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- Only in BetterHomesAndGardens/: cataclysm
- diff -crB Catacompare/crafting.cpp BetterHomesAndGardens/crafting.cpp
- *** Catacompare/crafting.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/crafting.cpp 2011-09-01 15:49:07.000000000 -0400
- ***************
- *** 387,437 ****
- // ARMOR
- RECIPE(itm_mocassins, CC_ARMOR, sk_tailor, sk_null, 1, 30000);
- ! TOOL(itm_sewing_kit, 5, NULL);
- COMP(itm_fur, 2, NULL);
- RECIPE(itm_boots, CC_ARMOR, sk_tailor, sk_null, 2, 35000);
- ! TOOL(itm_sewing_kit, 10, NULL);
- COMP(itm_leather, 2, NULL);
- RECIPE(itm_jeans, CC_ARMOR, sk_tailor, sk_null, 2, 45000);
- ! TOOL(itm_sewing_kit, 10, NULL);
- COMP(itm_rag, 6, NULL);
- RECIPE(itm_pants_cargo, CC_ARMOR, sk_tailor, sk_null, 3, 48000);
- ! TOOL(itm_sewing_kit, 16, NULL);
- COMP(itm_rag, 8, NULL);
- RECIPE(itm_pants_leather, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
- ! TOOL(itm_sewing_kit, 10, NULL);
- COMP(itm_leather, 6, NULL);
- RECIPE(itm_tank_top, CC_ARMOR, sk_tailor, sk_null, 2, 38000);
- ! TOOL(itm_sewing_kit, 4, NULL);
- COMP(itm_rag, 4, NULL);
- RECIPE(itm_hoodie, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
- ! TOOL(itm_sewing_kit, 14, NULL);
- COMP(itm_rag, 8, NULL);
- RECIPE(itm_trenchcoat, CC_ARMOR, sk_tailor, sk_null, 3, 42000);
- ! TOOL(itm_sewing_kit, 24, NULL);
- COMP(itm_rag, 10, NULL);
- RECIPE(itm_coat_fur, CC_ARMOR, sk_tailor, sk_null, 4, 100000);
- ! TOOL(itm_sewing_kit, 20, NULL);
- COMP(itm_fur, 10, NULL);
- RECIPE(itm_jacket_leather, CC_ARMOR, sk_tailor, sk_null, 5, 150000);
- ! TOOL(itm_sewing_kit, 30, NULL);
- COMP(itm_leather, 8, NULL);
- RECIPE(itm_gloves_light, CC_ARMOR, sk_tailor, sk_null, 1, 10000);
- ! TOOL(itm_sewing_kit, 2, NULL);
- COMP(itm_rag, 2, NULL);
- RECIPE(itm_gloves_fingerless, CC_ARMOR, sk_tailor, sk_null, 3, 16000);
- ! TOOL(itm_sewing_kit, 6, NULL);
- COMP(itm_leather, 2, NULL);
- RECIPE(itm_mask_filter, CC_ARMOR, sk_mechanics, sk_tailor, 1, 5000);
- --- 386,436 ----
- // ARMOR
- RECIPE(itm_mocassins, CC_ARMOR, sk_tailor, sk_null, 1, 30000);
- ! TOOL(itm_sewing_kit, 5, itm_sewing_machine, 25, NULL);
- COMP(itm_fur, 2, NULL);
- RECIPE(itm_boots, CC_ARMOR, sk_tailor, sk_null, 2, 35000);
- ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
- COMP(itm_leather, 2, NULL);
- RECIPE(itm_jeans, CC_ARMOR, sk_tailor, sk_null, 2, 45000);
- ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
- COMP(itm_rag, 6, NULL);
- RECIPE(itm_pants_cargo, CC_ARMOR, sk_tailor, sk_null, 3, 48000);
- ! TOOL(itm_sewing_kit, 16, itm_sewing_machine, 80, NULL);
