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  1. diff -crB Catacompare/crafting.cpp BetterHomesAndGardens/crafting.cpp
  2. *** Catacompare/crafting.cpp 2011-08-21 15:34:02.000000000 -0400
  3. --- BetterHomesAndGardens/crafting.cpp 2011-08-22 13:16:53.000000000 -0400
  4. ***************
  5. *** 387,437 ****
  6. // ARMOR
  7.  
  8. RECIPE(itm_mocassins, CC_ARMOR, sk_tailor, sk_null, 1, 30000);
  9. ! TOOL(itm_sewing_kit, 5, NULL);
  10. COMP(itm_fur, 2, NULL);
  11.  
  12. RECIPE(itm_boots, CC_ARMOR, sk_tailor, sk_null, 2, 35000);
  13. ! TOOL(itm_sewing_kit, 10, NULL);
  14. COMP(itm_leather, 2, NULL);
  15.  
  16. RECIPE(itm_jeans, CC_ARMOR, sk_tailor, sk_null, 2, 45000);
  17. ! TOOL(itm_sewing_kit, 10, NULL);
  18. COMP(itm_rag, 6, NULL);
  19.  
  20. RECIPE(itm_pants_cargo, CC_ARMOR, sk_tailor, sk_null, 3, 48000);
  21. ! TOOL(itm_sewing_kit, 16, NULL);
  22. COMP(itm_rag, 8, NULL);
  23.  
  24. RECIPE(itm_pants_leather, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
  25. ! TOOL(itm_sewing_kit, 10, NULL);
  26. COMP(itm_leather, 6, NULL);
  27.  
  28. RECIPE(itm_tank_top, CC_ARMOR, sk_tailor, sk_null, 2, 38000);
  29. ! TOOL(itm_sewing_kit, 4, NULL);
  30. COMP(itm_rag, 4, NULL);
  31.  
  32. RECIPE(itm_hoodie, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
  33. ! TOOL(itm_sewing_kit, 14, NULL);
  34. COMP(itm_rag, 8, NULL);
  35.  
  36. RECIPE(itm_trenchcoat, CC_ARMOR, sk_tailor, sk_null, 3, 42000);
  37. ! TOOL(itm_sewing_kit, 24, NULL);
  38. COMP(itm_rag, 10, NULL);
  39.  
  40. RECIPE(itm_coat_fur, CC_ARMOR, sk_tailor, sk_null, 4, 100000);
  41. ! TOOL(itm_sewing_kit, 20, NULL);
  42. COMP(itm_fur, 10, NULL);
  43.  
  44. RECIPE(itm_jacket_leather, CC_ARMOR, sk_tailor, sk_null, 5, 150000);
  45. ! TOOL(itm_sewing_kit, 30, NULL);
  46. COMP(itm_leather, 8, NULL);
  47.  
  48. RECIPE(itm_gloves_light, CC_ARMOR, sk_tailor, sk_null, 1, 10000);
  49. ! TOOL(itm_sewing_kit, 2, NULL);
  50. COMP(itm_rag, 2, NULL);
  51.  
  52. RECIPE(itm_gloves_fingerless, CC_ARMOR, sk_tailor, sk_null, 3, 16000);
  53. ! TOOL(itm_sewing_kit, 6, NULL);
  54. COMP(itm_leather, 2, NULL);
  55.  
  56. RECIPE(itm_mask_filter, CC_ARMOR, sk_mechanics, sk_tailor, 1, 5000);
  57. --- 386,436 ----
  58. // ARMOR
  59.  
  60. RECIPE(itm_mocassins, CC_ARMOR, sk_tailor, sk_null, 1, 30000);
  61. ! TOOL(itm_sewing_kit, 5, itm_sewing_machine, 25, NULL);
  62. COMP(itm_fur, 2, NULL);
  63.  
  64. RECIPE(itm_boots, CC_ARMOR, sk_tailor, sk_null, 2, 35000);
  65. ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
  66. COMP(itm_leather, 2, NULL);
  67.  
  68. RECIPE(itm_jeans, CC_ARMOR, sk_tailor, sk_null, 2, 45000);
  69. ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
  70. COMP(itm_rag, 6, NULL);
  71.  
  72. RECIPE(itm_pants_cargo, CC_ARMOR, sk_tailor, sk_null, 3, 48000);
  73. ! TOOL(itm_sewing_kit, 16, itm_sewing_machine, 80, NULL);
  74. COMP(itm_rag, 8, NULL);
  75.  
  76. RECIPE(itm_pants_leather, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
  77. ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
  78. COMP(itm_leather, 6, NULL);
  79.  
  80. RECIPE(itm_tank_top, CC_ARMOR, sk_tailor, sk_null, 2, 38000);
  81. ! TOOL(itm_sewing_kit, 4, itm_sewing_machine, 20, NULL);
  82. COMP(itm_rag, 4, NULL);
  83.  
  84. RECIPE(itm_hoodie, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
  85. ! TOOL(itm_sewing_kit, 14, itm_sewing_machine, 70, NULL);
  86. COMP(itm_rag, 8, NULL);
  87.  
  88. RECIPE(itm_trenchcoat, CC_ARMOR, sk_tailor, sk_null, 3, 42000);
  89. ! TOOL(itm_sewing_kit, 24, itm_sewing_machine, 120, NULL);
  90. COMP(itm_rag, 10, NULL);
  91.  
  92. RECIPE(itm_coat_fur, CC_ARMOR, sk_tailor, sk_null, 4, 100000);
  93. ! TOOL(itm_sewing_kit, 20, itm_sewing_machine, 100, NULL);
  94. COMP(itm_fur, 10, NULL);
  95.  
  96. RECIPE(itm_jacket_leather, CC_ARMOR, sk_tailor, sk_null, 5, 150000);
  97. ! TOOL(itm_sewing_kit, 30, itm_sewing_machine, 150, NULL);
  98. COMP(itm_leather, 8, NULL);
  99.  
  100. RECIPE(itm_gloves_light, CC_ARMOR, sk_tailor, sk_null, 1, 10000);
  101. ! TOOL(itm_sewing_kit, 2, itm_sewing_machine, 10, NULL);
  102. COMP(itm_rag, 2, NULL);
  103.  
  104. RECIPE(itm_gloves_fingerless, CC_ARMOR, sk_tailor, sk_null, 3, 16000);
  105. ! TOOL(itm_sewing_kit, 6, itm_sewing_machine, 30, NULL);
  106. COMP(itm_leather, 2, NULL);
  107.  
  108. RECIPE(itm_mask_filter, CC_ARMOR, sk_mechanics, sk_tailor, 1, 5000);
  109. ***************
  110. *** 457,463 ****
  111. COMP(itm_amplifier, 3, NULL);
  112.  
  113. RECIPE(itm_hat_fur, CC_ARMOR, sk_tailor, sk_null, 2, 40000);
  114. ! TOOL(itm_sewing_kit, 8, NULL);
  115. COMP(itm_fur, 3, NULL);
  116.  
  117. RECIPE(itm_helmet_chitin, CC_ARMOR, sk_tailor, sk_null, 6, 60000);
  118. --- 456,462 ----
  119. COMP(itm_amplifier, 3, NULL);
  120.  
  121. RECIPE(itm_hat_fur, CC_ARMOR, sk_tailor, sk_null, 2, 40000);
  122. ! TOOL(itm_sewing_kit, 8, itm_sewing_machine, 40, NULL);
  123. COMP(itm_fur, 3, NULL);
  124.  
  125. RECIPE(itm_helmet_chitin, CC_ARMOR, sk_tailor, sk_null, 6, 60000);
  126. ***************
  127. *** 468,477 ****
  128. COMP(itm_string_36, 2, itm_string_6, 12, NULL);
  129. COMP(itm_chitin_piece, 15, NULL);
  130.  
  131. ! RECIPE(itm_backpack, CC_ARMOR, sk_tailor, sk_null, 3, 50000);
  132. ! TOOL(itm_sewing_kit, 20, NULL);
  133. COMP(itm_rag, 20, itm_fur, 16, itm_leather, 12, NULL);
  134.  
  135. // MISC
  136.  
  137. RECIPE(itm_superglue, CC_MISC, sk_cooking, sk_null, 2, 12000);
  138. --- 467,490 ----
  139. COMP(itm_string_36, 2, itm_string_6, 12, NULL);
  140. COMP(itm_chitin_piece, 15, NULL);
  141.  
  142. ! //GlyphGryph's Additions - Note, removed regular backpack recipe
  143. ! RECIPE(itm_knapsack, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
  144. ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
  145. ! COMP(itm_rag, 10, itm_fur, 8, itm_leather, 6, NULL);
  146. !
  147. ! RECIPE(itm_rucksack, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
  148. ! TOOL(itm_sewing_kit, 20, itm_sewing_machine, 100, NULL);
  149. COMP(itm_rag, 20, itm_fur, 16, itm_leather, 12, NULL);
  150.  
  151. + RECIPE(itm_rigid_backpack, CC_ARMOR, sk_tailor, sk_mechanics, 4, 70000);
  152. + TOOL(itm_sewing_kit, 25, itm_sewing_machine, 125, NULL);
  153. + TOOL(itm_hacksaw, -1, itm_saw, -1, NULL);
  154. + TOOL(itm_screwdriver, -1, itm_hammer, -1, NULL);
  155. + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
  156. + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
  157. + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
  158. + //
  159. +
  160. // MISC
  161.  
  162. RECIPE(itm_superglue, CC_MISC, sk_cooking, sk_null, 2, 12000);
  163. ***************
  164. *** 562,567 ****
  165. --- 575,588 ----
  166. COMP(itm_power_supply, 1, NULL);
  167. COMP(itm_battery, 500, itm_plut_cell, 1, NULL);
  168.  
  169. + //GlyphGryph's Recipes
  170. + RECIPE(itm_torch, CC_MISC, sk_null, sk_null, 0, 600);
  171. + COMP(itm_rag, 2, NULL);
  172. + COMP(itm_whiskey, 1, itm_vodka, 1, itm_rum, 1, itm_tequila, 1,
  173. + itm_gasoline, 1, NULL);
  174. + COMP(itm_2x4, 1, itm_bat, 1, itm_stick, 1, itm_mop, 1, NULL);
  175. + //End GlyphGryph's Recipes
  176. +
  177. }
  178.  
  179. void game::craft()
  180. diff -crB Catacompare/game.cpp BetterHomesAndGardens/game.cpp
  181. *** Catacompare/game.cpp 2011-08-21 15:34:02.000000000 -0400
  182. --- BetterHomesAndGardens/game.cpp 2011-08-21 17:33:58.000000000 -0400
  183. ***************
  184. *** 1983,1990 ****
  185. --- 1983,1998 ----
  186. if (ret > 10)
  187. ret = 10;
  188. }
  189. + int torch = u.active_item_charges(itm_lit_torch);
  190. + if (ret < 10 && torch > 0){
  191. + ret = torch/10-rand()%3;
  192. + if (ret > 10){
  193. + ret = 10;
  194. + }
  195. + }
  196. if (ret < 8 && u.has_active_bionic(bio_flashlight))
  197. ret = 8;
  198. + if (ret < 1) ret = 1;
  199. return ret;
  200. }
  201.  
  202. Binary files Catacompare/.git/index and BetterHomesAndGardens/.git/index differ
  203. diff -crB Catacompare/.git/logs/HEAD BetterHomesAndGardens/.git/logs/HEAD
  204. *** Catacompare/.git/logs/HEAD 2011-08-21 15:34:02.000000000 -0400
  205. --- BetterHomesAndGardens/.git/logs/HEAD 2011-08-21 15:39:59.000000000 -0400
  206. ***************
  207. *** 1 ****
  208. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955242 -0400 clone: from git://github.com/Whales/Cataclysm
  209. --- 1 ----
  210. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955599 -0400 clone: from git://github.com/Whales/Cataclysm
  211. diff -crB Catacompare/.git/logs/refs/heads/master BetterHomesAndGardens/.git/logs/refs/heads/master
  212. *** Catacompare/.git/logs/refs/heads/master 2011-08-21 15:34:02.000000000 -0400
  213. --- BetterHomesAndGardens/.git/logs/refs/heads/master 2011-08-21 15:39:59.000000000 -0400
  214. ***************
  215. *** 1 ****
  216. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955242 -0400 clone: from git://github.com/Whales/Cataclysm
  217. --- 1 ----
  218. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955599 -0400 clone: from git://github.com/Whales/Cataclysm
  219. diff -crB Catacompare/.git/logs/refs/remotes/origin/HEAD BetterHomesAndGardens/.git/logs/refs/remotes/origin/HEAD
  220. *** Catacompare/.git/logs/refs/remotes/origin/HEAD 2011-08-21 15:34:02.000000000 -0400
  221. --- BetterHomesAndGardens/.git/logs/refs/remotes/origin/HEAD 2011-08-21 15:39:59.000000000 -0400
  222. ***************
  223. *** 1 ****
  224. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955242 -0400 clone: from git://github.com/Whales/Cataclysm
  225. --- 1 ----
  226. ! 0000000000000000000000000000000000000000 61b9e024ba13e078f87489e5c369aa5688b20f6f Kevin McKayven <glyphgryph@gmail.com> 1313955599 -0400 clone: from git://github.com/Whales/Cataclysm
  227. diff -crB Catacompare/itypedef.cpp BetterHomesAndGardens/itypedef.cpp
  228. *** Catacompare/itypedef.cpp 2011-08-21 15:34:02.000000000 -0400
  229. --- BetterHomesAndGardens/itypedef.cpp 2011-08-22 16:04:14.000000000 -0400
  230. ***************
  231. *** 651,657 ****
  232. for throwing at enemies.");
  233.  
