12-06 04:03:47 +11:00
- [+] 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 13:50:17 +11:00
if ((vm->type->id == OT_TEMPLE) && goldgiven) {
flag_t *f;
f = hasflag(o->flags, F_LINKGOD);
if (f) {
- [+] 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 13:50:17 +11:00
lifeform_t *god = NULL;
god = findgod(f->val[0]);
msg("\"%s appreciates your kind donation.\"", god->race->name);
- [+] 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 13:50:17 +11:00
modpiety(god->race->id, (goldgiven/2));
- [+] 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 11:57:21 +11:00
} else {
msg("\"We appreciate your kind donation.\"");
- [+] 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 11:57:21 +11:00
}
- [+] 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 13:50:17 +11:00
} else {
- [+] 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 15:01:58 +10:00
sayphrase(NULL, SP_THANKS, SV_TALK, NA, NULL, player);
more();
- [+] 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 13:50:17 +11:00
}
f = hasflag(vm->flags, F_SHOPDONATED);
if (f) {
f->val[0] += goldgiven;
} else {
addflag(vm->flags, F_SHOPDONATED, goldgiven, NA, NA, NULL);
- [+] 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 11:57:21 +11:00
}
- [+] 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 14:10:21 +10:00
// remember amount donated, for addition to final score
f = lfhasflagval(lf, F_SCOREBONUS, NA, NA, NA, SCB_DONATIONS);
if (f) {
multi = f->val[1];
goldgiven += f->val[0];
} else {
f = addflag(lf->flags, F_SCOREBONUS, 0, NA, NA, SCB_DONATIONS);
multi = 0;
}
// cope with >= 65535
while (goldgiven > 65535) {
goldgiven -= 65535;
multi++;
}
f->val[0] = goldgiven;
f->val[1] = multi;
- [+] 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 11:57:21 +11:00
} else {
return SR_BACK;
}
- [+] 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 14:10:21 +10:00
angergodmaybe(R_GODTHIEVES, 10, GA_MONEY);
more();
- [+] 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 13:50:17 +11:00
- [+] 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 11:57:21 +11:00
return SR_CONTINUE;
}
enum SHOPRETURN shopabsolve(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
char ch;
int y;
int piety,cost = 0,possible = B_TRUE;
flag_t *f;
lifeform_t *god = NULL;
y = starty;
// get linked god
f = hasflag(vm->flags, F_LINKGOD);
god = findgod(f->val[0]);
- [+] 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 11:57:21 +11:00
piety = getpiety(god->race->id);
if (piety < 100) {
cost = (100 - piety) * 3;
- [+] 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 13:50:17 +11:00
cost = applyshoppricemod(cost, lf, vm, SA_BUY);
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "It will cost $%d to absolve your sins against %s.", cost, god->race->name);
y += 2;
} else {
mvwprintw(mainwin, y, 0, "You do not appear to have sinned against %s.", god->race->name);
y += 2;
possible = B_FALSE;
}
if (possible) {
if (countmoney(lf->pack) >= cost) {
mvwprintw(mainwin, y, 0, "Pay for absolution (you have $%d) [yn]? ", countmoney(lf->pack));
} else {
mvwprintw(mainwin, y, 0, "You cannot afford to pay $%d for absolution.", cost); y+= 2;
possible = B_FALSE;
}
}
if (!possible) {
mvwprintw(mainwin, y, 0, "[Press any key]");
}
ch = getch();
if (!possible || (ch != 'y')) {
return SR_BACK;
}
givemoney(lf, NULL, cost);
setpiety(god->race->id, 100);
msg("\"You sins are forgiven!\""); more();
return SR_BACK;
}
enum SHOPRETURN shopbless(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
object_t *o;
char ch,buf[BUFLEN];
int y;
int remcursecost, blesscost,surcharge;
y = starty;
- [+] 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 13:50:17 +11:00
remcursecost = applyshoppricemod(DEF_REMCURSECOST, lf, vm, SA_BUY);
blesscost = applyshoppricemod(DEF_BLESSCOST, lf, vm, SA_BUY);
surcharge = applyshoppricemod(DEF_SURCHARGE, lf, vm, SA_BUY);
- [+] 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 11:57:21 +11:00
if (isalignedtemple(vm)) {
blesscost /= 2; limit(&blesscost, 1, NA);
remcursecost = 0;
surcharge = 0;
}
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "So long as their aura is known, we can bestow a blessing on most items."); y += 2;
if (remcursecost == 0) {
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "Curse removal - FREE"); y++;
} else {
mvwprintw(mainwin, y, 0, "Curse removal - $%d each",remcursecost); y++;
}
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "Blessings - $%d each",blesscost); y += 2;
if (surcharge != 0) {
mvwprintw(mainwin, y, 0, "(there is a $%d surcharge for uncursing an equipped item)",surcharge); y += 2;
}
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "Pay for a blessing (you have $%d) [yn]? ", countmoney(lf->pack));
ch = getch();
if (ch != 'y') {
return SR_BACK;
}
// ask which object
snprintf(buf, BUFLEN, "Bless which object (you have $%d)?", countmoney(lf->pack));
- [+] 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 11:57:21 +11:00
initprompt(&prompt, buf);
for (o = player->pack->first ; o ; o = o->next) {
- [+] 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.