- COMP(itm_rag, 8, NULL);
- RECIPE(itm_pants_leather, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
- ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
- COMP(itm_leather, 6, NULL);
- RECIPE(itm_tank_top, CC_ARMOR, sk_tailor, sk_null, 2, 38000);
- ! TOOL(itm_sewing_kit, 4, itm_sewing_machine, 20, NULL);
- COMP(itm_rag, 4, NULL);
- RECIPE(itm_hoodie, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
- ! TOOL(itm_sewing_kit, 14, itm_sewing_machine, 70, NULL);
- COMP(itm_rag, 8, NULL);
- RECIPE(itm_trenchcoat, CC_ARMOR, sk_tailor, sk_null, 3, 42000);
- ! TOOL(itm_sewing_kit, 24, itm_sewing_machine, 120, NULL);
- COMP(itm_rag, 10, NULL);
- RECIPE(itm_coat_fur, CC_ARMOR, sk_tailor, sk_null, 4, 100000);
- ! TOOL(itm_sewing_kit, 20, itm_sewing_machine, 100, NULL);
- COMP(itm_fur, 10, NULL);
- RECIPE(itm_jacket_leather, CC_ARMOR, sk_tailor, sk_null, 5, 150000);
- ! TOOL(itm_sewing_kit, 30, itm_sewing_machine, 150, NULL);
- COMP(itm_leather, 8, NULL);
- RECIPE(itm_gloves_light, CC_ARMOR, sk_tailor, sk_null, 1, 10000);
- ! TOOL(itm_sewing_kit, 2, itm_sewing_machine, 10, NULL);
- COMP(itm_rag, 2, NULL);
- RECIPE(itm_gloves_fingerless, CC_ARMOR, sk_tailor, sk_null, 3, 16000);
- ! TOOL(itm_sewing_kit, 6, itm_sewing_machine, 30, NULL);
- COMP(itm_leather, 2, NULL);
- RECIPE(itm_mask_filter, CC_ARMOR, sk_mechanics, sk_tailor, 1, 5000);
- ***************
- *** 457,463 ****
- COMP(itm_amplifier, 3, NULL);
- RECIPE(itm_hat_fur, CC_ARMOR, sk_tailor, sk_null, 2, 40000);
- ! TOOL(itm_sewing_kit, 8, NULL);
- COMP(itm_fur, 3, NULL);
- RECIPE(itm_helmet_chitin, CC_ARMOR, sk_tailor, sk_null, 6, 60000);
- --- 456,462 ----
- COMP(itm_amplifier, 3, NULL);
- RECIPE(itm_hat_fur, CC_ARMOR, sk_tailor, sk_null, 2, 40000);
- ! TOOL(itm_sewing_kit, 8, itm_sewing_machine, 40, NULL);
- COMP(itm_fur, 3, NULL);
- RECIPE(itm_helmet_chitin, CC_ARMOR, sk_tailor, sk_null, 6, 60000);
- ***************
- *** 468,477 ****
- COMP(itm_string_36, 2, itm_string_6, 12, NULL);
- COMP(itm_chitin_piece, 15, NULL);
- ! RECIPE(itm_backpack, CC_ARMOR, sk_tailor, sk_null, 3, 50000);
- ! TOOL(itm_sewing_kit, 20, NULL);
- COMP(itm_rag, 20, itm_fur, 16, itm_leather, 12, NULL);
- // MISC
- RECIPE(itm_superglue, CC_MISC, sk_cooking, sk_null, 2, 12000);
- --- 467,494 ----
- COMP(itm_string_36, 2, itm_string_6, 12, NULL);
- COMP(itm_chitin_piece, 15, NULL);
- ! //GlyphGryph's Additions - Note, removed regular backpack recipe
- ! RECIPE(itm_knapsack, CC_ARMOR, sk_tailor, sk_null, 3, 40000);
- ! TOOL(itm_sewing_kit, 10, itm_sewing_machine, 50, NULL);
- ! COMP(itm_rag, 10, itm_fur, 8, itm_leather, 6, NULL);
- !