  234. MELEE("heavy stick", 95, 0, '/', c_brown, WOOD, MNULL,
  235. ! 6, 10, 12, 0, 3, 0, "\
  236. A sturdy, heavy stick. Makes a decent melee weapon, and can be cut into two\n\
  237. by fours for crafting.");
  238.  
  239. --- 651,657 ----
  240. for throwing at enemies.");
  241.  
  242. MELEE("heavy stick", 95, 0, '/', c_brown, WOOD, MNULL,
  243. ! 6, 10, 12, 0, 1, 0, "\
  244. A sturdy, heavy stick. Makes a decent melee weapon, and can be cut into two\n\
  245. by fours for crafting.");
  246.  
  247. ***************
  248. *** 664,670 ****
  249. An unwieldy mop. Essentially useless.");
  250.  
  251. MELEE("screwdriver", 40, 65, ';', c_ltcyan, IRON, PLASTIC,
  252. ! 1, 1, 2, 8, 1, mfb(IF_SPEAR), "\
  253. A Philips-head screwdriver, important for almost all electronics crafting and\n\
  254. most mechanics crafting.");
  255.  
  256. --- 664,670 ----
  257. An unwieldy mop. Essentially useless.");
  258.  
  259. MELEE("screwdriver", 40, 65, ';', c_ltcyan, IRON, PLASTIC,
  260. ! 1, 1, 2, 8, -4, mfb(IF_SPEAR), "\
  261. A Philips-head screwdriver, important for almost all electronics crafting and\n\
  262. most mechanics crafting.");
  263.  
  264. ***************
  265. *** 802,1048 ****
  266.  
  267. MELEE("gold bar", 10,3000,'/', c_yellow, STEEL, MNULL,
  268. 2, 60, 14, 0, -1, 0, "\
  269. ! A large bar of gold. Before the apocalypse, this wouldn't been worth a small\n\
  270. fortune; now its value is greatly diminished.");
  271.  
  272. // ARMOR
  273. #define ARMOR(name,rarity,price,color,mat1,mat2,volume,wgt,dam,to_hit,\
  274. ! encumber,dmg_resist,cut_resist,env,warmth,storage,covers,des)\
  275. index++;itypes.push_back(new it_armor(index,rarity,price,name,des,'[',\
  276. ! color,mat1,mat2,volume,wgt,dam,0,to_hit,0,covers,encumber,dmg_resist,cut_resist,\
  277. ! env,warmth,storage))
  278.  
  279. // NAME RAR PRC COLOR MAT1 MAT2
  280. ARMOR("sneakers", 80, 100,C_SHOES, LEATHER, MNULL,
  281. ! // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  282. ! 5, 4, -2, 0, -1, 0, 2, 0, 2, 0, mfb(bp_feet), "\
  283. Guaranteed to make you run faster and jump higher!");
  284.  
  285. ARMOR("boots", 70, 120,C_SHOES, LEATHER, MNULL,
  286. ! 7, 6, 1, -1, 1, 1, 4, 2, 4, 0, mfb(bp_feet), "\
  287. Tough leather boots, very durable.");
  288.  
  289. ARMOR("steeltoed boots",50, 135,C_SHOES, LEATHER, STEEL,
  290. ! 7, 9, 4, -1, 1, 4, 4, 3, 2, 0, mfb(bp_feet), "\
  291. Leather boots with a steel toe. Extremely durable.");
  292.  
  293. ARMOR("winter boots", 60, 140,C_SHOES, PLASTIC, WOOL,
  294. ! 8, 7, 0, -1, 2, 0, 2, 1, 7, 0, mfb(bp_feet), "\
  295. Cumbersome boots designed for warmth.");
  296.  
  297. ARMOR("mocassins", 5, 80,C_SHOES, LEATHER, WOOL,
  298. ! 2, 1, -3, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), "\
  299. Simple shoes made from animal pelts.");
  300.  
  301. // NAME RAR PRC COLOR MAT1 MAT2
  302. ARMOR("flip-flops", 35, 25,C_SHOES, PLASTIC, MNULL,
  303. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  304. ! 1, 1, -4, -2, 3, 0, 0, 0, 0, 0, mfb(bp_feet), "\
  305. Simple sandals. Very difficult to run in.");
  306.  
  307. ARMOR("dress shoes", 50, 45,C_SHOES, LEATHER, MNULL,
  308. ! 5, 3, 1, 1, 1, 0, 3, 0, 1, 0, mfb(bp_feet), "\
  309. Fancy patent leather shoes. Not designed for running in.");
  310.  
  311. ARMOR("heels", 50, 50,C_SHOES, LEATHER, MNULL,
  312. ! 4, 2, 6, -2, 4, 0, 0, 0, 0, 0, mfb(bp_feet), "\
  313. A pair of high heels. Difficult to even walk in.");
  314.  
  315.  
  316. ARMOR("jeans", 90, 180,C_PANTS, COTTON, MNULL,
  317. ! 5, 4, -4, 1, 0, 0, 1, 0, 1, 4, mfb(bp_legs), "\
  318. A pair of blue jeans with two deep pockets.");
  319.  
  320. // NAME RAR PRC COLOR MAT1 MAT2
  321. ARMOR("pants", 75, 185,C_PANTS, COTTON, MNULL,
  322. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  323. ! 5, 5, -4, 1, 0, 0, 1, 0, 2, 4, mfb(bp_legs), "\
  324. A pair of khaki pants. Slightly warmer than jeans.");
  325.  
  326. ARMOR("leather pants", 60, 210,C_PANTS, LEATHER, MNULL,
  327. ! 6, 8, -2, 1, 1, 1, 7, 0, 5, 2, mfb(bp_legs), "\
  328. A pair of black leather pants. Very tough, but encumbersome and without much\n\
  329. storage.");
  330.  
  331. ARMOR("cargo pants", 70, 280,C_PANTS, COTTON, MNULL,
  332. ! 6, 6, -3, 0, 1, 0, 2, 0, 3, 12, mfb(bp_legs), "\
  333. A pair of pants lined with pockets, offering lots of storage.");
  334.  
  335. ARMOR("army pants", 30, 315,C_PANTS, COTTON, MNULL,
  336. ! 6, 7, -2, 0, 1, 0, 3, 0, 4, 14, mfb(bp_legs), "\
  337. A tough pair of pants lined with pockets. Favored by the military.");
  338.  
  339. ARMOR("skirt", 75, 120,C_PANTS, COTTON, MNULL,
  340. ! 2, 2, -5, 0, -1, 0, 0, 0, 0, 1, mfb(bp_legs), "\
  341. A short, breezy cotton skirt. Easy to move in, but only has a single small\n\
  342. pocket.");
  343.  
  344. // NAME RAR PRC COLOR MAT1 MAT2
  345. ARMOR("jumpsuit", 20, 200,C_BODY, COTTON, PLASTIC,
  346. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  347. ! 6, 6, -3, -3, 1, 0, 1, 0, 3, 16, mfb(bp_legs)|mfb(bp_torso), "\
  348. A full-body jumpsuit with many pockets.");
  349.  
  350. ARMOR("dress", 70, 180,C_BODY, COTTON, MNULL,
  351. ! 8, 6, -5, -5, 3, 0, 1, 0, 2, 0, mfb(bp_legs)|mfb(bp_torso), "\
  352. A long cotton dress. Difficult to move in and lacks any storage space.");
  353.  
  354. ARMOR("chitinous armor", 1,1200,C_BODY, FLESH, MNULL,
  355. ! 90, 10, 2, -5, 2, 8, 14, 0, 1, 0, mfb(bp_legs)|mfb(bp_torso), "\
  356. Leg and body armor made from the exoskeletons of insects. Light and durable.");
  357.  
  358. // NAME RAR PRC COLOR MAT1 MAT2
  359. ARMOR("t shirt", 80, 80,C_TORSO, COTTON, MNULL,
  360. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  361. ! 3, 2, -5, 0, 0, 0, 0, 0, 1, 0, mfb(bp_torso), "\
  362. A short-sleeved cotton shirt.");
  363.  
  364. ARMOR("polo shirt", 65, 95,C_TORSO, COTTON, MNULL,
  365. ! 3, 2, -5, 0, 0, 0, 1, 0, 1, 0, mfb(bp_torso), "\
  366. A short-sleeved cotton shirt, slightly thicker than a t-shirt.");
  367.  
  368. ARMOR("dress shirt", 60, 115,C_TORSO, COTTON, MNULL,
  369. ! 3, 3, -5, 0, 1, 0, 1, 0, 1, 1, mfb(bp_torso), "\
  370. A white button-down shirt with long sleeves. Looks professional!");
  371.  
  372. ARMOR("tank top", 50, 75,C_TORSO, COTTON, MNULL,
  373. ! 1, 1, -5, 0, 0, 0, 0, 0, 0, 0, mfb(bp_torso), "\
  374. A sleeveless cotton shirt. Very easy to move in.");
  375.  
  376. ARMOR("sweatshirt", 75, 110,C_TORSO, COTTON, MNULL,
  377. ! 9, 5, -5, 0, 1, 1, 1, 0, 3, 0, mfb(bp_torso), "\
  378. A thick cotton shirt. Provides warmth and a bit of padding.");
  379.  
  380. // NAME RAR PRC COLOR MAT1 MAT2
  381. ARMOR("sweater", 75, 105,C_TORSO, WOOL, MNULL,
  382. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  383. ! 8, 5, -5, 0, 0, 1, 0, 0, 3, 0, mfb(bp_torso), "\
  384. A wool shirt. Provides warmth.");
  385.  
  386. ARMOR("hoodie", 65, 130,C_TORSO, COTTON, MNULL,
  387. ! 10, 5, -5, 0, 1, 1, 2, 0, 3, 9, mfb(bp_torso), "\
  388. A sweatshirt with a hood and a \"kangaroo pocket\" in front for storage.");
  389.  
  390. ARMOR("light jacket", 50, 105,C_TORSO, COTTON, MNULL,
  391. ! 6, 4, -5, 0, 0, 0, 2, 0, 2, 4, mfb(bp_torso), "\
  392. A thin cotton jacket. Good for brisk weather.");
  393.  
  394. ARMOR("jean jacket", 35, 120,C_TORSO, COTTON, MNULL,
  395. ! 7, 5, -3, 0, 1, 0, 4, 0, 2, 3, mfb(bp_torso), "\
  396. A jacket made from denim. Provides decent protection from cuts.");
  397.  
  398. // NAME RAR PRC COLOR MAT1 MAT2
  399. ARMOR("blazer", 35, 120,C_TORSO, WOOL, MNULL,
  400. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  401. ! 10, 6, -4, 0, 2, 0, 3, 0, 3, 2, mfb(bp_torso), "\
  402. A professional-looking wool blazer. Quite encumbersome.");
  403.  
  404. ARMOR("leather jacket", 30, 150,C_TORSO, LEATHER, MNULL,
  405. ! 14, 14, -2, 1, 2, 1, 9, 1, 4, 4, mfb(bp_torso), "\
  406. A jacket made from thick leather. Encumbersome, but offers excellent\n\
  407. protection from cuts.");
  408.  
  409. ARMOR("kevlar vest", 30, 800,C_TORSO, KEVLAR, COTTON,
  410. ! 24, 24, 6, -3, 2, 4, 22, 0, 4, 4, mfb(bp_torso), "\
  411. A heavy bulletproof vest. The best protection from cuts and bullets.");
  412.  
  413. ARMOR("rain coat", 50, 100,C_TORSO, PLASTIC, COTTON,
  414. ! 9, 8, -4, 0, 2, 0, 3, 1, 2, 7, mfb(bp_torso), "\
  415. A plastic coat with two very large pockets. Provides protection from rain.");
  416.  
  417. ARMOR("wool poncho", 15, 120,C_TORSO, WOOL, MNULL,
  418. ! 7, 3, -5, -1, 0, 1, 2, 1, 2, 0, mfb(bp_torso), "\
  419. A simple wool garment worn over the torso. Provides a bit of protection.");
  420.  
  421. // NAME RARE COLOR MAT1 MAT2
  422. ARMOR("trenchcoat", 25, 225,C_TORSO, COTTON, MNULL,
  423. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  424. ! 10, 6, -5, -1, 1, 0, 1, 1, 3, 24, mfb(bp_torso), "\
  425. A long coat lines with pockets. Great for storage.");
  426.  