2012-03-27 07:21:43 +11:00
int ok = B_FALSE;
- [+] 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 11:57:21 +11:00
if (o->blessknown && (o->blessed != B_BLESSED) && !hasflag(o->flags, F_NOBLESS)) {
- [+] 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.
2012-03-27 07:21:43 +11:00
ok = B_TRUE;
} else if (!o->blessknown && !hasflag(o->flags, F_NOBLESS)) {
ok = B_TRUE;
}
if (ok) {
- [+] 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 11:57:21 +11:00
char costbuf[BUFLEN];
getobname(o, buf, o->amt);
snprintf(costbuf, BUFLEN, "%-60s($%d)", buf, getshopblessprice(o, vm));
- [+] 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 11:57:21 +11:00
addchoice(&prompt, o->letter, costbuf, costbuf, o, NULL);
}
}
addchoice(&prompt, '-', "(nothing)", NULL, NULL, NULL);
ch = getchoice(&prompt);
o = (object_t *)prompt.result;
if (o) {
int cost;
- [+] 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 13:50:17 +11:00
cost = getshopblessprice(o, vm);
- [+] 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 11:57:21 +11:00
if (countmoney(player->pack) < cost) {
msg("You cannot afford the $%d blessing price.", cost);
more();
} else {
msg("You hand over $%d to the priest.", cost); more();
givemoney(player, NULL, cost);
- [+] 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.
2012-03-27 07:21:43 +11:00
// already blessed?
- [+] 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 11:57:21 +11:00
msg("The priest raise his hands in supplication."); more();
- [+] 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.
2012-03-27 07:21:43 +11:00
if (isblessed(o)) {
msg("\"Hey, this item is already blessed!\""); more();
o->blessknown = B_TRUE;
// chance to get your money back.
if (skillcheck(player, SC_SPEECH, 100, 0)) {
- [+] 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.
2012-03-27 07:21:43 +11:00
char goldbuf[BUFLEN];
msg("\"...so I will return your payment.\""); more();
snprintf(goldbuf, BUFLEN, "%d gold dollars", cost);
- [+] 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.
2012-03-27 07:21:43 +11:00
addob(player->pack, goldbuf);
} else {
msg("\"Unfortunately, we do not offer refunds.\""); more();
}
} else {
blessob(o);
}
- [+] 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 11:57:21 +11:00
more();
}
}
return SR_CONTINUE;
}
enum SHOPRETURN shopid(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *nid) {
flag_t *sellflag[MAXCANDIDATES];
char buf[BUFLEN],obname[BUFLEN];
int nsellflags;
object_t *o;
int y,ch,i;
int cost = DEF_IDCOST;
y = starty;
cost = applyshoppricemod(DEF_IDCOST,lf, vm, SA_ID);
*nid = 0;
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "%s", "We can help inspect your items for a small fee."); y += 2;
mvwprintw(mainwin, y, 0, "For just $%d per item we can reveal their general purpose,", cost); y++;
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "%s", "however please note that we are unable to detect magical"); y++;
mvwprintw(mainwin, y, 0, "%s", "enchantments or blessings."); y += 2;
mvwprintw(mainwin, y, 0, "%s", "Identify items [y/n]? ");
ch = getch();
if (ch != 'y') {
return SR_BACK;
}
getflags(vm->flags, sellflag, &nsellflags, F_SHOPACCEPTSFLAG, F_NONE);
// ask what to sell
snprintf(buf, BUFLEN, "What would you like to inspect (you have $%d)?", countmoney(lf->pack));
initprompt(&prompt, buf);
prompt.maycancel = B_TRUE;
for (o = player->pack->first ; o ; o = o->next) {
int ok = B_FALSE;
for (i = 0; i < nsellflags; i++) {
if (obmatchessellflag(o, sellflag[i], SA_ID)) {
if (!isknown(o)) {
ok = B_TRUE;
break;
}
}
}
if (ok) {
char costbuf[BUFLEN];
getobname(o, buf, o->amt);
snprintf(costbuf, BUFLEN, "%-60s($%d)", buf, cost);
addchoice(&prompt, o->letter, costbuf, costbuf, o, NULL);
}
}
addchoice(&prompt, '-', "(nothing)", NULL, NULL, NULL);
ch = getchoice(&prompt);
o = (object_t *)prompt.result;
if (!o) {
return SR_BACK;
}
// confirm
getobname(o, obname, o->amt);
if (countmoney(player->pack) < cost) {
msg("You cannot afford the $%d inspection fee.", cost);
more();
} else {
// pay.