- ! RECIPE(itm_rucksack, CC_ARMOR, sk_tailor, sk_null, 4, 50000);
- ! TOOL(itm_sewing_kit, 20, itm_sewing_machine, 100, NULL);
- COMP(itm_rag, 20, itm_fur, 16, itm_leather, 12, NULL);
- + RECIPE(itm_rigid_backpack, CC_ARMOR, sk_tailor, sk_mechanics, 4, 70000);
- + TOOL(itm_sewing_kit, 25, itm_sewing_machine, 125, NULL);
- + TOOL(itm_hacksaw, -1, itm_saw, -1, NULL);
- + TOOL(itm_screwdriver, -1, itm_hammer, -1, NULL);
- + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
- + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
- + COMP(itm_pipe, 1, itm_2x4, 1, itm_mop, 1, itm_broom, 1, NULL);
- +
- + RECIPE(itm_socks, CC_ARMOR, sk_tailor, sk_null, 4, 70000);
- + TOOL(itm_sewing_kit, 4, itm_sewing_machine, 20, NULL);
- + COMP(itm_rag, 2, NULL);
- + //
- +
- // MISC
- RECIPE(itm_superglue, CC_MISC, sk_cooking, sk_null, 2, 12000);
- ***************
- *** 562,567 ****
- --- 579,598 ----
- COMP(itm_power_supply, 1, NULL);
- COMP(itm_battery, 500, itm_plut_cell, 1, NULL);
- + //GlyphGryph's Recipes
- + RECIPE(itm_torch, CC_MISC, sk_null, sk_null, 0, 600);
- + COMP(itm_rag, 2, NULL);
- + COMP(itm_whiskey, 1, itm_vodka, 1, itm_rum, 1, itm_tequila, 1,
- + itm_gasoline, 1, NULL);
- + COMP(itm_2x4, 1, itm_bat, 1, itm_stick, 1, itm_mop, 1, NULL);
- +
- + RECIPE(itm_blackjack, CC_WEAPON, sk_bashing, sk_null, 0, 1000);
- + COMP(itm_socks, 1, itm_leather, 1, NULL);
- + COMP(itm_rock, 1, itm_coins, 1, NULL);
- +
- +
- + //End GlyphGryph's Recipes
- +
- }
- void game::craft()
- Only in BetterHomesAndGardens/: .deps
- diff -crB Catacompare/game.cpp BetterHomesAndGardens/game.cpp
- *** Catacompare/game.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/game.cpp 2011-08-21 17:33:58.000000000 -0400
- ***************
- *** 1983,1990 ****
- --- 1983,1998 ----
- if (ret > 10)
- ret = 10;
- }
- + int torch = u.active_item_charges(itm_lit_torch);
- + if (ret < 10 && torch > 0){
- + ret = torch/10-rand()%3;
- + if (ret > 10){
- + ret = 10;
- + }
- + }
- if (ret < 8 && u.has_active_bionic(bio_flashlight))
- ret = 8;
- + if (ret < 1) ret = 1;
- return ret;
- }
- diff -crB Catacompare/itypedef.cpp BetterHomesAndGardens/itypedef.cpp
- *** Catacompare/itypedef.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/itypedef.cpp 2011-09-01 01:35:42.000000000 -0400
- ***************
- *** 651,657 ****
- for throwing at enemies.");
- MELEE("heavy stick", 95, 0, '/', c_brown, WOOD, MNULL,
- ! 6, 10, 12, 0, 3, 0, "\
- A sturdy, heavy stick. Makes a decent melee weapon, and can be cut into two\n\
- by fours for crafting.");
- --- 651,657 ----
- for throwing at enemies.");
- MELEE("heavy stick", 95, 0, '/', c_brown, WOOD, MNULL,
- ! 6, 10, 12, 0, 1, 0, "\
- A sturdy, heavy stick. Makes a decent melee weapon, and can be cut into two\n\
- by fours for crafting.");
- ***************
- *** 664,670 ****
- An unwieldy mop. Essentially useless.");
- MELEE("screwdriver", 40, 65, ';', c_ltcyan, IRON, PLASTIC,
- ! 1, 1, 2, 8, 1, mfb(IF_SPEAR), "\
- A Philips-head screwdriver, important for almost all electronics crafting and\n\
- most mechanics crafting.");
- --- 664,670 ----
- An unwieldy mop. Essentially useless.");
- MELEE("screwdriver", 40, 65, ';', c_ltcyan, IRON, PLASTIC,