  427. ARMOR("winter coat", 50, 160,C_TORSO, COTTON, MNULL,
  428. ! 12, 6, -5, -2, 3, 3, 1, 1, 8, 12, mfb(bp_torso), "\
  429. A padded coat with deep pockets. Very warm.");
  430.  
  431. ARMOR("fur coat", 5, 550,C_TORSO, WOOL, FLESH,
  432. ! 18, 12, -5, -5, 2, 4, 2, 2, 10, 4, mfb(bp_torso), "\
  433. A fur coat with a couple small pockets. Extremely warm.");
  434.  
  435. ARMOR("peacoat", 30, 180,C_TORSO, COTTON, MNULL,
  436. ! 16, 10, -4, -3, 2, 1, 2, 0, 7, 10, mfb(bp_torso), "\
  437. A heavy cotton coat. Encumbersome, but warm and with deep pockets.");
  438.  
  439. ARMOR("utility vest", 15, 200,C_TORSO, COTTON, MNULL,
  440. ! 4, 3, -3, 0, 0, 0, 1, 0, 1, 14, mfb(bp_torso), "\
  441. A light vest covered in pockets and straps for storage.");
  442.  
  443. ARMOR("lab coat", 20, 155,C_TORSO, COTTON, MNULL,
  444. ! 11, 7, -3, -2, 1, 1, 2, 0, 1, 14, mfb(bp_torso), "\
  445. A long white coat with several large pockets.");
  446.  
  447. // NAME RAR PRC COLOR MAT1 MAT2
  448. ARMOR("light gloves", 35, 65,C_GLOVES, COTTON, MNULL,
  449. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  450. ! 0, 0, -5, 1, 1, 0, 0, 0, 1, 0, mfb(bp_hands), "\
  451. A pair of thin cotton gloves. Often used as a liner beneath other gloves.");
  452.  
  453. ARMOR("mittens", 30, 40,C_GLOVES, WOOL, MNULL,
  454. ! 0, 0, -5, 1, 8, 0, 1, 0, 5, 0, mfb(bp_hands), "\
  455. A pair of warm mittens. They are extremely encumbersome.");
  456.  
  457. ARMOR("wool gloves", 33, 50,C_GLOVES, WOOL, MNULL,
  458. ! 1, 0, -5, 1, 3, 0, 1, 0, 3, 0, mfb(bp_hands), "\
  459. A thick pair of wool gloves. Encumbersome but warm.");
  460.  
  461. ARMOR("winter gloves", 40, 65,C_GLOVES, COTTON, MNULL,
  462. ! 1, 0, -5, 1, 5, 1, 1, 0, 4, 0, mfb(bp_hands), "\
  463. A pair of padded gloves. Encumbersome but warm.");
  464.  
  465. ARMOR("leather gloves", 45, 85,C_GLOVES, LEATHER, MNULL,
  466. ! 1, 1, -3, 2, 1, 0, 3, 0, 3, 0, mfb(bp_hands), "\
  467. A thin pair of leather gloves. Good for doing manual labor.");
  468.  
  469. // NAME RAR PRC COLOR MAT1 MAT2
  470. ARMOR("fingerless gloves",20,90,C_GLOVES, LEATHER, MNULL,
  471. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  472. ! 1, 1, -3, 2, 0, 0, 2, 0, 2, 0, mfb(bp_hands), "\
  473. A pair of leather gloves with no fingers, allowing greater manual dexterity.");
  474.  
  475. ARMOR("rubber gloves", 20, 30,C_GLOVES, PLASTIC, MNULL,
  476. ! 1, 1, -3, 2, 3, 0, 1, 2, 1, 0, mfb(bp_hands), "\
  477. A pair of rubber gloves, often used while cleaning with caustic materials.");
  478.  
  479. ARMOR("medical gloves", 70, 10,C_GLOVES, PLASTIC, MNULL,
  480. ! 0, 0, -5, 1, 0, 0, 0, 1, 0, 0, mfb(bp_hands), "\
  481. A pair of thin latex gloves, designed to limit the spread of disease.");
  482.  
  483. ARMOR("fire gauntlets", 5, 95,C_GLOVES, LEATHER, MNULL,
  484. ! 3, 5, -2, 2, 6, 1, 2, 5, 4, 0, mfb(bp_hands), "\
  485. A heavy pair of leather gloves, used by firefighters for heat protection.");
  486.  
  487. // NAME RAR PRC COLOR MAT1 MAT2
  488. ARMOR("dust mask", 65, 20,C_MOUTH, COTTON, IRON,
  489. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  490. ! 0, 0, -5, -3, 1, 0, 0, 2, 1, 0, mfb(bp_mouth), "\
  491. A simple piece of cotton that straps over the mouth. Provides a small amount\n\
  492. of protection from air-borne illness and dust.");
  493.  
  494. ARMOR("bandana", 35, 28,C_MOUTH, COTTON, MNULL,
  495. ! 1, 0, -4, -1, 0, 0, 0, 1, 2, 0, mfb(bp_mouth), "\
  496. A cotton bandana, worn over the mouth for warmth and minor protection from\n\
  497. dust and other contaminents.");
  498.  
  499. ARMOR("scarf", 45, 40,C_MOUTH, WOOL, MNULL,
  500. ! 2, 3, -5, -3, 1, 1, 0, 2, 3, 0, mfb(bp_mouth), "\
  501. A long wool scarf, worn over the mouth for warmth.");
  502.  
  503. ARMOR("filter mask", 30, 80,C_MOUTH, PLASTIC, MNULL,
  504. ! 3, 6, 1, 1, 2, 1, 1, 7, 2, 0, mfb(bp_mouth), "\
  505. A mask that straps over your mouth and nose and filters air. Protects from\n\
  506. smoke, dust, and other contaminents quite well.");
  507.  
  508. ARMOR("gas mask", 10, 240,C_MOUTH, PLASTIC, MNULL,
  509. ! 6, 8, 0, -3, 4, 1, 2, 16, 4, 0, mfb(bp_mouth)|mfb(bp_eyes), "\
  510. A full gas mask that covers the face and eyes. Provides excellent protection\n\
  511. from smoke, teargas, and other contaminents.");
  512.  
  513. --- 802,1092 ----
  514.  
  515. MELEE("gold bar", 10,3000,'/', c_yellow, STEEL, MNULL,
  516. 2, 60, 14, 0, -1, 0, "\
  517. ! A large bar of gold. Before the apocalypse, this would have been worth a small\n\
  518. fortune; now its value is greatly diminished.");
  519.  
  520. + //GlyphGryph's Additions
  521. + MELEE("chair", 93, 15,'h', c_brown, WOOD, MNULL,
  522. + 90, 15, 20, 4, -3, mfb(IF_SPEAR), "\
  523. + A fairly sturdy four-legged wooden chair. Slow and unwiedly,\n\
  524. + but decent damage.");
  525. +
  526. + MELEE("burnt torch", 0, 10,';', c_brown, WOOD, MNULL,
  527. + 5, 5, 12, 0, 2, 0, "\
  528. + This is a burn-out torch. Useful as a club, maybe, but not much else.");
  529. +
  530. + MELEE("weight plate", 110, 15,'o', c_green, IRON, MNULL,
  531. + 16, 40, 44, 0, -5, 0, "\
  532. + This plate is big, heavy, and unwieldy. You could probably do a lot of damage\n\
  533. + if you hit something with it though.");
  534. +
  535. + MELEE("barbell", 80, 10,'/', c_green, STEEL, MNULL,
  536. + 16, 25, 32, 0, 3, 0, "\
  537. + A metal bar. It is heavy and quite sturdy. Built in grips to prevent slippage.");
  538. +
  539. + MELEE("dumbell", 90, 10,'H', c_green, STEEL, MNULL,
  540. + 5, 16, 22, 0, -2, 0, "\
  541. + A relatively hefty hand weight.");
  542. +
  543. + MELEE("cymbal", 50, 9,'o', c_yellow, STEEL, MNULL,
  544. + 10, 6, 6, 2, -2, mfb(IF_LOUD), "\
  545. + A thin plate of metal intended for use with a drumset. Makes a pleasant sound when run over a\n\
  546. + zombies head. Hard to keep a good grip on it, though.");
  547. +
  548. + MELEE("drumsticks", 50, 5,'/', c_yellow, WOOD, MNULL,
  549. + 2, 1, 6, 2, -2, 0, "\
  550. + A pair of small wooden stick. These aren't really built to be weapons, but you could probably do\n\
  551. + some damage by whacking someone in the head or shoving it an eye, though.");
  552. +
  553. + MELEE("guitar", 8, 10,'H', c_green, WOOD, MNULL,
  554. + 18, 6, 26, 0, 1, mfb(IF_LOUD), "\
  555. + A six-stringed musical instrument.");
  556. +
  557. // ARMOR
  558. #define ARMOR(name,rarity,price,color,mat1,mat2,volume,wgt,dam,to_hit,\
  559. ! encumber,dmg_resist,cut_resist,env,warmth,storage,covers,flags,des)\
  560. index++;itypes.push_back(new it_armor(index,rarity,price,name,des,'[',\
  561. ! color,mat1,mat2,volume,wgt,dam,0,to_hit,covers,encumber,dmg_resist,cut_resist,\
  562. ! env,warmth,storage,flags))
  563.  
  564. // NAME RAR PRC COLOR MAT1 MAT2
  565. ARMOR("sneakers", 80, 100,C_SHOES, LEATHER, MNULL,
  566. ! // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS FLAGS
  567. ! 5, 4, -2, 0, -1, 0, 2, 0, 2, 0, mfb(bp_feet), mfb(IF_BULKY), "\
  568. Guaranteed to make you run faster and jump higher!");
  569.  
  570. ARMOR("boots", 70, 120,C_SHOES, LEATHER, MNULL,
  571. ! 7, 6, 1, -1, 1, 1, 4, 2, 4, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  572. Tough leather boots, very durable.");
  573.  
  574. ARMOR("steeltoed boots",50, 135,C_SHOES, LEATHER, STEEL,
  575. ! 7, 9, 4, -1, 1, 4, 4, 3, 2, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  576. Leather boots with a steel toe. Extremely durable.");
  577.  
  578. ARMOR("winter boots", 60, 140,C_SHOES, PLASTIC, WOOL,
  579. ! 8, 7, 0, -1, 2, 0, 2, 1, 7, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  580. Cumbersome boots designed for warmth.");
  581.  
  582. ARMOR("mocassins", 5, 80,C_SHOES, LEATHER, WOOL,
  583. ! 2, 1, -3, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  584. Simple shoes made from animal pelts.");
  585.  
  586. // NAME RAR PRC COLOR MAT1 MAT2
  587. ARMOR("flip-flops", 35, 25,C_SHOES, PLASTIC, MNULL,
  588. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  589. ! 1, 1, -4, -2, 3, 0, 0, 0, 0, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  590. Simple sandals. Very difficult to run in.");
  591.  
  592. ARMOR("dress shoes", 50, 45,C_SHOES, LEATHER, MNULL,
  593. ! 5, 3, 1, 1, 1, 0, 3, 0, 1, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  594. Fancy patent leather shoes. Not designed for running in.");
  595.  
  596. ARMOR("heels", 50, 50,C_SHOES, LEATHER, MNULL,
  597. ! 4, 2, 6, -2, 4, 0, 0, 0, 0, 0, mfb(bp_feet), mfb(IF_BULKY),"\
  598. A pair of high heels. Difficult to even walk in.");
  599.  
  600. + //GlyphGryph's Addition
  601. + // NAME RAR PRC COLOR MAT1 MAT2
  602. + ARMOR("socks", 50, 10, C_SHOES, COTTON, MNULL,
  603. + // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  604. + 1, 1, -8, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), 0,"\
  605. + A pair of mismatched socks.");
  606. + //End GlyphGryph's Addition
  607.  
  608. ARMOR("jeans", 90, 180,C_PANTS, COTTON, MNULL,
  609. ! 5, 4, -4, 1, 0, 0, 1, 0, 1, 4, mfb(bp_legs), 0,"\
  610. A pair of blue jeans with two deep pockets.");
  611.  
  612. // NAME RAR PRC COLOR MAT1 MAT2
  613. ARMOR("pants", 75, 185,C_PANTS, COTTON, MNULL,
  614. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  615. ! 5, 5, -4, 1, 0, 0, 1, 0, 2, 4, mfb(bp_legs), 0, "\
  616. A pair of khaki pants. Slightly warmer than jeans.");
  617.  
  618. ARMOR("leather pants", 60, 210,C_PANTS, LEATHER, MNULL,
  619. ! 6, 8, -2, 1, 1, 1, 7, 0, 5, 2, mfb(bp_legs), 0, "\
  620. A pair of black leather pants. Very tough, but encumbersome and without much\n\
  621. storage.");
  622.  