msg("You hand over $%d.", cost); more();
givemoney(player, NULL, cost);
// id it.
makeknown(o->type->id);
// get name again
getobname(o, obname, o->amt);
// tell the player
msg("\"%s %s.\"",(o->amt == 1) ? "That is" : "Those are", obname);
more();
}
return SR_CONTINUE;
}
// returns F_OPENHOURS flag if the shop is closed.
flag_t *shopisclosed(object_t *shop) {
flag_t *f;
f = hasflag(shop->flags, F_OPENHOURS);
if (f) {
int h = -1,m = -1,s = -1;
splittime(&h, &m, &s);
if (!timeisbetween(h, f->val[0], f->val[1])) {
return f;
}
}
return NULL;
}
- [+] 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 11:57:21 +11:00
enum SHOPRETURN shopmiracle(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
char ch;
int y;
int piety,cost = 0,possible = B_TRUE;
flag_t *f;
lifeform_t *god = NULL;
y = starty;
// get linked god
f = hasflag(vm->flags, F_LINKGOD);
god = findgod(f->val[0]);
- [+] 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 11:57:21 +11:00
piety = getpiety(god->race->id);
cost = 1000 - piety;
- [+] 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 13:50:17 +11:00
cost = applyshoppricemod(cost,lf, vm, SA_BUY);
- [+] 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 11:57:21 +11:00
if (godisangry(god->race->id)) {
mvwprintw(mainwin, y, 0, "%s does not currently find you worthy of miracles.", god->race->name);
y += 2;
possible = B_FALSE;
} else {
mvwprintw(mainwin, y, 0, "For $%d, we will ask %s to intervene on your behalf.", cost, god->race->name);
y += 2;
}
if (possible) {
if (countmoney(lf->pack) >= cost) {
mvwprintw(mainwin, y, 0, "Pay for a miracle (you have $%d) [yn]? ", countmoney(lf->pack));
} else {
mvwprintw(mainwin, y, 0, "You cannot afford to pay $%d.", cost); y+= 2;
possible = B_FALSE;
}
}
if (!possible) {
mvwprintw(mainwin, y, 0, "[Press any key]");
}
ch = getch();
if (!possible || (ch != 'y')) {
return SR_BACK;
}
givemoney(lf, NULL, cost);
- [+] 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 22:50:52 +11:00
godgiftmaybe(god->race->id, B_TRUE, B_TRUE);
- [+] 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 11:57:21 +11:00
more();
return SR_BACK;
}
// returns B_TRUE if shop transaction should end
enum SHOPRETURN shoppurchase(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *npurchased) {
object_t *o;
int y;
char buf[BUFLEN], buf2[BUFLEN], choices[BUFLENSMALL];
char ch;
- [+] 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
2011-12-13 03:40:17 +11:00
static enum {
BUY,
EXAMINE
} shopmode = BUY;
- [+] 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 11:57:21 +11:00
y = starty;
// list objects for sale
for (o = vm->contents->first ; o ; o = o->next) {
char obname[BUFLEN];
int thisprice;
- [+] 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
2011-12-13 03:40:17 +11:00
enum COLOUR col;
* [+] 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 13:55:14 +11:00
getshopobname(o, obname, o->amt);
- [+] 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 13:50:17 +11:00
thisprice = (int)getshopprice(o, player, vm);
- [+] 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 11:57:21 +11:00
snprintf(buf, BUFLEN, "%c - %s", o->letter, obname);
- [+] 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
2011-12-13 03:40:17 +11:00
if (shopmode == BUY) {
- [+] 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 12:31:36 +11:00
if (canafford(player, thisprice)) {
- [+] 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
2011-12-13 03:40:17 +11:00
col = C_GREY;
} else {
col = C_RED;
}
} else {
col = C_GREY;
}
snprintf(buf2, BUFLEN, "^%d%-60s$%d", col, buf, thisprice);
wmove(mainwin, y, 0);
textwithcol(mainwin, buf2);
