- [+] 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
|
2012-11-14 15:59:18 +11:00
|
|
|
#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
|
2012-01-09 15:02:26 +11:00
|
|
|
#define DEF_RESIZECOST 80
|
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;
|
|
|
|
|
2012-02-26 10:42:48 +11:00
|
|
|
// "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) {
|
2012-06-25 22:49:53 +10:00
|
|
|
if (strstr(buf, "gold dollar")) {
|
2012-02-26 10:42:48 +11:00
|
|
|
strcpy(buf, "potion of water");
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
if (strstr(buf, "credit card")) {
|
|
|
|
strcpy(buf, "paper clip");
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
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;
|
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%)
|
2012-02-01 12:31:36 +11:00
|
|
|
// high bonus = lower price.
|
2012-02-07 13:50:17 +11:00
|
|
|
pricepct += ((getstatmod(lf, A_CHA)/2) * dir);
|
- [+] 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
|
|
|
|
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) {
|
2012-02-15 06:11:33 +11:00
|
|
|
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
|
|
|
}
|
|
|
|
}
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- [+] 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
|
|
|
// -30 - +30 percent discount/penalty in aligned
|
|
|
|
// 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])) {
|
|
|
|
enum PIETYLEV plev;
|
|
|
|
plev = getpietylev(f->val[0], NULL, NULL);
|
|
|
|
pricepct += ((plev*10) * dir);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2012-02-01 12:31:36 +11:00
|
|
|
int canafford(lifeform_t *lf, int amt) {
|
|
|
|
int goldamt = 0,gemamt = 0;
|
|
|
|
goldamt = countmoney(lf->pack);
|
2012-04-07 17:18:56 +10:00
|
|
|
if (getskill(lf, SK_SPEECH) >= PR_BEGINNER) {
|
2012-02-07 13:50:17 +11:00
|
|
|
gemamt = applyshoppricemod(counthighestobflagvalue(lf->pack, F_GEM), lf, NULL, SA_BUY); // adjust using charisma etc
|
2012-02-01 12:31:36 +11:00
|
|
|
}
|
|
|
|
if ((goldamt >= amt ) || (gemamt >= amt) || hasob(lf->pack, OT_CREDITCARD)) {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
|
|
|
return B_FALSE;
|
|
|
|
}
|
|
|
|
|
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;
|
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;
|
|
|
|
}
|
|
|
|
|
2012-05-22 16:10:49 +10:00
|
|
|
int obmatchessellflag(object_t *o, flag_t *f, enum SHOPACTION action) {
|
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])) {
|
2012-05-22 16:10:49 +10:00
|
|
|
if ((action == SA_SELL) && (f->val[1] == NA)) {
|
|
|
|
} else {
|
|
|
|
return B_TRUE;
|
|
|
|
}
|
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];
|
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 = hasflag(vm->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])) {
|
|
|
|
sayphrase(NULL, f->val[2], SV_TALK, hoursto12(f->val[0]), NULL, player);
|
|
|
|
}
|
- [+] vault:pub
- [+] has lots of recruitable people
- [+] plants, magic creatures, etc shoudl have infinite staina
- [+] severed fingers/heads are no longer considered "corpses".
- [+] new kind of bed: pile of straw
- [+] closed shops now work properly.
- [+] stench skillcheck (in makenauseated) - announce this differenlty
to 'nothing happen's
- [+] monsters won't turn to face sounds when fleeing.
- [+] increase accuracy for spear, but reduce accuracy when adjacent
- [+] why didn't cyborg warrior start with bullwhip equiped??
- [+] isbetterwepthan() should take EXTRADAM flag into account
- [+] monster starting skill levels should depend on iq
- [+] no sprinting with injured legs
- [+] more restructions when stunned:
- [+] no throwing
- [+] no operating
- [+] no firearms
- [+] tombstone text: Eaten by a snow troll's halberd
- [+] bug: ekrub gained MASSIVE piety when i sacrificed a soldier ant
corpse! reduced.
- [+] learning certain lore skills should please gods
- [+] repairing should take a lot longer. ie. shoudlbn't be able to do
it during a fight.