  623. ARMOR("cargo pants", 70, 280,C_PANTS, COTTON, MNULL,
  624. ! 6, 6, -3, 0, 1, 0, 2, 0, 3, 12, mfb(bp_legs), 0, "\
  625. A pair of pants lined with pockets, offering lots of storage.");
  626.  
  627. ARMOR("army pants", 30, 315,C_PANTS, COTTON, MNULL,
  628. ! 6, 7, -2, 0, 1, 0, 3, 0, 4, 14, mfb(bp_legs), 0, "\
  629. A tough pair of pants lined with pockets. Favored by the military.");
  630.  
  631. ARMOR("skirt", 75, 120,C_PANTS, COTTON, MNULL,
  632. ! 2, 2, -5, 0, -1, 0, 0, 0, 0, 1, mfb(bp_legs), 0, "\
  633. A short, breezy cotton skirt. Easy to move in, but only has a single small\n\
  634. pocket.");
  635.  
  636. // NAME RAR PRC COLOR MAT1 MAT2
  637. ARMOR("jumpsuit", 20, 200,C_BODY, COTTON, PLASTIC,
  638. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  639. ! 6, 6, -3, -3, 1, 0, 1, 0, 3, 16, mfb(bp_legs)|mfb(bp_torso), 0, "\
  640. A full-body jumpsuit with many pockets.");
  641.  
  642. ARMOR("dress", 70, 180,C_BODY, COTTON, MNULL,
  643. ! 8, 6, -5, -5, 3, 0, 1, 0, 2, 0, mfb(bp_legs)|mfb(bp_torso), 0, "\
  644. A long cotton dress. Difficult to move in and lacks any storage space.");
  645.  
  646. ARMOR("chitinous armor", 1,1200,C_BODY, FLESH, MNULL,
  647. ! 90, 10, 2, -5, 2, 8, 14, 0, 1, 0, mfb(bp_legs)|mfb(bp_torso), mfb(IF_BULKY), "\
  648. Leg and body armor made from the exoskeletons of insects. Light and durable.");
  649.  
  650. // NAME RAR PRC COLOR MAT1 MAT2
  651. ARMOR("t shirt", 80, 80,C_TORSO, COTTON, MNULL,
  652. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  653. ! 3, 2, -5, 0, 0, 0, 0, 0, 1, 0, mfb(bp_torso), 0, "\
  654. A short-sleeved cotton shirt.");
  655.  
  656. ARMOR("polo shirt", 65, 95,C_TORSO, COTTON, MNULL,
  657. ! 3, 2, -5, 0, 0, 0, 1, 0, 1, 0, mfb(bp_torso), 0, "\
  658. A short-sleeved cotton shirt, slightly thicker than a t-shirt.");
  659.  
  660. ARMOR("dress shirt", 60, 115,C_TORSO, COTTON, MNULL,
  661. ! 3, 3, -5, 0, 1, 0, 1, 0, 1, 1, mfb(bp_torso), 0, "\
  662. A white button-down shirt with long sleeves. Looks professional!");
  663.  
  664. ARMOR("tank top", 50, 75,C_TORSO, COTTON, MNULL,
  665. ! 1, 1, -5, 0, 0, 0, 0, 0, 0, 0, mfb(bp_torso), 0, "\
  666. A sleeveless cotton shirt. Very easy to move in.");
  667.  
  668. ARMOR("sweatshirt", 75, 110,C_TORSO, COTTON, MNULL,
  669. ! 9, 5, -5, 0, 1, 1, 1, 0, 3, 0, mfb(bp_torso), 0, "\
  670. A thick cotton shirt. Provides warmth and a bit of padding.");
  671.  
  672. // NAME RAR PRC COLOR MAT1 MAT2
  673. ARMOR("sweater", 75, 105,C_TORSO, WOOL, MNULL,
  674. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  675. ! 8, 5, -5, 0, 0, 1, 0, 0, 3, 0, mfb(bp_torso), 0, "\
  676. A wool shirt. Provides warmth.");
  677.  
  678. ARMOR("hoodie", 65, 130,C_TORSO, COTTON, MNULL,
  679. ! 10, 5, -5, 0, 1, 1, 2, 0, 3, 9, mfb(bp_torso), 0, "\
  680. A sweatshirt with a hood and a \"kangaroo pocket\" in front for storage.");
  681.  
  682. ARMOR("light jacket", 50, 105,C_TORSO, COTTON, MNULL,
  683. ! 6, 4, -5, 0, 0, 0, 2, 0, 2, 4, mfb(bp_torso), 0, "\
  684. A thin cotton jacket. Good for brisk weather.");
  685.  
  686. ARMOR("jean jacket", 35, 120,C_TORSO, COTTON, MNULL,
  687. ! 7, 5, -3, 0, 1, 0, 4, 0, 2, 3, mfb(bp_torso), 0, "\
  688. A jacket made from denim. Provides decent protection from cuts.");
  689.  
  690. // NAME RAR PRC COLOR MAT1 MAT2
  691. ARMOR("blazer", 35, 120,C_TORSO, WOOL, MNULL,
  692. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  693. ! 10, 6, -4, 0, 2, 0, 3, 0, 3, 2, mfb(bp_torso), 0, "\
  694. A professional-looking wool blazer. Quite encumbersome.");
  695.  
  696. ARMOR("leather jacket", 30, 150,C_TORSO, LEATHER, MNULL,
  697. ! 14, 14, -2, 1, 2, 1, 9, 1, 4, 4, mfb(bp_torso), 0, "\
  698. A jacket made from thick leather. Encumbersome, but offers excellent\n\
  699. protection from cuts.");
  700.  
  701. ARMOR("kevlar vest", 30, 800,C_TORSO, KEVLAR, COTTON,
  702. ! 24, 24, 6, -3, 2, 4, 22, 0, 4, 4, mfb(bp_torso), 0, "\
  703. A heavy bulletproof vest. The best protection from cuts and bullets.");
  704.  
  705. ARMOR("rain coat", 50, 100,C_TORSO, PLASTIC, COTTON,
  706. ! 9, 8, -4, 0, 2, 0, 3, 1, 2, 7, mfb(bp_torso), 0, "\
  707. A plastic coat with two very large pockets. Provides protection from rain.");
  708.  
  709. ARMOR("wool poncho", 15, 120,C_TORSO, WOOL, MNULL,
  710. ! 7, 3, -5, -1, 0, 1, 2, 1, 2, 0, mfb(bp_torso), 0, "\
  711. A simple wool garment worn over the torso. Provides a bit of protection.");
  712.  
  713. // NAME RARE COLOR MAT1 MAT2
  714. ARMOR("trenchcoat", 25, 225,C_TORSO, COTTON, MNULL,
  715. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  716. ! 10, 6, -5, -1, 1, 0, 1, 1, 3, 24, mfb(bp_torso), 0, "\
  717. A long coat lines with pockets. Great for storage.");
  718.  
  719. ARMOR("winter coat", 50, 160,C_TORSO, COTTON, MNULL,
  720. ! 12, 6, -5, -2, 3, 3, 1, 1, 8, 12, mfb(bp_torso), 0, "\
  721. A padded coat with deep pockets. Very warm.");
  722.  
  723. ARMOR("fur coat", 5, 550,C_TORSO, WOOL, FLESH,
  724. ! 18, 12, -5, -5, 2, 4, 2, 2, 10, 4, mfb(bp_torso), 0, "\
  725. A fur coat with a couple small pockets. Extremely warm.");
  726.  
  727. ARMOR("peacoat", 30, 180,C_TORSO, COTTON, MNULL,
  728. ! 16, 10, -4, -3, 2, 1, 2, 0, 7, 10, mfb(bp_torso), 0, "\
  729. A heavy cotton coat. Encumbersome, but warm and with deep pockets.");
  730.  
  731. ARMOR("utility vest", 15, 200,C_TORSO, COTTON, MNULL,
  732. ! 4, 3, -3, 0, 0, 0, 1, 0, 1, 14, mfb(bp_torso), 0, "\
  733. A light vest covered in pockets and straps for storage.");
  734.  
  735. ARMOR("lab coat", 20, 155,C_TORSO, COTTON, MNULL,
  736. ! 11, 7, -3, -2, 1, 1, 2, 0, 1, 14, mfb(bp_torso), 0, "\
  737. A long white coat with several large pockets.");
  738.  
  739. // NAME RAR PRC COLOR MAT1 MAT2
  740. ARMOR("light gloves", 35, 65,C_GLOVES, COTTON, MNULL,
  741. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  742. ! 0, 0, -5, 1, 1, 0, 0, 0, 1, 0, mfb(bp_hands), 0, "\
  743. A pair of thin cotton gloves. Often used as a liner beneath other gloves.");
  744.  
  745. ARMOR("mittens", 30, 40,C_GLOVES, WOOL, MNULL,
  746. ! 0, 0, -5, 1, 8, 0, 1, 0, 5, 0, mfb(bp_hands), 0, "\
  747. A pair of warm mittens. They are extremely encumbersome.");
  748.  
  749. ARMOR("wool gloves", 33, 50,C_GLOVES, WOOL, MNULL,
  750. ! 1, 0, -5, 1, 3, 0, 1, 0, 3, 0, mfb(bp_hands), 0, "\
  751. A thick pair of wool gloves. Encumbersome but warm.");
  752.  
  753. ARMOR("winter gloves", 40, 65,C_GLOVES, COTTON, MNULL,
  754. ! 1, 0, -5, 1, 5, 1, 1, 0, 4, 0, mfb(bp_hands), 0, "\
  755. A pair of padded gloves. Encumbersome but warm.");
  756.  
  757. ARMOR("leather gloves", 45, 85,C_GLOVES, LEATHER, MNULL,
  758. ! 1, 1, -3, 2, 1, 0, 3, 0, 3, 0, mfb(bp_hands), 0, "\
  759. A thin pair of leather gloves. Good for doing manual labor.");
  760.  
  761. // NAME RAR PRC COLOR MAT1 MAT2
  762. ARMOR("fingerless gloves",20,90,C_GLOVES, LEATHER, MNULL,
  763. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  764. ! 1, 1, -3, 2, 0, 0, 2, 0, 2, 0, mfb(bp_hands), 0, "\
  765. A pair of leather gloves with no fingers, allowing greater manual dexterity.");
  766.  
  767. ARMOR("rubber gloves", 20, 30,C_GLOVES, PLASTIC, MNULL,
  768. ! 1, 1, -3, 2, 3, 0, 1, 2, 1, 0, mfb(bp_hands), 0, "\
  769. A pair of rubber gloves, often used while cleaning with caustic materials.");
  770.  
  771. ARMOR("medical gloves", 70, 10,C_GLOVES, PLASTIC, MNULL,
  772. ! 0, 0, -5, 1, 0, 0, 0, 1, 0, 0, mfb(bp_hands), 0, "\
  773. A pair of thin latex gloves, designed to limit the spread of disease.");
  774.  
  775. ARMOR("fire gauntlets", 5, 95,C_GLOVES, LEATHER, MNULL,
  776. ! 3, 5, -2, 2, 6, 1, 2, 5, 4, 0, mfb(bp_hands), 0, "\
  777. A heavy pair of leather gloves, used by firefighters for heat protection.");
  778.  
  779. // NAME RAR PRC COLOR MAT1 MAT2
  780. ARMOR("dust mask", 65, 20,C_MOUTH, COTTON, IRON,
  781. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  782. ! 0, 0, -5, -3, 1, 0, 0, 2, 1, 0, mfb(bp_mouth), 0, "\
  783. A simple piece of cotton that straps over the mouth. Provides a small amount\n\
  784. of protection from air-borne illness and dust.");
  785.  
  786. ARMOR("bandana", 35, 28,C_MOUTH, COTTON, MNULL,
  787. ! 1, 0, -4, -1, 0, 0, 0, 1, 2, 0, mfb(bp_mouth), 0, "\
  788. A cotton bandana, worn over the mouth for warmth and minor protection from\n\
  789. dust and other contaminents.");
  790.  
  791. ARMOR("scarf", 45, 40,C_MOUTH, WOOL, MNULL,
  792. ! 2, 3, -5, -3, 1, 1, 0, 2, 3, 0, mfb(bp_mouth), 0, "\
  793. A long wool scarf, worn over the mouth for warmth.");
  794.  
  795. ARMOR("filter mask", 30, 80,C_MOUTH, PLASTIC, MNULL,
  796. ! 3, 6, 1, 1, 2, 1, 1, 7, 2, 0, mfb(bp_mouth), 0, "\
  797. A mask that straps over your mouth and nose and filters air. Protects from\n\
  798. smoke, dust, and other contaminents quite well.");
  799.  
  800. ARMOR("gas mask", 10, 240,C_MOUTH, PLASTIC, MNULL,
  801. ! 6, 8, 0, -3, 4, 1, 2, 16, 4, 0, mfb(bp_mouth)|mfb(bp_eyes), 0, "\
  802. A full gas mask that covers the face and eyes. Provides excellent protection\n\
  803. from smoke, teargas, and other contaminents.");
  804.  