- [+] 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 11:57:21 +11:00
y++;
}
strcpy(choices, "");
y++;
wmove(mainwin, y, 0);
textwithcol(mainwin, "^n");
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "You have $%d.", countmoney(player->pack));
y++;
y++;
- [+] 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 11:57:21 +11:00
// ask what to do
- [+] 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 14:40:43 +11:00
mvwprintw(mainwin, y, 0, "What will you %s (ESC=done, ?=toggle action)? ", (shopmode == BUY) ? "buy" : "examine");
- [+] 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 11:57:21 +11:00
ch = getch();
if (ch == 27) {
strcpy(toptext, "");
return SR_BACK;
- [+] 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
2011-12-13 03:40:17 +11:00
} else if (ch == '?') {
if (shopmode == BUY) {
shopmode = EXAMINE;
} else {
shopmode = BUY;
}
- [+] 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 11:57:21 +11:00
} else {
// try to find that object...
o = hasobletter(vm->contents, ch);
if (o) {
- [+] 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
2011-12-13 03:40:17 +11:00
if (shopmode == EXAMINE) {
describeob(o);
} else {
enum SKILLLEVEL slev;
char obname[BUFLEN],validchars[BUFLENSMALL];
char answer;
int value;
value = (int)getshopprice(o, player, vm);
- [+] 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
2011-12-13 03:40:17 +11:00
slev = getskill(player, SK_THIEVERY);
// confirm
getshopobname(o, obname, o->amt);
snprintf(buf, BUFLEN, "Buy%s %s for $%d?", slev ? "/steal" : "", obname, value);
strcpy(validchars, "yn");
if (slev) {
strcat(validchars, "s");
}
answer = askchar(buf, validchars,"n", B_TRUE, B_FALSE);
if (answer == 'y') {
- [+] 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 12:31:36 +11:00
char ques[BUFLEN];
object_t *oo;
// do you have enough money (or a credit card)?
if (canafford(player, value)) {
object_t *money = NULL;
enum SKILLLEVEL slev;
slev = getskill(lf, SK_SPEECH);
// determine payment method
snprintf(ques, BUFLEN, "How will you pay for %s ($%d)?", obname, value);
- [+] 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 12:31:36 +11:00
initprompt(&prompt, ques);
for (oo = player->pack->first ; oo ; oo = oo->next) {
if ((oo->type->id == OT_GOLD) || (oo->type->id == OT_CREDITCARD) || hasflag(oo->flags, F_GEM)) {
char moneyname[BUFLEN];
char fullname[BUFLEN];
int valid = B_FALSE;
- [+] 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 12:31:36 +11:00
getobname(oo, moneyname, oo->amt);
if (oo->type->id == OT_GOLD) {
// only list gold if you have enough
if (getobvalue(oo) >= value) valid = B_TRUE;
strcpy(fullname, moneyname);
} else if (hasflag(oo->flags, F_GEM)) {
// gems are only valid if our psychology skill is high
// enough to convince the shopkeeper to accept them.
if (slev >= PR_BEGINNER) {
int thisval;
thisval = applyshoppricemod(getobvalue(oo), player, vm, SA_SELL);
if (thisval >= value) {
valid = B_TRUE;
snprintf(fullname, BUFLEN, "%s (worth $%d)", moneyname, thisval);
}
- [+] 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 12:31:36 +11:00
}
} else {
// always list anything else (credit cards)
- [+] 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 12:31:36 +11:00
valid = B_TRUE;
strcpy(fullname, moneyname);
}
if (valid) {
addchoice(&prompt, oo->letter, fullname, fullname, oo, NULL);
- [+] 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
2011-12-13 03:40:17 +11:00
}
* [+] 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 13:55:14 +11:00
}
- [+] 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 12:31:36 +11:00
}
money = NULL;
if (prompt.nchoices == 1) {
// only one possibility.