- [+] workhelpobs (spanner/needle) should have F_HELPSREPAIR,
v0=material, v1=howmuch
- [+] continuerepairing() should only fix <skill + helpsrepair> hp
per turn.
- [+] announce helpsrepair in obdesc
- [+] coldroom vault:
- [+] ice floor
- [+] ice walls
- [+] ice pillar
- [+] frozen corpses
- [+] new job: gladiator
- [+] sword
- [+] shield
- [+] high shield skill
- [+] high evasion skill
- [+] limited armour skill
- [+] net
- [+] war cry fairly early on
- [+] gust of wind and airblast should drop flying creatures
- [+] fall_from_air().
- [+] trigger then when wind-based effects hit.
- [+] chance of falling depends on size.
- [+] if you polymorph a monster, it should NOT turn back to its
original form!
- [+] criticals dont seem to be happening any more... fixed
- [+] when picking first askcoords target lf, pick the closest
- [+] sakcs etc should contain rarer objects.
- [+] intelligent ai: if exhausted and in battle, and faster than
opponent, flee.???
- [+] easy way to fix reachability:
- [+] is there a solid cell which is:
- [+] adjacent to both a filled and an unfilled area?
- [+] not a fixed vault wall?
- [+] if so, just clear it.
- [+] genericise getrandomrace flags
- [+] some containers should have mini/tiny monsters inside!
- [+] f_hashidinglf, v0=rid
- [+] if you loot it, monster jumps out
- [+] ...and gets a free hit!
- [+] perception lets you see the container moving (only if it
weighs less than what is inside it)
- [+] genericise getrandomcell() with conditionsets.
* [+] condset_t
- [+] then replace all getrandomadjcell() calls...
- [+] remove getrandomroomcells
- [+] then remove WE_xxx
2012-11-13 16:04:30 +11:00
|
|
|
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();
|
|
|
|
mvwprintw(mainwin, 0, 0, toptext);
|
|
|
|
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;
|
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;
|
2012-02-07 13:50:17 +11:00
|
|
|
shoparg = &ngiven;
|
2012-05-22 16:10:49 +10:00
|
|
|
} 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;
|
2012-02-07 13:50:17 +11:00
|
|
|
shoparg = &ngiven;
|
2012-01-09 15:02:26 +11:00
|
|
|
} else if (curmenu == SM_RESIZE) {
|
|
|
|
shopfunc = shopresize;
|
2012-02-07 13:50:17 +11:00
|
|
|
shoparg = &ngiven;
|
2012-01-20 13:46:34 +11:00
|
|
|
} else if (curmenu == SM_REPAIR) {
|
|
|
|
shopfunc = shoprepair;
|
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;
|
|
|
|
|
|
|
|
// 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);
|
2012-01-10 16:05:40 +11:00
|
|
|
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);
|
|
|
|
}
|
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);
|
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;
|
|
|
|
// calculate cost
|
|
|
|
for (o = lf->pack->first ; o; o = o->next) {
|
|
|
|
if (!o->blessknown && !hasflag(o->flags, F_NOBLESS)) {
|
|
|
|
cost += 10;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cost) {
|
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 (!cost) {
|
|
|
|
mvwprintw(mainwin, y, 0, "You do not seem to possess anything which merits our services.");
|
|
|
|
y += 2;
|
|
|
|
possible = B_FALSE;
|
|
|
|
} else {
|
|
|
|
// ask what to detect
|
|
|
|
mvwprintw(mainwin, y, 0, "It will cost $%d to perform an divination on your items.", cost);
|
|
|
|
y += 2;
|
|
|
|
if (countmoney(lf->pack) < cost) {
|
|
|
|
mvwprintw(mainwin, y, 0, "Unfortunately, you cannot afford this.", cost);
|
|
|
|
y += 2;
|
|
|
|
possible = B_FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (possible){
|
|
|
|
mvwprintw(mainwin, y, 0, "Pay to detect auras on your items (you have $%d) [yn]? ", countmoney(lf->pack));
|
|
|
|
} else {
|
|
|
|
mvwprintw(mainwin, y, 0, "[Press a key to return]");
|
|
|
|
}
|
|
|
|
ch = getch();
|
|
|
|
if (possible && (ch == 'y')) {
|
|
|
|
givemoney(player, NULL, cost);
|
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