- ! 1, 1, 2, 8, -4, mfb(IF_SPEAR), "\
- A Philips-head screwdriver, important for almost all electronics crafting and\n\
- most mechanics crafting.");
- ***************
- *** 802,1048 ****
- MELEE("gold bar", 10,3000,'/', c_yellow, STEEL, MNULL,
- 2, 60, 14, 0, -1, 0, "\
- ! A large bar of gold. Before the apocalypse, this wouldn't been worth a small\n\
- fortune; now its value is greatly diminished.");
- // ARMOR
- #define ARMOR(name,rarity,price,color,mat1,mat2,volume,wgt,dam,to_hit,\
- ! encumber,dmg_resist,cut_resist,env,warmth,storage,covers,des)\
- index++;itypes.push_back(new it_armor(index,rarity,price,name,des,'[',\
- ! color,mat1,mat2,volume,wgt,dam,0,to_hit,0,covers,encumber,dmg_resist,cut_resist,\
- ! env,warmth,storage))
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("sneakers", 80, 100,C_SHOES, LEATHER, MNULL,
- ! // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 5, 4, -2, 0, -1, 0, 2, 0, 2, 0, mfb(bp_feet), "\
- Guaranteed to make you run faster and jump higher!");
- ARMOR("boots", 70, 120,C_SHOES, LEATHER, MNULL,
- ! 7, 6, 1, -1, 1, 1, 4, 2, 4, 0, mfb(bp_feet), "\
- Tough leather boots, very durable.");
- ARMOR("steeltoed boots",50, 135,C_SHOES, LEATHER, STEEL,
- ! 7, 9, 4, -1, 1, 4, 4, 3, 2, 0, mfb(bp_feet), "\
- Leather boots with a steel toe. Extremely durable.");
- ARMOR("winter boots", 60, 140,C_SHOES, PLASTIC, WOOL,
- ! 8, 7, 0, -1, 2, 0, 2, 1, 7, 0, mfb(bp_feet), "\
- Cumbersome boots designed for warmth.");
- ARMOR("mocassins", 5, 80,C_SHOES, LEATHER, WOOL,
- ! 2, 1, -3, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), "\
- Simple shoes made from animal pelts.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("flip-flops", 35, 25,C_SHOES, PLASTIC, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 1, -4, -2, 3, 0, 0, 0, 0, 0, mfb(bp_feet), "\
- Simple sandals. Very difficult to run in.");
- ARMOR("dress shoes", 50, 45,C_SHOES, LEATHER, MNULL,
- ! 5, 3, 1, 1, 1, 0, 3, 0, 1, 0, mfb(bp_feet), "\
- Fancy patent leather shoes. Not designed for running in.");
- ARMOR("heels", 50, 50,C_SHOES, LEATHER, MNULL,
- ! 4, 2, 6, -2, 4, 0, 0, 0, 0, 0, mfb(bp_feet), "\
- A pair of high heels. Difficult to even walk in.");
- ARMOR("jeans", 90, 180,C_PANTS, COTTON, MNULL,
- ! 5, 4, -4, 1, 0, 0, 1, 0, 1, 4, mfb(bp_legs), "\
- A pair of blue jeans with two deep pockets.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("pants", 75, 185,C_PANTS, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 5, 5, -4, 1, 0, 0, 1, 0, 2, 4, mfb(bp_legs), "\
- A pair of khaki pants. Slightly warmer than jeans.");
- ARMOR("leather pants", 60, 210,C_PANTS, LEATHER, MNULL,
- ! 6, 8, -2, 1, 1, 1, 7, 0, 5, 2, mfb(bp_legs), "\
- A pair of black leather pants. Very tough, but encumbersome and without much\n\
- storage.");
- ARMOR("cargo pants", 70, 280,C_PANTS, COTTON, MNULL,
- ! 6, 6, -3, 0, 1, 0, 2, 0, 3, 12, mfb(bp_legs), "\
- A pair of pants lined with pockets, offering lots of storage.");
- ARMOR("army pants", 30, 315,C_PANTS, COTTON, MNULL,
- ! 6, 7, -2, 0, 1, 0, 3, 0, 4, 14, mfb(bp_legs), "\
- A tough pair of pants lined with pockets. Favored by the military.");
- ARMOR("skirt", 75, 120,C_PANTS, COTTON, MNULL,
- ! 2, 2, -5, 0, -1, 0, 0, 0, 0, 1, mfb(bp_legs), "\