  805. ***************
  806. *** 1053,1089 ****
  807. // NAME RAR PRC COLOR MAT1 MAT2
  808. ARMOR("eyeglasses", 90, 150,C_EYES, GLASS, PLASTIC,
  809. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  810. ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), "\
  811. A pair of glasses for the near-sighted. Useless for anyone else.");
  812.  
  813. ARMOR("reading glasses",90, 80,C_EYES, GLASS, PLASTIC,
  814. ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), "\
  815. A pair of glasses for the far-sighted. Useless for anyone else.");
  816.  
  817. ARMOR("safety glasses", 40, 100,C_EYES, PLASTIC, MNULL,
  818. ! 1, 0, -5, -2, 0, 2, 4, 1, 0, 0, mfb(bp_eyes), "\
  819. A pair of plastic glasses, used in workshops, sports, chemistry labs, and\n\
  820. many other places. Provides great protection from damage.");
  821.  
  822. ARMOR("swim goggles", 50, 110,C_EYES, PLASTIC, MNULL,
  823. ! 1, 0, -5, -2, 2, 1, 2, 4, 1, 0, mfb(bp_eyes), "\
  824. A small pair of goggles. Distorts vision above water, but allows you to see\n\
  825. much further under water.");
  826.  
  827. ARMOR("ski goggles", 30, 175,C_EYES, PLASTIC, MNULL,
  828. ! 2, 1, -4, -2, 1, 1, 2, 6, 2, 0, mfb(bp_eyes), "\
  829. A large pair of goggles that completely seal off your eyes. Excellent\n\
  830. protection from environmental dangers.");
  831.  
  832. // NAME RAR PRC COLOR MAT1 MAT2
  833. ARMOR("welding goggles", 8, 240,C_EYES, GLASS, STEEL,
  834. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  835. ! 2, 4, -1, -3, 6, 2, 5, 6, 1, 0, mfb(bp_eyes), "\
  836. A dark pair of goggles. They make seeing very difficult, but protects you\n\
  837. from bright flashes.");
  838.  
  839. ARMOR("light amp goggles",1,920,C_EYES, STEEL, GLASS,
  840. ! 3, 6, 1, -2, 2, 2, 3, 6, 2, 0, mfb(bp_eyes), "\
  841. A pair of goggles that amplify ambient light, allowing you to see in the\n\
  842. dark. You must be carrying a powered-on unified power supply, or UPS, to use\n\
  843. them."
  844. --- 1097,1133 ----
  845. // NAME RAR PRC COLOR MAT1 MAT2
  846. ARMOR("eyeglasses", 90, 150,C_EYES, GLASS, PLASTIC,
  847. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  848. ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), 0, "\
  849. A pair of glasses for the near-sighted. Useless for anyone else.");
  850.  
  851. ARMOR("reading glasses",90, 80,C_EYES, GLASS, PLASTIC,
  852. ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), 0, "\
  853. A pair of glasses for the far-sighted. Useless for anyone else.");
  854.  
  855. ARMOR("safety glasses", 40, 100,C_EYES, PLASTIC, MNULL,
  856. ! 1, 0, -5, -2, 0, 2, 4, 1, 0, 0, mfb(bp_eyes), 0, "\
  857. A pair of plastic glasses, used in workshops, sports, chemistry labs, and\n\
  858. many other places. Provides great protection from damage.");
  859.  
  860. ARMOR("swim goggles", 50, 110,C_EYES, PLASTIC, MNULL,
  861. ! 1, 0, -5, -2, 2, 1, 2, 4, 1, 0, mfb(bp_eyes), 0, "\
  862. A small pair of goggles. Distorts vision above water, but allows you to see\n\
  863. much further under water.");
  864.  
  865. ARMOR("ski goggles", 30, 175,C_EYES, PLASTIC, MNULL,
  866. ! 2, 1, -4, -2, 1, 1, 2, 6, 2, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
  867. A large pair of goggles that completely seal off your eyes. Excellent\n\
  868. protection from environmental dangers.");
  869.  
  870. // NAME RAR PRC COLOR MAT1 MAT2
  871. ARMOR("welding goggles", 8, 240,C_EYES, GLASS, STEEL,
  872. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  873. ! 2, 4, -1, -3, 6, 2, 5, 6, 1, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
  874. A dark pair of goggles. They make seeing very difficult, but protects you\n\
  875. from bright flashes.");
  876.  
  877. ARMOR("light amp goggles",1,920,C_EYES, STEEL, GLASS,
  878. ! 3, 6, 1, -2, 2, 2, 3, 6, 2, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
  879. A pair of goggles that amplify ambient light, allowing you to see in the\n\
  880. dark. You must be carrying a powered-on unified power supply, or UPS, to use\n\
  881. them."
  882. ***************
  883. *** 1095,1190 ****
  884. // NAME RAR PRC COLOR MAT1 MAT2
  885. ARMOR("baseball cap", 30, 35,C_HAT, COTTON, MNULL,
  886. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  887. ! 2, 1, -5, 0, 0, 0, 0, 2, 1, 0, mfb(bp_head), "\
  888. A Red Sox cap. It provides a little bit of warmth.");
  889.  
  890. ARMOR("boonie hat", 10, 55,C_HAT, PLASTIC, MNULL,
  891. ! 2, 1, -5, 0, 0, 0, 1, 2, 2, 0, mfb(bp_head), "\
  892. Also called a \"bucket hat.\" Often used in the military.");
  893.  
  894. ARMOR("cotton hat", 45, 40,C_HAT, COTTON, MNULL,
  895. ! 2, 1, -5, 0, 0, 0, 0, 0, 3, 0, mfb(bp_head), "\
  896. A snug-fitting cotton hat. Quite warm.");
  897.  
  898. ARMOR("knit hat", 25, 50,C_HAT, WOOL, MNULL,
  899. ! 2, 1, -5, 0, 0, 1, 0, 0, 4, 0, mfb(bp_head), "\
  900. A snug-fitting wool hat. Very warm.");
  901.  
  902. ARMOR("hunting cap", 20, 80,C_HAT, WOOL, MNULL,
  903. ! 3, 2, -5, 0, 0, 0, 1, 2, 6, 0, mfb(bp_head), "\
  904. A red plaid hunting cap with ear flaps. Notably warm.");
  905.  
  906. ARMOR("fur hat", 15, 120,C_HAT, WOOL, MNULL,
  907. ! 4, 2, -5, 0, 1, 2, 2, 0, 8, 0, mfb(bp_head), "\
  908. A hat made from the pelts of animals. Extremely warm.");
  909.  
  910. // NAME RAR PRC COLOR MAT1 MAT2
  911. ARMOR("hard hat", 50, 125,C_HAT, PLASTIC, MNULL,
  912. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  913. ! 8, 4, 6, 0, 1, 4, 5, 0, 1, 0, mfb(bp_head), "\
  914. A hard plastic hat worn in constructions sites. Excellent protection from\n\
  915. cuts and percussion.");
  916.  
  917. ARMOR("bike helmet", 35, 140,C_HAT, PLASTIC, MNULL,
  918. ! 12, 2, 4, 0, 1, 8, 2, 0, 2, 0, mfb(bp_head), "\
  919. A thick foam helmet. Designed to protect against percussion.");
  920.  
  921. ARMOR("skid lid", 30, 190,C_HAT, PLASTIC, IRON,
  922. ! 10, 5, 8, 0, 2, 6, 16, 0, 1, 0, mfb(bp_head), "\
  923. A small metal helmet that covers the head and protects against cuts and\n\
  924. percussion.");
  925.  
  926. ARMOR("baseball helmet",45, 195,C_HAT, PLASTIC, IRON,
  927. ! 14, 6, 7, -1, 2, 10, 10, 1, 1, 0, mfb(bp_head), "\
  928. A hard plastic helmet which covers the head and ears. Designed to protect\n\
  929. against a baseball to the head.");
  930.  
  931. ARMOR("army helmet", 40, 480,C_HAT, PLASTIC, IRON,
  932. ! 16, 8, 10, -1, 2, 12, 28, 0, 2, 0, mfb(bp_head), "\
  933. A heavy helmet whic provides excellent protection from all sorts of damage.");
  934.  
  935. // NAME RAR PRC COLOR MAT1 MAT2
  936. ARMOR("riot helmet", 25, 420,C_HAT, PLASTIC, IRON,
  937. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  938. 20, 7, 8, -1, 2, 6, 28, 2, 2, 0, mfb(bp_head)|mfb(bp_eyes)|
  939. ! mfb(bp_mouth), "\
  940. A helmet with a plastic shield that covers your entire face.");
  941.  
  942. ARMOR("motorcycle helmet",40,325,C_HAT, PLASTIC, IRON,
  943. ! 24, 8, 7, -1, 3, 8, 20, 1, 3, 0, mfb(bp_head)|mfb(bp_mouth), "\
  944. A helmet with covers your head and chin, leaving space in between for you to\n\
  945. wear goggles.");
  946.  
  947. ARMOR("chitinous helmet", 1, 380,C_HAT, FLESH, MNULL,
  948. 22, 1, 2, -2, 4, 10, 14, 4, 3, 0, mfb(bp_head)|mfb(bp_eyes)|
  949. ! mfb(bp_mouth), "\
  950. A helmet made from the exoskeletons of insects. Covers the entire head; very\n\
  951. light and durable.");
  952.  
  953. ! ARMOR("backpack", 38, 210,C_STORE, PLASTIC, MNULL,
  954. ! 14, 2, -4, 0, 2, 0, 0, 0, 0, 80, mfb(bp_torso), "\
  955. ! Provides more storage than any other piece of clothing.");
  956.  
  957. // NAME RAR PRC COLOR MAT1 MAT2
  958. ARMOR("purse", 40, 75,C_STORE, LEATHER, MNULL,
  959. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  960. ! 10, 3, 2, 2, 3, 0, 0, 0, 0, 20, mfb(bp_torso), "\
  961. A bit encumbersome to wear, but provides lots of storage.");
  962.  
  963. ARMOR("messenger bag", 20, 110,C_STORE, PLASTIC, MNULL,
  964. ! 8, 2, 1, 1, 3, 0, 0, 0, 0, 30, mfb(bp_torso), "\
  965. A bit encumbersome to wear, but provides lots of storage.");
  966.  
  967. ARMOR("fanny pack", 10, 100,C_STORE, PLASTIC, MNULL,
  968. ! 3, 1, 1, 2, 0, 0, 0, 0, 0, 6, 0, "\
  969. Provides a bit of extra storage without encumbering you at all.");
  970.  
  971. ARMOR("holster", 8, 90,C_STORE, LEATHER, MNULL,
  972. ! 2, 2, 2, -1, 0, 0, 0, 0, 0, 3, 0, "\
  973. Provides a bit of extra storage without encumbering you at all.");
  974.  
  975. ARMOR("bootstrap", 3, 80,C_STORE, LEATHER, MNULL,
  976. ! 1, 1, -1, -1, 0, 0, 0, 0, 1, 2, mfb(bp_legs), "\
  977. A small holster worn on the ankle.");
  978.  
  979. // AMMUNITION
  980. --- 1139,1249 ----
  981. // NAME RAR PRC COLOR MAT1 MAT2
  982. ARMOR("baseball cap", 30, 35,C_HAT, COTTON, MNULL,
  983. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  984. ! 2, 1, -5, 0, 0, 0, 0, 2, 1, 0, mfb(bp_head), 0, "\
  985. A Red Sox cap. It provides a little bit of warmth.");
  986.  
  987. ARMOR("boonie hat", 10, 55,C_HAT, PLASTIC, MNULL,
  988. ! 2, 1, -5, 0, 0, 0, 1, 2, 2, 0, mfb(bp_head), 0, "\
  989. Also called a \"bucket hat.\" Often used in the military.");
  990.  
  991. ARMOR("cotton hat", 45, 40,C_HAT, COTTON, MNULL,
  992. ! 2, 1, -5, 0, 0, 0, 0, 0, 3, 0, mfb(bp_head), 0, "\
  993. A snug-fitting cotton hat. Quite warm.");
  994.  
  995. ARMOR("knit hat", 25, 50,C_HAT, WOOL, MNULL,
  996. ! 2, 1, -5, 0, 0, 1, 0, 0, 4, 0, mfb(bp_head), 0, "\
  997. A snug-fitting wool hat. Very warm.");
  998.  
  999. ARMOR("hunting cap", 20, 80,C_HAT, WOOL, MNULL,
  1000. ! 3, 2, -5, 0, 0, 0, 1, 2, 6, 0, mfb(bp_head), 0, "\
  1001. A red plaid hunting cap with ear flaps. Notably warm.");
  1002.  
  1003. ARMOR("fur hat", 15, 120,C_HAT, WOOL, MNULL,
  1004. ! 4, 2, -5, 0, 1, 2, 2, 0, 8, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1005. A hat made from the pelts of animals. Extremely warm.");
  1006.  