// is it gold?
money = (object_t *)prompt.choice[0].data;
if (money->type->id != OT_GOLD) {
// if not gold, still confirm it.
money = NULL;
- [+] 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
2011-12-13 03:40:17 +11:00
}
}
- [+] 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 12:31:36 +11:00
if (!money) {
addchoice(&prompt, '-', "(cancel)", "(cancel)", NULL, NULL);
prompt.maycancel = B_TRUE;
getchoice(&prompt);
money = (object_t *)prompt.result;
}
if (money) {
int buyit = B_FALSE;
char buytext[BUFLEN];
enum {
PM_GOLD,
PM_GEM,
PM_CARD,
} purchasemethod;
if (money->type->id == OT_CREDITCARD) {
purchasemethod = PM_CARD;
if (getcharges(money) >= value) {
- [+] 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
2011-12-13 03:40:17 +11:00
// you got it!
- [+] 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 12:31:36 +11:00
buyit = B_TRUE;
usecharges(money, value);
- [+] 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 16:16:45 +11:00
strcpy(buytext, "Charged to card");
- [+] 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
2011-12-13 03:40:17 +11:00
if (npurchased) (*npurchased)++;
} else {
// maxed!
- [+] 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 12:31:36 +11:00
usecharges(money, getcharges(o)); // use up all remaining charges
- [+] 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
2011-12-13 03:40:17 +11:00
// get kicked out
msg("^B\"Trying to use a maxed out card, eh? Get out of here, thief!\""); more();
// shop closes
addflag(vm->flags, F_BANNEDLF, player->id, NA, NA, NULL);
return SR_QUIT;
}
- [+] 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 12:31:36 +11:00
} else { // ie gold or gem;
if (getobvalue(money) >= value) {
buyit = B_TRUE;
// lose money (do this first to avoid potential weight issues)
if (hasflag(money->flags, F_GEM)) {
int gemsneeded;
char gemname[BUFLEN];
- [+] 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 13:15:36 +11:00
int valpergem,amtpaid = 0, change = 0;
- [+] 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 13:50:17 +11:00
valpergem = applyshoppricemod(real_getobvalue(money, 1), player, vm, SA_SELL);
- [+] 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 12:31:36 +11:00
gemsneeded = value / valpergem;
limit(&gemsneeded, 1, NA); // (in case gem is worth more than object)
getobname(money, gemname, gemsneeded);
- [+] 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 13:15:36 +11:00
// calculate how much change to give...
amtpaid = gemsneeded * valpergem;
change = amtpaid - value;
// remove enough gems to pay...
- [+] 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 12:31:36 +11:00
removeob(money, gemsneeded);
purchasemethod = PM_GEM;
// announce that we're using a gem
- [+] 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 13:15:36 +11:00
// also determine whether the player get change
if (slev >= PR_ADEPT) {
msg("You hand over %s%s.", gemname,
(change > 0) ? " and ask for change." : "");
- [+] 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 13:15:36 +11:00
more();
if (change > 0) {
char changebuf[BUFLEN];
snprintf(changebuf, BUFLEN, "%d gold dollars", change);
- [+] 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 13:15:36 +11:00
addob(player->pack, changebuf);
msg("You receive $%d change.", change); more();
}
- [+] 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 13:15:36 +11:00
} else {
msg("You hand over %s.", gemname); more();
}
- [+] 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 12:31:36 +11:00
} else {
givemoney(player, NULL, value);
purchasemethod = PM_GOLD;
}
strcpy(buytext, "Purchased");
if (npurchased) (*npurchased)++;
} else {
- [+] 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 17:44:12 +11:00
msg("\"I'm afraid that won't cover it...\""); more();
- [+] 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 12:31:36 +11:00
o = NULL;
}
}
if (buyit) {
int shopamt;
// clear o->letter
o->letter = '\0';
// give object
shopamt = o->amt; // avoid "purchased: 2 apples" when you only bought 1 but were holding 1
o = moveob(o, player->pack, ALL);
identify(o);
getobname(o, obname, shopamt);
snprintf(toptext, BUFLEN, "%s: %c - %s", buytext, o->letter, obname);
if (npurchased) (*npurchased)++;
if (purchasemethod == PM_CARD) {
// god of thieves likes credit cards...