- A short, breezy cotton skirt. Easy to move in, but only has a single small\n\
- pocket.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("jumpsuit", 20, 200,C_BODY, COTTON, PLASTIC,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 6, 6, -3, -3, 1, 0, 1, 0, 3, 16, mfb(bp_legs)|mfb(bp_torso), "\
- A full-body jumpsuit with many pockets.");
- ARMOR("dress", 70, 180,C_BODY, COTTON, MNULL,
- ! 8, 6, -5, -5, 3, 0, 1, 0, 2, 0, mfb(bp_legs)|mfb(bp_torso), "\
- A long cotton dress. Difficult to move in and lacks any storage space.");
- ARMOR("chitinous armor", 1,1200,C_BODY, FLESH, MNULL,
- ! 90, 10, 2, -5, 2, 8, 14, 0, 1, 0, mfb(bp_legs)|mfb(bp_torso), "\
- Leg and body armor made from the exoskeletons of insects. Light and durable.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("t shirt", 80, 80,C_TORSO, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 3, 2, -5, 0, 0, 0, 0, 0, 1, 0, mfb(bp_torso), "\
- A short-sleeved cotton shirt.");
- ARMOR("polo shirt", 65, 95,C_TORSO, COTTON, MNULL,
- ! 3, 2, -5, 0, 0, 0, 1, 0, 1, 0, mfb(bp_torso), "\
- A short-sleeved cotton shirt, slightly thicker than a t-shirt.");
- ARMOR("dress shirt", 60, 115,C_TORSO, COTTON, MNULL,
- ! 3, 3, -5, 0, 1, 0, 1, 0, 1, 1, mfb(bp_torso), "\
- A white button-down shirt with long sleeves. Looks professional!");
- ARMOR("tank top", 50, 75,C_TORSO, COTTON, MNULL,
- ! 1, 1, -5, 0, 0, 0, 0, 0, 0, 0, mfb(bp_torso), "\
- A sleeveless cotton shirt. Very easy to move in.");
- ARMOR("sweatshirt", 75, 110,C_TORSO, COTTON, MNULL,
- ! 9, 5, -5, 0, 1, 1, 1, 0, 3, 0, mfb(bp_torso), "\
- A thick cotton shirt. Provides warmth and a bit of padding.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("sweater", 75, 105,C_TORSO, WOOL, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 8, 5, -5, 0, 0, 1, 0, 0, 3, 0, mfb(bp_torso), "\
- A wool shirt. Provides warmth.");
- ARMOR("hoodie", 65, 130,C_TORSO, COTTON, MNULL,
- ! 10, 5, -5, 0, 1, 1, 2, 0, 3, 9, mfb(bp_torso), "\
- A sweatshirt with a hood and a \"kangaroo pocket\" in front for storage.");
- ARMOR("light jacket", 50, 105,C_TORSO, COTTON, MNULL,
- ! 6, 4, -5, 0, 0, 0, 2, 0, 2, 4, mfb(bp_torso), "\
- A thin cotton jacket. Good for brisk weather.");
- ARMOR("jean jacket", 35, 120,C_TORSO, COTTON, MNULL,
- ! 7, 5, -3, 0, 1, 0, 4, 0, 2, 3, mfb(bp_torso), "\
- A jacket made from denim. Provides decent protection from cuts.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("blazer", 35, 120,C_TORSO, WOOL, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 6, -4, 0, 2, 0, 3, 0, 3, 2, mfb(bp_torso), "\
- A professional-looking wool blazer. Quite encumbersome.");
- ARMOR("leather jacket", 30, 150,C_TORSO, LEATHER, MNULL,
- ! 14, 14, -2, 1, 2, 1, 9, 1, 4, 4, mfb(bp_torso), "\
- A jacket made from thick leather. Encumbersome, but offers excellent\n\
- protection from cuts.");
- ARMOR("kevlar vest", 30, 800,C_TORSO, KEVLAR, COTTON,
- ! 24, 24, 6, -3, 2, 4, 22, 0, 4, 4, mfb(bp_torso), "\
- A heavy bulletproof vest. The best protection from cuts and bullets.");
- ARMOR("rain coat", 50, 100,C_TORSO, PLASTIC, COTTON,
- ! 9, 8, -4, 0, 2, 0, 3, 1, 2, 7, mfb(bp_torso), "\
- A plastic coat with two very large pockets. Provides protection from rain.");