|
|
|
|
|
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;
|
|
|
|
}
|
2012-02-07 13:50:17 +11:00
|
|
|
*/
|
2012-05-28 17:05:19 +10:00
|
|
|
o = doaskobject(lf->pack, "What will you donate?", NULL, &count, B_TRUE, B_FALSE, B_FALSE, '\0', vm, SA_DONATE, MT_NOTHING, AO_NONE, F_NONE);
|
- [+] 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
|
|
|
|
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;
|
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();
|
|
|
|
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];
|
|
|
|
sprintf(buf, "How much money will you donate (you have $%d)?", o->amt);
|
|
|
|
askstring(buf, '?', answer, BUFLEN, NULL);
|
|
|
|
count = atoi(answer);
|
|
|
|
if (count <= 0) {
|
|
|
|
return SR_CONTINUE;
|
|
|
|
}
|
|
|
|
if (count > o->amt) count = o->amt;
|
|
|
|
}
|
|
|
|
|
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 {
|
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;
|
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 {
|
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);
|
|
|
|
|
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;
|
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
|
|
|
|
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) {
|
|
|
|
lifeform_t *god = NULL;
|
|
|
|
god = findgod(f->val[0]);
|
2012-05-28 17:05:19 +10:00
|
|
|
msg("\"%s appreciates your kind donation.\"", god->race->name);
|
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 {
|
2012-05-28 17:05:19 +10:00
|
|
|
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
|
|
|
}
|
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();
|
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);
|
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]);
|
|
|
|
|
|
|
|
piety = getpiety(god->race->id);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (piety < 100) {
|
|
|
|
cost = (100 - piety) * 3;
|
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;
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
|
mvwprintw(mainwin, y, 0, "So long as their aura is known, we can bestow a blessing on most items."); y += 2;
|
|
|
|
mvwprintw(mainwin, y, 0, "Curse removal - $%d each",remcursecost); y++;
|
|
|
|
mvwprintw(mainwin, y, 0, "Blessings - $%d each",blesscost); y += 2;
|
|
|
|
mvwprintw(mainwin, y, 0, "(there is a $%d surcharge for uncursing an equipped item)",surcharge); y += 2;
|
|
|
|
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
|
|
|
|
sprintf(buf, "Bless which object (you have $%d)?", countmoney(lf->pack));
|
|
|
|
initprompt(&prompt, buf);
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
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)) {
|
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);
|
2012-02-07 13:50:17 +11:00
|
|
|
sprintf(costbuf, "%-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;
|
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);
|
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();
|
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.
|
2012-07-18 09:03:17 +10:00
|
|
|
if (skillcheck(player, SC_SPEECH, 100, 0)) {
|
2012-03-27 07:21:43 +11:00
|
|
|
char goldbuf[BUFLEN];
|
|
|
|
msg("\"...so I will return your payment.\""); more();
|
2012-06-25 22:49:53 +10:00
|
|
|
sprintf(goldbuf, "%d gold dollars", cost);
|
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;
|
|
|
|
}
|
|
|
|
|
2012-05-22 16:10:49 +10:00
|
|
|
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;
|
|
|
|
|
|
|
|
mvwprintw(mainwin, y, 0, "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++;
|
|
|
|
mvwprintw(mainwin, y, 0, "however please note that we are unable to detect magical"); y++;
|
|
|
|
mvwprintw(mainwin, y, 0, "enchantments or blessings.", cost); y += 2;
|
|
|
|
mvwprintw(mainwin, y, 0, "Identify items [y/n]? ", countmoney(lf->pack));
|
|
|
|
|
|
|
|
ch = getch();