pleasegodmaybe(R_GODTHIEVES, (value/75));
more(); // in case there was an effect
- [+] 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 12:31:36 +11:00
} else {
practice(player, SK_SPEECH, 1);
}
* [+] 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 13:55:14 +11:00
}
- [+] 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
2011-12-13 03:40:17 +11:00
} else {
- [+] 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 12:31:36 +11:00
msg("Cancelled."); more();
- [+] 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
2011-12-13 03:40:17 +11:00
o = NULL;
- [+] 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 12:31:36 +11:00
} // end if money
- [+] 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
2011-12-13 03:40:17 +11:00
} else {
msg("You can't afford that!"); more();
o = NULL;
}
} else if (answer == 's') { // steal
// skillcheck - difficulty based on total value of objects here
if (skillcheck(player, SC_STEAL, 75+(value/10), 0)) {
- [+] 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
2011-12-13 03:40:17 +11:00
int shopamt;
// success
- [+] 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 11:57:21 +11:00
o->letter = '\0';
- [+] 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
2011-12-13 03:40:17 +11:00
shopamt = o->amt; // avoid "stolen: 2 apples" when you only bought 1 but were holding 1
- [+] 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 11:57:21 +11:00
o = moveob(o, player->pack, ALL);
identify(o);
getobname(o, obname, shopamt);
- [+] 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
2011-12-13 03:40:17 +11:00
snprintf(toptext, BUFLEN, "Stolen: %c - %s", o->letter, obname);
- [+] 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 12:21:22 +11:00
practice(player, SK_THIEVERY, 1);
- [+] 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
2011-12-13 03:40:17 +11:00
pleasegodmaybe(R_GODTHIEVES, (value/50));
more(); // in case there was an effect
- [+] 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 11:57:21 +11:00
o = NULL;
- [+] 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
2011-12-13 03:40:17 +11:00
} else {
msg("^B\"HEY! Get out of my shop, thief!\""); more();
// shop closes
addflag(vm->flags, F_BANNEDLF, player->id, NA, NA, NULL);
return SR_QUIT;
- [+] 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 11:57:21 +11:00
}
} else {
- [+] 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
2011-12-13 03:40:17 +11:00
// cancelled
strcpy(toptext, "");
- [+] 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 11:57:21 +11:00
}
- [+] 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
2011-12-13 03:40:17 +11:00
} // end if shopmode == ...
- [+] 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 11:57:21 +11:00
} else {
snprintf(toptext, BUFLEN, "No such item.");
} // end if o
} // end if ch
return SR_CONTINUE;
}
enum SHOPRETURN shoprepair(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
object_t *o;
char ch,buf[BUFLEN];
int y,hpcost;
char obname[BUFLEN];
flag_t *f;
y = starty;
hpcost = DEF_REPAIRCOSTPERHP;
// get list of objects to repair
snprintf(buf, BUFLEN, "Repair which object (you have $%d)?", countmoney(lf->pack));
initprompt(&prompt, buf);
for (o = player->pack->first ; o ; o = o->next) {
if (isarmour(o) && isdamaged(o)) {
char desc[BUFLEN];
int thiscost;
// determine cost...
f = hasflag(o->flags, F_OBHP);
- [+] 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 13:50:17 +11:00
thiscost = applyshoppricemod((f->val[1] - f->val[0]) * hpcost, lf, vm, SA_BUY);
// add to prompt
getobname(o, obname, o->amt);
snprintf(desc, BUFLEN, "%s ($%d)", obname,thiscost);
addchoice(&prompt, o->letter, desc, desc, o, NULL);
}
}
addchoice(&prompt, '-', "(nothing)", NULL, NULL, NULL);
mvwprintw(mainwin, y, 0, "We offer repair services for most kinds armour."); y+=2;
if (prompt.nchoices == 1) {
mvwprintw(mainwin, y, 0, "You have no armour in need of repair."); y += 2;
mvwprintw(mainwin, y, 0, "[Press any key]");
} else {
mvwprintw(mainwin, y, 0, "Pay to repair your armour (you have $%d) [yn]? ", countmoney(lf->pack));
}
ch = getch();
if ((prompt.nchoices == 1) || (ch != 'y')) {
return SR_BACK;
}
// ask which object
ch = getchoice(&prompt);
o = (object_t *)prompt.result;
if (o) {
int thiscost;
// determine cost...