- ARMOR("wool poncho", 15, 120,C_TORSO, WOOL, MNULL,
- ! 7, 3, -5, -1, 0, 1, 2, 1, 2, 0, mfb(bp_torso), "\
- A simple wool garment worn over the torso. Provides a bit of protection.");
- // NAME RARE COLOR MAT1 MAT2
- ARMOR("trenchcoat", 25, 225,C_TORSO, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 6, -5, -1, 1, 0, 1, 1, 3, 24, mfb(bp_torso), "\
- A long coat lines with pockets. Great for storage.");
- ARMOR("winter coat", 50, 160,C_TORSO, COTTON, MNULL,
- ! 12, 6, -5, -2, 3, 3, 1, 1, 8, 12, mfb(bp_torso), "\
- A padded coat with deep pockets. Very warm.");
- ARMOR("fur coat", 5, 550,C_TORSO, WOOL, FLESH,
- ! 18, 12, -5, -5, 2, 4, 2, 2, 10, 4, mfb(bp_torso), "\
- A fur coat with a couple small pockets. Extremely warm.");
- ARMOR("peacoat", 30, 180,C_TORSO, COTTON, MNULL,
- ! 16, 10, -4, -3, 2, 1, 2, 0, 7, 10, mfb(bp_torso), "\
- A heavy cotton coat. Encumbersome, but warm and with deep pockets.");
- ARMOR("utility vest", 15, 200,C_TORSO, COTTON, MNULL,
- ! 4, 3, -3, 0, 0, 0, 1, 0, 1, 14, mfb(bp_torso), "\
- A light vest covered in pockets and straps for storage.");
- ARMOR("lab coat", 20, 155,C_TORSO, COTTON, MNULL,
- ! 11, 7, -3, -2, 1, 1, 2, 0, 1, 14, mfb(bp_torso), "\
- A long white coat with several large pockets.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("light gloves", 35, 65,C_GLOVES, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 0, 0, -5, 1, 1, 0, 0, 0, 1, 0, mfb(bp_hands), "\
- A pair of thin cotton gloves. Often used as a liner beneath other gloves.");
- ARMOR("mittens", 30, 40,C_GLOVES, WOOL, MNULL,
- ! 0, 0, -5, 1, 8, 0, 1, 0, 5, 0, mfb(bp_hands), "\
- A pair of warm mittens. They are extremely encumbersome.");
- ARMOR("wool gloves", 33, 50,C_GLOVES, WOOL, MNULL,
- ! 1, 0, -5, 1, 3, 0, 1, 0, 3, 0, mfb(bp_hands), "\
- A thick pair of wool gloves. Encumbersome but warm.");
- ARMOR("winter gloves", 40, 65,C_GLOVES, COTTON, MNULL,
- ! 1, 0, -5, 1, 5, 1, 1, 0, 4, 0, mfb(bp_hands), "\
- A pair of padded gloves. Encumbersome but warm.");
- ARMOR("leather gloves", 45, 85,C_GLOVES, LEATHER, MNULL,
- ! 1, 1, -3, 2, 1, 0, 3, 0, 3, 0, mfb(bp_hands), "\
- A thin pair of leather gloves. Good for doing manual labor.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("fingerless gloves",20,90,C_GLOVES, LEATHER, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 1, -3, 2, 0, 0, 2, 0, 2, 0, mfb(bp_hands), "\
- A pair of leather gloves with no fingers, allowing greater manual dexterity.");
- ARMOR("rubber gloves", 20, 30,C_GLOVES, PLASTIC, MNULL,
- ! 1, 1, -3, 2, 3, 0, 1, 2, 1, 0, mfb(bp_hands), "\
- A pair of rubber gloves, often used while cleaning with caustic materials.");
- ARMOR("medical gloves", 70, 10,C_GLOVES, PLASTIC, MNULL,
- ! 0, 0, -5, 1, 0, 0, 0, 1, 0, 0, mfb(bp_hands), "\
- A pair of thin latex gloves, designed to limit the spread of disease.");
- ARMOR("fire gauntlets", 5, 95,C_GLOVES, LEATHER, MNULL,
- ! 3, 5, -2, 2, 6, 1, 2, 5, 4, 0, mfb(bp_hands), "\
- A heavy pair of leather gloves, used by firefighters for heat protection.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("dust mask", 65, 20,C_MOUTH, COTTON, IRON,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 0, 0, -5, -3, 1, 0, 0, 2, 1, 0, mfb(bp_mouth), "\