|
|
|
|
if (ch != 'y') {
|
|
|
|
return SR_BACK;
|
|
|
|
}
|
|
|
|
|
|
|
|
getflags(vm->flags, sellflag, &nsellflags, F_SHOPACCEPTSFLAG, F_NONE);
|
|
|
|
|
|
|
|
// ask what to sell
|
|
|
|
sprintf(buf, "What would you like to inspect (you have $%d)?", countmoney(lf->pack));
|
|
|
|
|
|
|
|
initprompt(&prompt, buf);
|
|
|
|
prompt.maycancel = B_TRUE;
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
int ok = B_FALSE;
|
|
|
|
for (i = 0; i < nsellflags; i++) {
|
|
|
|
if (obmatchessellflag(o, sellflag[i], SA_ID)) {
|
|
|
|
if (!isknown(o)) {
|
|
|
|
ok = B_TRUE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ok) {
|
|
|
|
char costbuf[BUFLEN];
|
|
|
|
getobname(o, buf, o->amt);
|
|
|
|
sprintf(costbuf, "%-60s($%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;
|
|
|
|
}
|
|
|
|
|
- [+] 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]);
|
|
|
|
|
|
|
|
piety = getpiety(god->race->id);
|
|
|
|
cost = 1000 - piety;
|
|
|
|
|
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);
|
|
|
|
|
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;
|
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];
|
2011-12-09 11:37:02 +11:00
|
|
|
int thisprice;
|
2011-12-13 03:40:17 +11:00
|
|
|
enum COLOUR col;
|
2011-12-09 11:37:02 +11:00
|
|
|
|
2011-12-08 13:55:14 +11:00
|
|
|
getshopobname(o, obname, o->amt);
|
2012-02-07 13:50:17 +11:00
|
|
|
thisprice = (int)getshopprice(o, player, vm);
|
2011-12-09 11:37:02 +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
|
|
|
snprintf(buf, BUFLEN, "%c - %s", o->letter, obname);
|
2011-12-13 03:40:17 +11:00
|
|
|
if (shopmode == BUY) {
|
2012-02-01 12:31:36 +11:00
|
|
|
if (canafford(player, thisprice)) {
|
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);
|
2011-12-09 11:37:02 +11:00
|
|
|
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++;
|
|
|
|
|
2011-12-09 11:37:02 +11:00
|
|
|
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++;
|
|
|
|
|
|
|
|
// 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;
|
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) {
|
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;
|
|
|
|
|
2012-02-07 13:50:17 +11:00
|
|
|
value = (int)getshopprice(o, player, vm);
|
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 $%d?", slev ? "/steal" : "", obname, value);
|
|
|
|
strcpy(validchars, "yn");
|
|
|
|
if (slev) {
|
|
|
|
strcat(validchars, "s");
|
|
|
|
}
|
|
|
|
answer = askchar(buf, validchars,"n", B_TRUE, B_FALSE);
|
|
|
|
if (answer == 'y') {
|
2012-02-01 12:31:36 +11:00
|
|
|
char ques[BUFLEN];
|
|
|
|
object_t *oo;
|
|
|
|
|
|
|
|
// do you have enough money (or a credit card)?
|
|
|
|
if (canafford(player, value)) {
|
|
|
|
object_t *money = NULL;
|
|
|
|
enum SKILLLEVEL slev;
|
|
|
|
slev = getskill(lf, SK_SPEECH);
|
|
|
|
// determine payment method
|
2012-02-02 16:26:14 +11:00
|
|
|
sprintf(ques, "How will you pay for %s ($%d)?", obname, value);
|
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;
|
|
|
|
|
|
|
|
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);
|
2012-05-22 16:10:49 +10:00
|
|
|
} 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;
|
|
|
|
sprintf(fullname, "%s (worth $%d)", moneyname, thisval);
|
|
|
|
}
|
2012-02-01 12:31:36 +11:00
|
|
|
}
|
|
|
|
} else {
|
2012-05-22 16:10:49 +10:00
|
|
|
// always list anything else (credit cards)
|
2012-02-01 12:31:36 +11:00
|
|
|
valid = B_TRUE;
|
|
|
|
strcpy(fullname, moneyname);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (valid) {
|
|
|
|
addchoice(&prompt, oo->letter, fullname, fullname, oo, NULL);
|
2011-12-13 03:40:17 +11:00
|
|
|
}
|
2011-12-08 13:55:14 +11:00
|
|
|
}
|
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;
|
2011-12-13 03:40:17 +11:00
|
|
|
}
|
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) {
|
2011-12-13 03:40:17 +11:00
|
|
|
// you got it!