f = hasflag(o->flags, F_OBHP);
- [+] 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 13:50:17 +11:00
thiscost = applyshoppricemod((f->val[1] - f->val[0]) * hpcost, lf, vm, SA_BUY);
if (thiscost > countmoney(player->pack)) {
msg("You can't afford to repair that item!"); more();
return SR_CONTINUE;
}
msg("You hand over $%d.", thiscost); more();
givemoney(player, NULL, thiscost);
f->val[0] = f->val[1];
getobname(o, obname, o->amt);
msg("Your %s %s completely repaired.", obname, (o->amt == 1) ? "is" : "are"); more();
}
return SR_CONTINUE;
- [+] 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 11:57:21 +11:00
}
- [+] 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 15:02:26 +11:00
enum SHOPRETURN shopresize(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
object_t *o;
char ch,buf[BUFLEN];
int y;
int resizecost;
y = starty;
- [+] 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 13:50:17 +11:00
resizecost = applyshoppricemod(pctof(75, DEF_RESIZECOST), lf, vm, SA_BUY);
- [+] 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 15:02:26 +11:00
mvwprintw(mainwin, y, 0, "For just $%d per item, we can resize weapons or armour to fit you.", resizecost); y ++;
mvwprintw(mainwin, y, 0, "(item quality will not be affected)"); y += 2;
if (countmoney(player->pack) < resizecost) {
- [+] 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?
2012-02-10 08:00:10 +11:00
mvwprintw(mainwin, y, 0, "Sadly, you cannot afford the resizing fee."); y += 2;
mvwprintw(mainwin, y, 0, "[Press a key to return]");
- [+] 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 15:02:26 +11:00
getch();
return SR_BACK;
} else {
mvwprintw(mainwin, y, 0, "Pay to resize an item (you have $%d) [yn]? ", countmoney(lf->pack));
}
ch = getch();
if (ch != 'y') {
return SR_BACK;
}
// ask which object
snprintf(buf, BUFLEN, "Resize which object (you have $%d)?", countmoney(lf->pack));
- [+] 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 15:02:26 +11:00
initprompt(&prompt, buf);
for (o = player->pack->first ; o ; o = o->next) {
if (hasflag(o->flags, F_MULTISIZE) && !armourfits(player, o, NULL)) {
char costbuf[BUFLEN];
getobname(o, buf, o->amt);
snprintf(costbuf, BUFLEN, "%-60s($%d)", buf, resizecost);
- [+] 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 15:02:26 +11:00
addchoice(&prompt, o->letter, costbuf, costbuf, o, NULL);
}
}
addchoice(&prompt, '-', "(nothing)", NULL, NULL, NULL);
ch = getchoice(&prompt);
o = (object_t *)prompt.result;
if (o) {
msg("You hand over $%d.", resizecost); more();
givemoney(player, NULL, resizecost);
resizeobject(o, getlfsize(player)); // always go to player's size
getobname(o, buf, 1);
msgnocap("%c - %s", o->letter, buf);
more();
}
return SR_CONTINUE;
}
- [+] 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 11:57:21 +11:00
enum SHOPRETURN shoprest(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *ndonated) {
char ch,obid[BUFLENSMALL],buf[BUFLEN];
int y,i;
int cost = 0,possible = B_TRUE, amt;
y = starty;
- [+] 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 16:16:45 +11:00
cost = applyshoppricemod(10, lf, vm, SA_BUY);
- [+] 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 11:57:21 +11:00
mvwprintw(mainwin, y, 0, "We offer good quality rooms for only $%d per hour.", cost);
y += 2;
if (countmoney(lf->pack) >= cost) {
mvwprintw(mainwin, y, 0, "Rent a room (you have $%d) [yn]? ", countmoney(lf->pack));
} else {
mvwprintw(mainwin, y, 0, "You cannot afford to pay $%d.", cost); y+= 2;
possible = B_FALSE;
}
if (!possible) {
mvwprintw(mainwin, y, 0, "[Press any key]");
}
ch = getch();
if (!possible || (ch != 'y')) {
return SR_BACK;
}
// how many hours?