  1007. // NAME RAR PRC COLOR MAT1 MAT2
  1008. ARMOR("hard hat", 50, 125,C_HAT, PLASTIC, MNULL,
  1009. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  1010. ! 8, 4, 6, 0, 1, 4, 5, 0, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1011. A hard plastic hat worn in constructions sites. Excellent protection from\n\
  1012. cuts and percussion.");
  1013.  
  1014. ARMOR("bike helmet", 35, 140,C_HAT, PLASTIC, MNULL,
  1015. ! 12, 2, 4, 0, 1, 8, 2, 0, 2, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1016. A thick foam helmet. Designed to protect against percussion.");
  1017.  
  1018. ARMOR("skid lid", 30, 190,C_HAT, PLASTIC, IRON,
  1019. ! 10, 5, 8, 0, 2, 6, 16, 0, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1020. A small metal helmet that covers the head and protects against cuts and\n\
  1021. percussion.");
  1022.  
  1023. ARMOR("baseball helmet",45, 195,C_HAT, PLASTIC, IRON,
  1024. ! 14, 6, 7, -1, 2, 10, 10, 1, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1025. A hard plastic helmet which covers the head and ears. Designed to protect\n\
  1026. against a baseball to the head.");
  1027.  
  1028. ARMOR("army helmet", 40, 480,C_HAT, PLASTIC, IRON,
  1029. ! 16, 8, 10, -1, 2, 12, 28, 0, 2, 0, mfb(bp_head), mfb(IF_BULKY), "\
  1030. A heavy helmet whic provides excellent protection from all sorts of damage.");
  1031.  
  1032. // NAME RAR PRC COLOR MAT1 MAT2
  1033. ARMOR("riot helmet", 25, 420,C_HAT, PLASTIC, IRON,
  1034. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  1035. 20, 7, 8, -1, 2, 6, 28, 2, 2, 0, mfb(bp_head)|mfb(bp_eyes)|
  1036. ! mfb(bp_mouth), mfb(IF_BULKY), "\
  1037. A helmet with a plastic shield that covers your entire face.");
  1038.  
  1039. ARMOR("motorcycle helmet",40,325,C_HAT, PLASTIC, IRON,
  1040. ! 24, 8, 7, -1, 3, 8, 20, 1, 3, 0, mfb(bp_head)|mfb(bp_mouth), mfb(IF_BULKY), "\
  1041. A helmet with covers your head and chin, leaving space in between for you to\n\
  1042. wear goggles.");
  1043.  
  1044. ARMOR("chitinous helmet", 1, 380,C_HAT, FLESH, MNULL,
  1045. 22, 1, 2, -2, 4, 10, 14, 4, 3, 0, mfb(bp_head)|mfb(bp_eyes)|
  1046. ! mfb(bp_mouth), mfb(IF_BULKY), "\
  1047. A helmet made from the exoskeletons of insects. Covers the entire head; very\n\
  1048. light and durable.");
  1049.  
  1050. ! //GlyphGryph's Additions - Note, removed normal backpack
  1051. ! ARMOR("backpack", 32, 210,C_STORE, PLASTIC, MNULL,
  1052. ! 14, 2, -4, 0, 1, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
  1053. ! The sort of backpack commonly used by students. Has a good storage capacity, and is pretty lightweight.");
  1054. !
  1055. ! ARMOR("knapsack", 6, 210,C_STORE, COTTON, MNULL,
  1056. ! 10, 4, -4, 0, 1, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
  1057. ! An all-cloth version of the standard backpack. Has a good storage capacity, and is pretty lightweight.");
  1058. !
  1059. ! ARMOR("rucksack", 12, 210,C_STORE, COTTON, MNULL,
  1060. ! 22, 5, -4, 0, 3, 0, 0, 0, 0, 70, mfb(bp_torso), 0, "\
  1061. ! A large, lightweight cloth backpack. It's size can make it a bit of a liability in combat.");
  1062. !
  1063. ! ARMOR("rigid backpack", 5, 210,C_STORE, COTTON, STEEL,
  1064. ! 75, 30, 12, 0, 2, 0, 0, 0, 0, 120, mfb(bp_torso), mfb(IF_BULKY), "\
  1065. ! A large backpack with a rigid frame, favored both by the military and outdoors enthusiasts. Enormous storage capacity, especially since it allows stuff to be strapped to the frame, but fairly heavy.");
  1066. !
  1067. ! //End GlyphGryph's Additions
  1068.  
  1069. // NAME RAR PRC COLOR MAT1 MAT2
  1070. ARMOR("purse", 40, 75,C_STORE, LEATHER, MNULL,
  1071. // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
  1072. ! 10, 3, 2, 2, 3, 0, 0, 0, 0, 20, mfb(bp_torso), 0, "\
  1073. A bit encumbersome to wear, but provides lots of storage.");
  1074.  
  1075. ARMOR("messenger bag", 20, 110,C_STORE, PLASTIC, MNULL,
  1076. ! 8, 2, 1, 1, 3, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
  1077. A bit encumbersome to wear, but provides lots of storage.");
  1078.  
  1079. ARMOR("fanny pack", 10, 100,C_STORE, PLASTIC, MNULL,
  1080. ! 3, 1, 1, 2, 0, 0, 0, 0, 0, 6, 0, 0, "\
  1081. Provides a bit of extra storage without encumbering you at all.");
  1082.  
  1083. ARMOR("holster", 8, 90,C_STORE, LEATHER, MNULL,
  1084. ! 2, 2, 2, -1, 0, 0, 0, 0, 0, 3, 0, 0, "\
  1085. Provides a bit of extra storage without encumbering you at all.");
  1086.  
  1087. ARMOR("bootstrap", 3, 80,C_STORE, LEATHER, MNULL,
  1088. ! 1, 1, -1, -1, 0, 0, 0, 0, 1, 2, mfb(bp_legs), 0, "\
  1089. A small holster worn on the ankle.");
  1090.  
  1091. // AMMUNITION
  1092. ***************
  1093. *** 2302,2307 ****
  1094. --- 2361,2384 ----
  1095. color,mat1,mat2,volume,wgt,melee_dam,melee_cut,to_hit,flags,max_charge,\
  1096. def_charge,charge_per_use,charge_per_sec,fuel,revert,func))
  1097.  
  1098. + //GlyphGryphs Additions
  1099. + // NAME RAR PRC SYM COLOR MAT1 MAT
  1100. + TOOL("sewing machine", 5,300, 'm', c_red, PLASTIC,IRON,
  1101. + // VOL WGT DAM CUT HIT MAX DEF USE SEC FUEL REVERT FUNCTION
  1102. + 36, 60, 14, 0, -4, 500,200, 5, 0, AT_BATT, itm_null, &iuse::sew, 0, "\
  1103. + This sewing machine is large, heavy, and battery powered. It comes with all the trimmings, and has enough extra thread and needles to last as long as you can keep it powered.");
  1104. +
  1105. + TOOL("torch", 0, 30,';', c_blue, WOOD, COTTON,
  1106. + 5, 5, 9, 0, 2, 100,100, 0, 0, AT_NULL, itm_null, &iuse::light_torch,0,"\
  1107. + This is an unlit torch.");
  1108. +
  1109. + TOOL("lit torch", 0, 30,';', c_blue, WOOD, COTTON,
  1110. + 5, 5, 9, 0, 2, 100,100, 0, 12, AT_NULL, itm_torch, &iuse::douse_torch,mfb(IF_FLAMING),
  1111. + "This torch burns steadily, giving off a good amount of light.");
  1112. +
  1113. + //End GlyphGryph's Additions
  1114. +
  1115. +
  1116. // NAME RAR PRC SYM COLOR MAT1 MAT
  1117. TOOL("lighter", 60, 35,',', c_blue, PLASTIC,IRON,
  1118. // VOL WGT DAM CUT HIT MAX DEF USE SEC FUEL REVERT FUNCTION
  1119. diff -crB Catacompare/itype.h BetterHomesAndGardens/itype.h
  1120. *** Catacompare/itype.h 2011-08-21 15:34:02.000000000 -0400
  1121. --- BetterHomesAndGardens/itype.h 2011-08-22 14:30:49.000000000 -0400
  1122. ***************
  1123. *** 55,63 ****
  1124. --- 55,67 ----
  1125. itm_knife_combat, itm_2x4, itm_muffler, itm_pipe, itm_bat, itm_machete,
  1126. itm_katana, itm_spear_wood, itm_spear_knife, itm_baton, itm_bee_sting,
  1127. itm_wasp_sting, itm_chitin_piece, itm_canister_empty, itm_gold,
  1128. + //GlyphGryph's added stuff
  1129. + itm_chair, itm_burnt_torch, itm_weight_plate, itm_barbell, itm_dumbell, itm_cymbal, itm_drumsticks, itm_guitar,
  1130. // Footwear
  1131. itm_sneakers, itm_boots, itm_boots_steel, itm_boots_winter, itm_mocassins,
  1132. itm_flip_flops, itm_dress_shoes, itm_heels,
  1133. + //GlyphGryph's Additions
  1134. + itm_socks,
  1135. // Legwear
  1136. itm_jeans, itm_pants, itm_pants_leather, itm_pants_cargo, itm_pants_army,
  1137. itm_skirt,
  1138. ***************
  1139. *** 81,88 ****
  1140. itm_hat_ball, itm_hat_boonie, itm_hat_cotton, itm_hat_knit, itm_hat_hunting,
  1141. itm_hat_fur, itm_hat_hard, itm_helmet_bike, itm_helmet_skid, itm_helmet_ball,
  1142. itm_helmet_army, itm_helmet_riot, itm_helmet_motor, itm_helmet_chitin,
  1143. // High-storage
  1144. ! itm_backpack, itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap,
  1145. // Ammunition
  1146. itm_battery, itm_plut_cell, itm_nail, itm_bb, itm_bolt_wood, itm_bolt_steel,
  1147. itm_shot_bird, itm_shot_00, itm_shot_slug, itm_22_lr, itm_22_cb,
  1148. --- 85,94 ----
  1149. itm_hat_ball, itm_hat_boonie, itm_hat_cotton, itm_hat_knit, itm_hat_hunting,
  1150. itm_hat_fur, itm_hat_hard, itm_helmet_bike, itm_helmet_skid, itm_helmet_ball,
  1151. itm_helmet_army, itm_helmet_riot, itm_helmet_motor, itm_helmet_chitin,
  1152. + //GlyphGryph's Addition
  1153. + itm_backpack, itm_knapsack, itm_rucksack, itm_rigid_backpack,
  1154. // High-storage
  1155. ! itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap,
  1156. // Ammunition
  1157. itm_battery, itm_plut_cell, itm_nail, itm_bb, itm_bolt_wood, itm_bolt_steel,
  1158. itm_shot_bird, itm_shot_00, itm_shot_slug, itm_22_lr, itm_22_cb,
  1159. ***************
  1160. *** 121,127 ****
  1161. itm_bag_plastic, itm_bottle_plastic, itm_bottle_glass,
  1162. itm_can_drink, itm_can_food, itm_box_small,
  1163. // Tools
  1164. ! itm_lighter, itm_sewing_kit, itm_scissors, itm_hammer, itm_extinguisher,
  1165. itm_flashlight, itm_flashlight_on, itm_hotplate, itm_soldering_iron,
  1166. itm_water_purifier, itm_two_way_radio, itm_radio, itm_radio_on, itm_crowbar,
  1167. itm_hoe, itm_shovel, itm_chainsaw_off, itm_chainsaw_on, itm_jackhammer,
  1168. --- 127,136 ----
  1169. itm_bag_plastic, itm_bottle_plastic, itm_bottle_glass,
  1170. itm_can_drink, itm_can_food, itm_box_small,
  1171. // Tools
  1172. ! //GlyphGryph's Addition
  1173. ! itm_sewing_machine, itm_torch, itm_lit_torch,
  1174. ! //End GlyphGryph's Addition
  1175. ! itm_lighter, itm_sewing_kit, itm_scissors, itm_hammer, itm_extinguisher,
  1176. itm_flashlight, itm_flashlight_on, itm_hotplate, itm_soldering_iron,
  1177. itm_water_purifier, itm_two_way_radio, itm_radio, itm_radio_on, itm_crowbar,
  1178. itm_hoe, itm_shovel, itm_chainsaw_off, itm_chainsaw_on, itm_jackhammer,
  1179. ***************
  1180. *** 173,185 ****
  1181. --- 182,203 ----
  1182.  
  1183. enum item_flag {
  1184. IF_NULL,
  1185. +
  1186. + //Weapons
  1187. IF_SPEAR, // Cutting damage is actually a piercing attack
  1188. IF_STAB, // This weapon *can* pierce, but also has normal cutting
  1189. IF_WRAP, // Can wrap around your target, costing you and them movement
  1190. IF_MESSY, // Splatters blood, etc.
  1191. IF_RELOAD_ONE, // Reload cartridge by cartridge (e.g. most shotguns)
  1192. IF_STR_RELOAD, // Reloading time is reduced by Strength * 20
  1193. + IF_LOUD, // This object makes a loud noise when striking things (not yet implemented)
  1194. + IF_BALANCED, // This object is well balanced for fighting, allowing for faster strikes than its size and weight would imply.