|
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");
|
2011-12-13 03:40:17 +11:00
|
|
|
if (npurchased) (*npurchased)++;
|
|
|
|
} else {
|
|
|
|
// maxed!
|
2012-02-01 12:31:36 +11:00
|
|
|
usecharges(money, getcharges(o)); // use up all remaining charges
|
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;
|
|
|
|
}
|
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;
|
2012-02-07 13:50:17 +11:00
|
|
|
valpergem = applyshoppricemod(real_getobvalue(money, 1), player, vm, SA_SELL);
|
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...
|
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." : "");
|
|
|
|
more();
|
|
|
|
if (change > 0) {
|
|
|
|
char changebuf[BUFLEN];
|
|
|
|
|
|
|
|
sprintf(changebuf, "%d gold dollars", change);
|
|
|
|
addob(player->pack, changebuf);
|
|
|
|
msg("You receive $%d change.", change); more();
|
|
|
|
}
|
|
|
|
|
|
|
|
} else {
|
|
|
|
msg("You hand over %s.", gemname); more();
|
|
|
|
}
|
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();
|
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));
|
2012-02-15 06:11:33 +11:00
|
|
|
more(); // in case there was an effect
|
2012-02-01 12:31:36 +11:00
|
|
|
} else {
|
|
|
|
practice(player, SK_SPEECH, 1);
|
|
|
|
}
|
2011-12-08 13:55:14 +11:00
|
|
|
}
|
2011-12-13 03:40:17 +11:00
|
|
|
} else {
|
2012-02-01 12:31:36 +11:00
|
|
|
msg("Cancelled."); more();
|
2011-12-13 03:40:17 +11:00
|
|
|
o = NULL;
|
2012-02-01 12:31:36 +11:00
|
|
|
} // end if money
|
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
|
2012-07-18 09:03:17 +10:00
|
|
|
if (skillcheck(player, SC_STEAL, 75+(value/10), 0)) {
|
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';
|
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);
|
2011-12-13 03:40:17 +11:00
|
|
|
snprintf(toptext, BUFLEN, "Stolen: %c - %s", o->letter, obname);
|
|
|
|
|
2012-01-03 12:21:22 +11:00
|
|
|
practice(player, SK_THIEVERY, 1);
|
2011-12-13 03:40:17 +11:00
|
|
|
pleasegodmaybe(R_GODTHIEVES, (value/50));
|
2012-02-15 06:11:33 +11:00
|
|
|
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;
|
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 {
|
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
|
|
|
}
|
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;
|
2012-01-20 13:46:34 +11:00
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
sprintf(buf, "Repair which object (you have $%d)?", countmoney(lf->pack));
|
|
|
|
initprompt(&prompt, buf);
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (isarmour(o) && isdamaged(o)) {
|
|
|
|
char desc[BUFLEN];
|
|
|
|
int thiscost;
|
|
|
|
|
|
|
|
// determine cost...