snprintf(buf, BUFLEN, "How many hours will you pay for (you have $%d)?", countmoney(lf->pack));
- [+] 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 11:57:21 +11:00
initprompt(&prompt, buf);
for (i = 1; i <= 9; i++) {
int thiscost;
thiscost = cost * i;
snprintf(buf, BUFLEN, "%d hour%s ($%d)", i, (i == 1) ? "" : "s", thiscost);
- [+] 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 11:57:21 +11:00
addchoice(&prompt, '0' + i, buf, buf, NULL, NULL);
}
addchoice(&prompt, '-', "Cancel", NULL, NULL, NULL);
ch = getchoice(&prompt);
if (ch == '-') {
return SR_BACK;
}
amt = ch - '0'; // ie. 1 - 12
cost *= amt;
givemoney(lf, NULL, cost);
- [+] 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 11:57:21 +11:00
// mark that we are resting in a hotel
snprintf(obid, BUFLENSMALL, "%ld", vm->id);
- [+] 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 11:57:21 +11:00
addflag(lf->flags, F_RESTINGINMOTEL, amt*60, 0, NA, obid);
addflag(lf->flags, F_RESTUNTILBETTER, B_TRUE, NA, NA, NULL);
breakaitargets(lf, B_FALSE);
- [+] 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 11:57:21 +11:00
startresting(lf, B_FALSE);
more();
return SR_QUIT;
}
- [+] 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 13:50:17 +11:00
enum SHOPRETURN shopsell(lifeform_t *lf, object_t *vm, int starty, char *toptext, int *nsold) {
int count = 0;
flag_t *sellflag[MAXCANDIDATES],*curflag = NULL ;
char buf[BUFLEN];
int nsellflags;
object_t *o;
int y,ch,i;
y = starty;
*nsold = 0;
mvwprintw(mainwin, y, 0, "We offer good prices for quality items."); y += 2;
2023-10-11 12:56:18 +11:00
mvwprintw(mainwin, y, 0, "Sell items [y/n]? ");
- [+] 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 13:50:17 +11:00
ch = getch();
if (ch != 'y') {
return SR_BACK;
}
getflags(vm->flags, sellflag, &nsellflags, F_SHOPACCEPTSFLAG, F_NONE);
// ask what to sell
snprintf(buf, BUFLEN, "What will you sell (you have $%d)?", countmoney(lf->pack));
- [+] 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 13:50:17 +11:00
o = doaskobject(player->pack, buf, NULL, &count, B_TRUE, B_FALSE, B_FALSE, '\0', vm, SA_SELL, NULL, B_FALSE);
- [+] 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 13:50:17 +11:00
if (!o) {
return SR_BACK;
}
// validate it
- [+] 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 13:50:17 +11:00
if (o) {
object_t *newob;
char let, paymentbuf[BUFLEN],obname[BUFLEN],buf[BUFLEN];
int sellprice;
// get matching sell flag
curflag = NULL;
for (i = 0; i < nsellflags; i++) {
if (obmatchessellflag(o, sellflag[i], SA_SELL)) {
- [+] 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 13:50:17 +11:00
curflag = sellflag[i];
break;
}
}
- [+] 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 22:49:53 +10:00
if (!curflag) {
// you picked something impoassible
msg("We don't accept that kind of object.");
more();
return SR_CONTINUE;
}
// can we remove it?
if (isequipped(o)) {
if (takeoff(lf, o)) {
more();
- [+] 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 22:49:53 +10:00
return SR_CONTINUE;
}
}
- [+] 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 13:50:17 +11:00
// calculate sale price
sellprice = applyshoppricemod (
- [+] 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 13:50:17 +11:00
pctof(curflag->val[1], real_getobvalue(o, 1)),
lf, vm, SA_SELL );
sellprice *= count;
// confirm
getobname(o, obname, count);
snprintf(buf, BUFLEN, "Sell %s for $%d?", obname, sellprice);
- [+] 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 13:50:17 +11:00
ch = askchar(buf, "yn","n", B_TRUE, B_FALSE);
if (ch == 'y') {
// move object to the shop
if (vm->contents->first) {
let = vm->contents->last->letter + 1;
} else {
let = 'a';
}
newob = moveob(o, vm->contents, count);
newob->letter = let;
(*nsold)++;
// give money to player
snprintf(paymentbuf, BUFLEN, "%d gold dollars", sellprice);
- [+] 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 13:50:17 +11:00
addob(player->pack, paymentbuf);
practice(player, SK_SPEECH, 1);
msg("Pleasure doing business with you!!"); more();
}
} else {
return SR_BACK;
}
return SR_CONTINUE;
}