  1195. + IF_FLAMING, // This item is on fire and will light things it hits on fire as well.
  1196. +
  1197. + //Clothing
  1198. + IF_BULKY, // This item precludes other bulky items from being worn on the same body part
  1199.  
  1200. + //Ammo
  1201. IF_AMMO_FLAME, // Sets fire to terrain and monsters
  1202. IF_AMMO_INCENDIARY, // Sparks explosive terrain
  1203. IF_AMMO_EXPLOSIVE, // Small explosion
  1204. ***************
  1205. *** 450,461 ****
  1206. char psym, nc_color pcolor, material pm1, material pm2,
  1207. unsigned char pvolume, unsigned char pweight,
  1208. signed char pmelee_dam, signed char pmelee_cut, signed char pm_to_hit,
  1209. - unsigned pitem_flags,
  1210. -
  1211. unsigned char pcovers, signed char pencumber,
  1212. unsigned char pdmg_resist, unsigned char pcut_resist,
  1213. unsigned char penv_resist, signed char pwarmth,
  1214. ! unsigned char pstorage)
  1215. :itype(pid, prarity, pprice, pname, pdes, psym, pcolor, pm1, pm2,
  1216. pvolume, pweight, pmelee_dam, pmelee_cut, pm_to_hit, pitem_flags) {
  1217. covers = pcovers;
  1218. --- 469,478 ----
  1219. char psym, nc_color pcolor, material pm1, material pm2,
  1220. unsigned char pvolume, unsigned char pweight,
  1221. signed char pmelee_dam, signed char pmelee_cut, signed char pm_to_hit,
  1222. unsigned char pcovers, signed char pencumber,
  1223. unsigned char pdmg_resist, unsigned char pcut_resist,
  1224. unsigned char penv_resist, signed char pwarmth,
  1225. ! unsigned char pstorage, unsigned pitem_flags)
  1226. :itype(pid, prarity, pprice, pname, pdes, psym, pcolor, pm1, pm2,
  1227. pvolume, pweight, pmelee_dam, pmelee_cut, pm_to_hit, pitem_flags) {
  1228. covers = pcovers;
  1229. diff -crB Catacompare/iuse.cpp BetterHomesAndGardens/iuse.cpp
  1230. *** Catacompare/iuse.cpp 2011-08-21 15:34:02.000000000 -0400
  1231. --- BetterHomesAndGardens/iuse.cpp 2011-08-21 15:45:57.000000000 -0400
  1232. ***************
  1233. *** 924,929 ****
  1234. --- 924,953 ----
  1235. }
  1236. }
  1237.  
  1238. + void iuse::light_torch(game *g, player *p, item *it, bool t)
  1239. + {
  1240. + if (!p->has_amount(itm_lighter, 1)) {
  1241. + g->add_msg("You need a lighter!");
  1242. + return;
  1243. + }
  1244. + p->use_up(itm_lighter, 1);
  1245. + g->add_msg("You light the torch.");
  1246. + p->moves -= 150;
  1247. + it->make(g->itypes[itm_lit_torch]);
  1248. + it->active = true;
  1249. + }
  1250. +
  1251. + void iuse::douse_torch(game *g, player *p, item *it, bool t)
  1252. + {
  1253. + if (t) {
  1254. + } else {
  1255. + g->add_msg("Your torch sputters and goes out.");
  1256. + it->make(g->itypes[itm_torch]);
  1257. + it->active = false;
  1258. + }
  1259. + }
  1260. +
  1261. +
  1262. void iuse::water_purifier(game *g, player *p, item *it, bool t)
  1263. {
  1264. char ch = g->inv("Purify what?");
  1265. diff -crB Catacompare/iuse.h BetterHomesAndGardens/iuse.h
  1266. *** Catacompare/iuse.h 2011-08-21 15:34:02.000000000 -0400
  1267. --- BetterHomesAndGardens/iuse.h 2011-08-21 15:46:56.000000000 -0400
  1268. ***************
  1269. *** 46,51 ****
  1270. --- 46,55 ----
  1271. void hammer (game *g, player *p, item *it, bool t);
  1272. void light_off (game *g, player *p, item *it, bool t);
  1273. void light_on (game *g, player *p, item *it, bool t);
  1274. + //GlyphGryph's Additions
  1275. + void light_torch (game *g, player *p, item *it, bool t);
  1276. + void douse_torch (game *g, player *p, item *it, bool t);
  1277. + //End GlyphGryph's Additions
  1278. void water_purifier (game *g, player *p, item *it, bool t);
  1279. void two_way_radio (game *g, player *p, item *it, bool t);
  1280. void radio_off (game *g, player *p, item *it, bool t);
  1281. diff -crB Catacompare/mapitemsdef.cpp BetterHomesAndGardens/mapitemsdef.cpp
  1282. *** Catacompare/mapitemsdef.cpp 2011-08-21 15:34:02.000000000 -0400
  1283. --- BetterHomesAndGardens/mapitemsdef.cpp 2011-08-22 15:44:51.000000000 -0400
  1284. ***************
  1285. *** 37,49 ****
  1286. itm_gloves_winter, itm_gloves_leather, itm_gloves_fingerless,
  1287. itm_bandana, itm_scarf, itm_hat_cotton, itm_hat_knit, itm_hat_fur,
  1288. itm_helmet_bike, itm_helmet_motor, itm_mag_tv, itm_mag_news,
  1289. ! itm_lighter, itm_extinguisher, itm_mp3, NULL);
  1290.  
  1291. setvector(
  1292. mapitems[mi_kitchen],
  1293. itm_pot, itm_pan, itm_knife_butter, itm_knife_steak, itm_knife_butcher,
  1294. itm_cookbook, itm_rag, itm_hotplate, itm_flashlight, itm_extinguisher,
  1295. ! itm_whiskey, itm_bleach, itm_ammonia, itm_flour, itm_sugar, itm_salt,
  1296. NULL);
  1297.  
  1298. setvector(
  1299. --- 37,49 ----
  1300. itm_gloves_winter, itm_gloves_leather, itm_gloves_fingerless,
  1301. itm_bandana, itm_scarf, itm_hat_cotton, itm_hat_knit, itm_hat_fur,
  1302. itm_helmet_bike, itm_helmet_motor, itm_mag_tv, itm_mag_news,
  1303. ! itm_lighter, itm_extinguisher, itm_mp3, itm_chair, itm_sewing_machine, itm_guitar, NULL);
  1304.  
  1305. setvector(
  1306. mapitems[mi_kitchen],
  1307. itm_pot, itm_pan, itm_knife_butter, itm_knife_steak, itm_knife_butcher,
  1308. itm_cookbook, itm_rag, itm_hotplate, itm_flashlight, itm_extinguisher,
  1309. ! itm_whiskey, itm_bleach, itm_ammonia, itm_flour, itm_sugar, itm_salt, itm_chair,
  1310. NULL);
  1311.  
  1312. setvector(
  1313. ***************
  1314. *** 60,66 ****
  1315. itm_hacksaw, itm_xacto, itm_gloves_leather, itm_mask_dust,
  1316. itm_glasses_safety, itm_battery, itm_nail, itm_nailgun,
  1317. itm_manual_mechanics, itm_hammer, itm_flashlight, itm_soldering_iron,
  1318. ! itm_bubblewrap, NULL);
  1319.  
  1320. setvector(
  1321. mapitems[mi_bedroom],
  1322. --- 60,66 ----
  1323. itm_hacksaw, itm_xacto, itm_gloves_leather, itm_mask_dust,
  1324. itm_glasses_safety, itm_battery, itm_nail, itm_nailgun,
  1325. itm_manual_mechanics, itm_hammer, itm_flashlight, itm_soldering_iron,
  1326. ! itm_bubblewrap, itm_sewing_machine, NULL);
  1327.  
  1328. setvector(
  1329. mapitems[mi_bedroom],
  1330. ***************
  1331. *** 71,77 ****
  1332. itm_mag_news, itm_novel_romance, itm_novel_drama, itm_manual_mechanics,
  1333. itm_manual_speech, itm_manual_business, itm_manual_computers,
  1334. itm_lighter, itm_sewing_kit, itm_scissors, itm_soldering_iron,
  1335. ! itm_radio, itm_syringe, itm_mp3, NULL);
  1336.  
  1337. setvector(
  1338. mapitems[mi_homeguns],
  1339. --- 71,78 ----
  1340. itm_mag_news, itm_novel_romance, itm_novel_drama, itm_manual_mechanics,
  1341. itm_manual_speech, itm_manual_business, itm_manual_computers,
  1342. itm_lighter, itm_sewing_kit, itm_scissors, itm_soldering_iron,
  1343. ! itm_radio, itm_syringe, itm_mp3, itm_socks, itm_guitar, itm_knapsack, itm_rigid_backpack,
  1344. ! itm_rucksack, NULL);
  1345.  
  1346. setvector(
  1347. mapitems[mi_homeguns],
  1348. ***************
  1349. *** 88,94 ****
  1350. itm_sweatshirt, itm_sweater, itm_hoodie, itm_jacket_light,
  1351. itm_jacket_jean, itm_blazer, itm_jacket_leather, itm_poncho,
  1352. itm_trenchcoat, itm_peacoat, itm_vest, itm_mag_porn, itm_lighter,
  1353. ! itm_sewing_kit, itm_flashlight, NULL);
  1354.  
  1355. setvector(
  1356. mapitems[mi_snacks],
  1357. --- 89,95 ----
  1358. itm_sweatshirt, itm_sweater, itm_hoodie, itm_jacket_light,
  1359. itm_jacket_jean, itm_blazer, itm_jacket_leather, itm_poncho,
  1360. itm_trenchcoat, itm_peacoat, itm_vest, itm_mag_porn, itm_lighter,
  1361. ! itm_sewing_kit, itm_socks, itm_flashlight, NULL);
  1362.  
  1363. setvector(
  1364. mapitems[mi_snacks],
  1365. ***************
  1366. *** 171,177 ****
  1367. itm_bandages, itm_aspirin, itm_bat, itm_sneakers, itm_tshirt,
  1368. itm_tank_top, itm_gloves_fingerless, itm_glasses_safety,
  1369. itm_goggles_swim, itm_goggles_ski, itm_hat_ball, itm_helmet_bike,
  1370. ! itm_helmet_ball, itm_manual_brawl, NULL);
  1371.  
  1372. setvector(
  1373. mapitems[mi_camping],
  1374. --- 172,178 ----
  1375. itm_bandages, itm_aspirin, itm_bat, itm_sneakers, itm_tshirt,
  1376. itm_tank_top, itm_gloves_fingerless, itm_glasses_safety,
  1377. itm_goggles_swim, itm_goggles_ski, itm_hat_ball, itm_helmet_bike,
  1378. ! itm_helmet_ball, itm_manual_brawl, itm_socks, NULL);
  1379.  
  1380. setvector(
  1381. mapitems[mi_camping],
  1382. ***************
  1383. *** 180,186 ****
  1384. itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
  1385. itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
  1386. itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
  1387. ! itm_UPS_off, itm_string_36, NULL);
  1388.  
  1389. setvector(
  1390. mapitems[mi_allsporting],
  1391. --- 181,188 ----
  1392. itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
  1393. itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
  1394. itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
  1395. ! itm_UPS_off, itm_string_36, itm_knapsack, itm_rigid_backpack,
  1396. ! itm_rucksack, NULL);
  1397.  
  1398. setvector(
  1399. mapitems[mi_allsporting],
  1400. ***************
  1401. *** 192,198 ****
  1402. itm_bb, itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
  1403. itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
  1404. itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
  1405. ! itm_extinguisher, itm_string_36, NULL);
  1406.  
  1407. setvector(
  1408. mapitems[mi_alcohol],
  1409. --- 194,201 ----
  1410. itm_bb, itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
  1411. itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
  1412. itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
  1413. ! itm_extinguisher, itm_string_36, itm_knapsack, itm_rigid_backpack,
  1414. ! itm_rucksack, itm_socks, NULL);
  1415.  
  1416. setvector(
  1417. mapitems[mi_alcohol],
  1418. ***************
  1419. *** 263,269 ****
  1420.  
  1421. setvector(
  1422. mapitems[mi_shoes],
  1423. ! itm_sneakers, itm_boots, itm_flip_flops, itm_dress_shoes, itm_heels,
  1424. NULL);
  1425.  
  1426. setvector(
  1427. --- 266,272 ----
  1428.  
  1429. setvector(
  1430. mapitems[mi_shoes],
  1431. ! itm_sneakers, itm_boots, itm_flip_flops, itm_dress_shoes, itm_heels, itm_socks,
  1432. NULL);
  1433.  
  1434. setvector(
  1435. ***************
  1436. *** 289,295 ****
  1437.  
  1438. setvector(
  1439. mapitems[mi_bags],
  1440. ! itm_backpack, itm_purse, itm_mbag, NULL);
  1441.  