- A simple piece of cotton that straps over the mouth. Provides a small amount\n\
- of protection from air-borne illness and dust.");
- ARMOR("bandana", 35, 28,C_MOUTH, COTTON, MNULL,
- ! 1, 0, -4, -1, 0, 0, 0, 1, 2, 0, mfb(bp_mouth), "\
- A cotton bandana, worn over the mouth for warmth and minor protection from\n\
- dust and other contaminents.");
- ARMOR("scarf", 45, 40,C_MOUTH, WOOL, MNULL,
- ! 2, 3, -5, -3, 1, 1, 0, 2, 3, 0, mfb(bp_mouth), "\
- A long wool scarf, worn over the mouth for warmth.");
- ARMOR("filter mask", 30, 80,C_MOUTH, PLASTIC, MNULL,
- ! 3, 6, 1, 1, 2, 1, 1, 7, 2, 0, mfb(bp_mouth), "\
- A mask that straps over your mouth and nose and filters air. Protects from\n\
- smoke, dust, and other contaminents quite well.");
- ARMOR("gas mask", 10, 240,C_MOUTH, PLASTIC, MNULL,
- ! 6, 8, 0, -3, 4, 1, 2, 16, 4, 0, mfb(bp_mouth)|mfb(bp_eyes), "\
- A full gas mask that covers the face and eyes. Provides excellent protection\n\
- from smoke, teargas, and other contaminents.");
- --- 802,1091 ----
- MELEE("gold bar", 10,3000,'/', c_yellow, STEEL, MNULL,
- 2, 60, 14, 0, -1, 0, "\
- ! A large bar of gold. Before the apocalypse, this would have been worth a small\n\
- fortune; now its value is greatly diminished.");
- + //GlyphGryph's Additions
- + MELEE("chair", 93, 15,'h', c_brown, WOOD, MNULL,
- + 90, 15, 20, 4, -3, mfb(IF_SPEAR), "\
- + A fairly sturdy four-legged wooden chair. Slow and unwiedly,\n\
- + but decent damage.");
- +
- + MELEE("burnt torch", 0, 10,';', c_brown, WOOD, MNULL,
- + 5, 5, 12, 0, 2, 0, "\
- + This is a burn-out torch. Useful as a club, maybe, but not much else.");
- +
- + MELEE("weight plate", 8, 15,'o', c_green, IRON, MNULL,
- + 16, 40, 44, 0, -5, 0, "\
- + One of the plates intended to be slid on to the end of a barbell.\n\
- + This plate is big, heavy, and unwieldy. You could probably do a lot of damage\n\
- + if you hit something with it though.");
- +
- + MELEE("barbell", 8, 10,'/', c_green, STEEL, MNULL,
- + 16, 25, 32, 0, 3, 0, "\
- + A metal bar. It is heavy and quite sturdy. Built in grips to prevent slippage.");
- +
- + MELEE("dumbell", 19, 10,'H', c_green, STEEL, MNULL,
- + 5, 16, 22, 0, -2, 0, "\
- + A relatively hefty hand weight.");
- +
- + // NAME RAR PRC SYM COLOR MAT1 MAT2
- + MELEE("drumsticks", 15, 5,'/', c_yellow, WOOD, MNULL,
- + // VOL WGT DAM CUT HIT FLAGS
- + 2, 1, 4, 2, -2, mfb(IF_SPEAR), "\
- + A pair of small wooden stick. These aren't really built to be weapons, but you could probably do\n\
- + some damage by whacking someone in the head or shoving it an eye, though.");
- +
- + MELEE("blackjack", 1, 35,',', c_blue, LEATHER, IRON,
- + 1, 2, 21, 0, -2, 0, "\
- + A lightweight bludgeon, made from a soft outer layer wrapped around a solid core.");
- +
- +
- // ARMOR
- #define ARMOR(name,rarity,price,color,mat1,mat2,volume,wgt,dam,to_hit,\
- ! encumber,dmg_resist,cut_resist,env,warmth,storage,covers,flags,des)\
- index++;itypes.push_back(new it_armor(index,rarity,price,name,des,'[',\
- ! color,mat1,mat2,volume,wgt,dam,0,to_hit,covers,encumber,dmg_resist,cut_resist,\
- ! env,warmth,storage,flags))