|
|
|
|
f = hasflag(o->flags, F_OBHP);
|
2012-02-07 13:50:17 +11:00
|
|
|
thiscost = applyshoppricemod((f->val[1] - f->val[0]) * hpcost, lf, vm, SA_BUY);
|
2012-01-20 13:46:34 +11:00
|
|
|
// add to prompt
|
|
|
|
getobname(o, obname, o->amt);
|
|
|
|
sprintf(desc, "%s ($%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);
|
2012-02-07 13:50:17 +11:00
|
|
|
thiscost = applyshoppricemod((f->val[1] - f->val[0]) * hpcost, lf, vm, SA_BUY);
|
2012-01-20 13:46:34 +11:00
|
|
|
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
|
|
|
}
|
|
|
|
|
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;
|
|
|
|
|
2012-02-07 13:50:17 +11:00
|
|
|
resizecost = applyshoppricemod(pctof(75, DEF_RESIZECOST), lf, vm, SA_BUY);
|
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]");
|
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
|
|
|
|
sprintf(buf, "Resize which object (you have $%d)?", countmoney(lf->pack));
|
|
|
|
initprompt(&prompt, buf);
|
|
|
|
for (o = player->pack->first ; o ; o = o->next) {
|
|
|
|
if (hasflag(o->flags, F_MULTISIZE) && !armourfits(player, o, NULL)) {
|
|
|
|
char costbuf[BUFLEN];
|
|
|
|
getobname(o, buf, o->amt);
|
|
|
|
sprintf(costbuf, "%-60s($%d)", buf, resizecost);
|
|
|
|
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?
|
|
|
|
sprintf(buf, "How many hours will you pay for (you have $%d)?", countmoney(lf->pack));
|
|
|
|
initprompt(&prompt, buf);
|
|
|
|
for (i = 1; i <= 9; i++) {
|
|
|
|
int thiscost;
|
|
|
|
thiscost = cost * i;
|
|
|
|
sprintf(buf, "%d hour%s ($%d)", i, (i == 1) ? "" : "s", thiscost);
|
|
|
|
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);
|
|
|
|
|
|
|
|
// mark that we are resting in a hotel
|
|
|
|
sprintf(obid, "%ld", vm->id);
|
|
|
|
addflag(lf->flags, F_RESTINGINMOTEL, amt*60, 0, NA, obid);
|
|
|
|
addflag(lf->flags, F_RESTUNTILBETTER, B_TRUE, NA, NA, NULL);
|
2012-01-10 16:05:40 +11:00
|
|
|
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;
|
|
|
|
}
|
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;
|
|
|
|
mvwprintw(mainwin, y, 0, "Sell items [y/n]? ", countmoney(lf->pack));
|
|
|
|
|
|
|
|
ch = getch();
|
|
|
|
if (ch != 'y') {
|
|
|
|
return SR_BACK;
|
|
|
|
}
|
|
|
|
|
|
|
|
getflags(vm->flags, sellflag, &nsellflags, F_SHOPACCEPTSFLAG, F_NONE);
|
|
|
|
|
|
|
|
// ask what to sell
|
|
|
|
sprintf(buf, "What will you sell (you have $%d)?", countmoney(lf->pack));
|
|
|
|
|
2012-05-28 17:05:19 +10:00
|
|
|
o = doaskobject(player->pack, buf, NULL, &count, B_TRUE, B_FALSE, B_FALSE, '\0', vm, SA_SELL, MT_NOTHING, AO_NONE, F_NONE);
|
2012-02-07 13:50:17 +11:00
|
|
|
if (!o) {
|
|
|
|
return SR_BACK;
|
|
|
|
}
|
|
|
|
|
|
|
|
// validate it
|
|
|
|
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++) {
|
2012-05-22 16:10:49 +10:00
|
|
|
if (obmatchessellflag(o, sellflag[i], SA_SELL)) {
|
2012-02-07 13:50:17 +11:00
|
|
|
curflag = sellflag[i];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
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();
|
|
|
|
return SR_CONTINUE;
|
|
|
|
}
|
|
|
|
}
|
2012-02-07 13:50:17 +11:00
|
|
|
|
|
|
|
// calculate sale price
|
|
|
|
sellprice = applyshoppricemod (
|
|
|
|
pctof(curflag->val[1], real_getobvalue(o, 1)),
|
|
|
|
lf, vm, SA_SELL );
|
|
|
|
sellprice *= count;
|
|
|
|
|
|
|
|
// confirm
|
|
|
|
getobname(o, obname, count);
|
|
|
|
sprintf(buf, "Sell %s for $%d?", obname, sellprice);
|
|
|
|
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
|
2012-06-25 22:49:53 +10:00
|
|
|
sprintf(paymentbuf, "%d gold dollars", sellprice);
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|