  1442. setvector(
  1443. mapitems[mi_allclothes],
  1444. --- 292,299 ----
  1445.  
  1446. setvector(
  1447. mapitems[mi_bags],
  1448. ! itm_backpack, itm_purse, itm_mbag, itm_knapsack, itm_rigid_backpack,
  1449. ! itm_rucksack, NULL);
  1450.  
  1451. setvector(
  1452. mapitems[mi_allclothes],
  1453. ***************
  1454. *** 484,496 ****
  1455. itm_codeine, itm_cig, itm_knife_combat, itm_boots_steel, itm_pants_army,
  1456. itm_kevlar, itm_vest, itm_gloves_fingerless, itm_mask_gas,
  1457. itm_glasses_safety, itm_goggles_nv, itm_hat_boonie, itm_helmet_army,
  1458. ! itm_backpack, itm_holster, itm_bootstrap, itm_9mm, itm_45_acp,
  1459. itm_556, itm_556_incendiary, itm_762_51, itm_762_51_incendiary,
  1460. itm_laser_pack, itm_usp_9mm, itm_usp_45, itm_m4a1, itm_scar_l,
  1461. itm_scar_h, itm_m249, itm_ftk93, itm_silencer, itm_clip, itm_lighter,
  1462. itm_flashlight, itm_two_way_radio, itm_landmine, itm_grenade,
  1463. ! itm_EMPbomb, itm_gasbomb, itm_smokebomb, itm_UPS_off, itm_tazer, NULL);
  1464. !
  1465. setvector(
  1466. mapitems[mi_science],
  1467. itm_water, itm_bleach, itm_ammonia, itm_mutagen, itm_purifier,
  1468. --- 488,500 ----
  1469. itm_codeine, itm_cig, itm_knife_combat, itm_boots_steel, itm_pants_army,
  1470. itm_kevlar, itm_vest, itm_gloves_fingerless, itm_mask_gas,
  1471. itm_glasses_safety, itm_goggles_nv, itm_hat_boonie, itm_helmet_army,
  1472. ! itm_holster, itm_bootstrap, itm_9mm, itm_45_acp,
  1473. itm_556, itm_556_incendiary, itm_762_51, itm_762_51_incendiary,
  1474. itm_laser_pack, itm_usp_9mm, itm_usp_45, itm_m4a1, itm_scar_l,
  1475. itm_scar_h, itm_m249, itm_ftk93, itm_silencer, itm_clip, itm_lighter,
  1476. itm_flashlight, itm_two_way_radio, itm_landmine, itm_grenade,
  1477. ! itm_EMPbomb, itm_gasbomb, itm_smokebomb, itm_UPS_off, itm_tazer,
  1478. ! itm_rigid_backpack,itm_rucksack, NULL);
  1479. setvector(
  1480. mapitems[mi_science],
  1481. itm_water, itm_bleach, itm_ammonia, itm_mutagen, itm_purifier,
  1482. ***************
  1483. *** 531,536 ****
  1484. --- 535,549 ----
  1485. mapitems[mi_stash_drugs],
  1486. itm_pills_sleep, itm_oxycodone, itm_xanax, itm_adderall, itm_weed,
  1487. itm_coke, itm_meth, itm_heroin, NULL);
  1488. + // GlyphGryph's Additions
  1489. + setvector(
  1490. + mapitems[mi_weight_set],
  1491. + itm_dumbell, itm_barbell, itm_weight_plate, NULL);
  1492. +
  1493. + setvector(
  1494. + mapitems[mi_drum_kit],
  1495. + itm_drumsticks, itm_cymbal, NULL);
  1496. + // End GlyphGryph's Additions
  1497.  
  1498. // This one kind of an inverted list; what a traveling salesman will NOT carry
  1499. setvector(
  1500. diff -crB Catacompare/mapitems.h BetterHomesAndGardens/mapitems.h
  1501. *** Catacompare/mapitems.h 2011-08-21 15:34:02.000000000 -0400
  1502. --- BetterHomesAndGardens/mapitems.h 2011-08-21 23:52:29.000000000 -0400
  1503. ***************
  1504. *** 34,40 ****
  1505. mi_stash_wood, mi_stash_drugs,
  1506. // Shopkeeps &c
  1507. mi_trader_avoid,
  1508. ! num_itloc
  1509. };
  1510.  
  1511. // This is used only for monsters; they get a list of items_locations, and
  1512. --- 34,43 ----
  1513. mi_stash_wood, mi_stash_drugs,
  1514. // Shopkeeps &c
  1515. mi_trader_avoid,
  1516. ! num_itloc,
  1517. ! // GlyphGryph's additions
  1518. ! mi_weight_set,
  1519. ! mi_drum_kit
  1520. };
  1521.  
  1522. // This is used only for monsters; they get a list of items_locations, and
  1523. diff -crB Catacompare/player.cpp BetterHomesAndGardens/player.cpp
  1524. *** Catacompare/player.cpp 2011-08-21 15:34:02.000000000 -0400
  1525. --- BetterHomesAndGardens/player.cpp 2011-08-24 14:41:43.000000000 -0400
  1526. ***************
  1527. *** 3552,3560 ****
  1528. g->add_msg("You can't wear that, it's made of wool!");
  1529. return false;
  1530. }
  1531. ! if (armor->covers & mfb(bp_head) && encumb(bp_head) != 0) {
  1532. ! g->add_msg("You can't wear a%s helmet!",
  1533. ! wearing_something_on(bp_head) ? "nother" : "");
  1534. return false;
  1535. }
  1536. if (armor->covers & mfb(bp_hands) && has_trait(PF_WEBBED)) {
  1537. --- 3552,3583 ----
  1538. g->add_msg("You can't wear that, it's made of wool!");
  1539. return false;
  1540. }
  1541. ! if (armor->covers & mfb(bp_head) && encumb_with(bp_head,armor) > 4) {
  1542. ! g->add_msg("You simply cannot fit that much stuff on your head. The idea is preposterous.");
  1543. ! return false;
  1544. ! }
  1545. ! //Adds a hard cap of 10 encumbrance to any body part
  1546. ! for (body_part i = bp_head; i < num_bp; i = body_part(i + 1)) {
  1547. ! if(armor->covers & mfb(i) && encumb_with(i,armor)>10){
  1548. ! g->add_msg("You simply cannot wear that much stuff. The idea is preposterous.");
  1549. ! return false;
  1550. ! }
  1551. ! }
  1552. !
  1553. ! if ((armor->covers & mfb(bp_head) && to_wear->has_flag(IF_BULKY)) && wearing_bulky_on(bp_head)){
  1554. ! g->add_msg("You can't wear another helmet!");
  1555. ! return false;
  1556. ! }
  1557. ! if (armor->covers & mfb(bp_torso) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_torso)){
  1558. ! g->add_msg("You can't figure out how to put it on when combined with what you are already wearing.");
  1559. ! return false;
  1560. ! }
  1561. ! if (armor->covers & mfb(bp_legs) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_legs)){
  1562. ! g->add_msg("You can't figure out how to put it on when combined with what you are already wearing.");
  1563. ! return false;
  1564. ! }
  1565. ! if (armor->covers & mfb(bp_hands) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_hands)){
  1566. ! g->add_msg("You can't figure out how to put in on when combined with what you are already wearing.");
  1567. return false;
  1568. }
  1569. if (armor->covers & mfb(bp_hands) && has_trait(PF_WEBBED)) {
  1570. ***************
  1571. *** 3565,3571 ****
  1572. g->add_msg("You cannot put a %s over your beak.", armor->name.c_str());
  1573. return false;
  1574. }
  1575. ! if (armor->covers & mfb(bp_feet) && wearing_something_on(bp_feet)) {
  1576. g->add_msg("You're already wearing footwear!");
  1577. return false;
  1578. }
  1579. --- 3588,3594 ----
  1580. g->add_msg("You cannot put a %s over your beak.", armor->name.c_str());
  1581. return false;
  1582. }
  1583. ! if ((armor->covers & mfb(bp_feet) && to_wear->has_flag(IF_BULKY)) && wearing_bulky_on(bp_feet)) {
  1584. g->add_msg("You're already wearing footwear!");
  1585. return false;
  1586. }
  1587. ***************
  1588. *** 3823,3828 ****
  1589. --- 3846,3894 ----
  1590. }
  1591. return ret;
  1592. }
  1593. + //GlyphGryph's Addition
  1594. + //Checks what the target areas encumbrance would be after a piece of clothing is added
  1595. + int player::encumb_with(body_part bp, it_armor* new_armor){
  1596. + int ret = 0;
  1597. + int layers = 0;
  1598. + it_armor* armor;
  1599. +
  1600. + if (new_armor->id != itm_glasses_eye) {
  1601. + if (new_armor->covers & mfb(bp) ||
  1602. + (bp == bp_torso && (new_armor->covers & mfb(bp_arms)))) {
  1603. + ret += new_armor->encumber;
  1604. + if (new_armor->encumber >= 0 || bp != bp_torso)
  1605. + layers++;
  1606. + }
  1607. + }
  1608. +
  1609. + for (int i = 0; i < worn.size(); i++) {
  1610. + if (!worn[i].is_armor()){
  1611. + debugmsg("%s::encumb hit a non-armor item at worn[%d] (%s)", name.c_str(),
  1612. + i, worn[i].tname().c_str());
  1613. + }
  1614. + if (worn[i].type->id != itm_glasses_eye) {
  1615. + armor = dynamic_cast<it_armor*>(worn[i].type);
  1616. + if (armor->covers & mfb(bp) ||
  1617. + (bp == bp_torso && (armor->covers & mfb(bp_arms)))) {
  1618. + ret += armor->encumber;
  1619. + if (armor->encumber >= 0 || bp != bp_torso)
  1620. + layers++;
  1621. + }
  1622. + }
  1623. + }
  1624. +
  1625. +
  1626. + if (layers > 1)
  1627. + ret += (layers - 1) * (bp == bp_torso ? .5 : 2);// Easier to layer on torso
  1628. + if ((bp == bp_head && has_bionic(bio_armor_head)) ||
  1629. + (bp == bp_torso && has_bionic(bio_armor_torso)) ||
  1630. + (bp == bp_legs && has_bionic(bio_armor_legs)))
  1631. + ret += 2;
  1632. + return ret;
  1633. + }
  1634. +
  1635. + //End GlyphGryph's Addition
  1636.  
  1637. int player::encumb(body_part bp)
  1638. {
  1639. ***************
  1640. *** 4023,4033 ****
  1641. return ret;
  1642. }
  1643.  
  1644. bool player::wearing_something_on(body_part bp)
  1645. {
  1646. for (int i = 0; i < worn.size(); i++) {
  1647. if ((dynamic_cast<it_armor*>(worn[i].type))->covers & mfb(bp))
  1648. ! return true;
  1649. }
  1650. return false;
  1651. }
  1652. --- 4089,4112 ----
  1653. return ret;
  1654. }
  1655.  
  1656. + //GlyphGryph's Addition
  1657. + //Checks to see if a bulky object is being worn on this body part
  1658. + bool player::wearing_bulky_on(body_part bp){
  1659. + for (int i = 0; i < worn.size(); i++){
  1660. + it_armor* this_armor = dynamic_cast<it_armor*>(worn[i].type);
  1661. + if(this_armor->covers & mfb(bp) && worn[i].has_flag(IF_BULKY)){
  1662. + return true;
  1663. + }
  1664. + }
  1665. + return false;
  1666. + }
  1667. + //End GlyphGryph's Addition
  1668. +
  1669. bool player::wearing_something_on(body_part bp)
  1670. {
  1671. for (int i = 0; i < worn.size(); i++) {
  1672. if ((dynamic_cast<it_armor*>(worn[i].type))->covers & mfb(bp))
  1673. ! return true;
  1674. }
  1675. return false;
  1676. }
  1677. diff -crB Catacompare/player.h BetterHomesAndGardens/player.h
  1678. *** Catacompare/player.h 2011-08-21 15:34:02.000000000 -0400
  1679. --- BetterHomesAndGardens/player.h 2011-08-22 14:23:14.000000000 -0400
  1680. ***************
  1681. *** 127,136 ****
  1682. --- 127,138 ----
  1683. bool can_sleep(game *g); // Checked each turn during DIS_LYING_DOWN
  1684.  
  1685. int warmth(body_part bp); // Warmth provided by armor &c
  1686. + int encumb_with(body_part bp, it_armor* new_armor); //Hypothetical encumbrance from armor if a piece was added
  1687. int encumb(body_part bp); // Encumberance from armor &c
  1688. int armor_bash(body_part bp); // Bashing resistance
  1689. int armor_cut(body_part bp); // Cutting resistance
  1690. int resist(body_part bp); // Infection &c resistance
  1691. + bool wearing_bulky_on(body_part bp); //True if wearing a bulky object on this body part
  1692. bool wearing_something_on(body_part bp); // True if wearing something on bp
  1693.  
  1694. void practice(skill s, int amount); // Practice a skill
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