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("sneakers", 80, 100,C_SHOES, LEATHER, MNULL,
- ! // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS FLAGS
- ! 5, 4, -2, 0, -1, 0, 2, 0, 2, 0, mfb(bp_feet), mfb(IF_BULKY), "\
- Guaranteed to make you run faster and jump higher!");
- ARMOR("boots", 70, 120,C_SHOES, LEATHER, MNULL,
- ! 7, 6, 1, -1, 1, 1, 4, 2, 4, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Tough leather boots, very durable.");
- ARMOR("steeltoed boots",50, 135,C_SHOES, LEATHER, STEEL,
- ! 7, 9, 4, -1, 1, 4, 4, 3, 2, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Leather boots with a steel toe. Extremely durable.");
- ARMOR("winter boots", 60, 140,C_SHOES, PLASTIC, WOOL,
- ! 8, 7, 0, -1, 2, 0, 2, 1, 7, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Cumbersome boots designed for warmth.");
- ARMOR("mocassins", 5, 80,C_SHOES, LEATHER, WOOL,
- ! 2, 1, -3, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Simple shoes made from animal pelts.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("flip-flops", 35, 25,C_SHOES, PLASTIC, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 1, -4, -2, 3, 0, 0, 0, 0, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Simple sandals. Very difficult to run in.");
- ARMOR("dress shoes", 50, 45,C_SHOES, LEATHER, MNULL,
- ! 5, 3, 1, 1, 1, 0, 3, 0, 1, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- Fancy patent leather shoes. Not designed for running in.");
- ARMOR("heels", 50, 50,C_SHOES, LEATHER, MNULL,
- ! 4, 2, 6, -2, 4, 0, 0, 0, 0, 0, mfb(bp_feet), mfb(IF_BULKY),"\
- A pair of high heels. Difficult to even walk in.");
- + //GlyphGryph's Addition
- + // NAME RAR PRC COLOR MAT1 MAT2
- + ARMOR("socks", 50, 10, C_SHOES, COTTON, MNULL,
- + // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- + 1, 1, -8, 0, 0, 0, 1, 0, 3, 0, mfb(bp_feet), 0,"\
- + A pair of mismatched socks.");
- + //End GlyphGryph's Addition
- ARMOR("jeans", 90, 180,C_PANTS, COTTON, MNULL,
- ! 5, 4, -4, 1, 0, 0, 1, 0, 1, 4, mfb(bp_legs), 0,"\
- A pair of blue jeans with two deep pockets.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("pants", 75, 185,C_PANTS, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 5, 5, -4, 1, 0, 0, 1, 0, 2, 4, mfb(bp_legs), 0, "\
- A pair of khaki pants. Slightly warmer than jeans.");
- ARMOR("leather pants", 60, 210,C_PANTS, LEATHER, MNULL,
- ! 6, 8, -2, 1, 1, 1, 7, 0, 5, 2, mfb(bp_legs), 0, "\
- A pair of black leather pants. Very tough, but encumbersome and without much\n\
- storage.");
- ARMOR("cargo pants", 70, 280,C_PANTS, COTTON, MNULL,
- ! 6, 6, -3, 0, 1, 0, 2, 0, 3, 12, mfb(bp_legs), 0, "\
- A pair of pants lined with pockets, offering lots of storage.");
- ARMOR("army pants", 30, 315,C_PANTS, COTTON, MNULL,
- ! 6, 7, -2, 0, 1, 0, 3, 0, 4, 14, mfb(bp_legs), 0, "\
- A tough pair of pants lined with pockets. Favored by the military.");
- ARMOR("skirt", 75, 120,C_PANTS, COTTON, MNULL,
- ! 2, 2, -5, 0, -1, 0, 0, 0, 0, 1, mfb(bp_legs), 0, "\
- A short, breezy cotton skirt. Easy to move in, but only has a single small\n\
- pocket.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("jumpsuit", 20, 200,C_BODY, COTTON, PLASTIC,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 6, 6, -3, -3, 1, 0, 1, 0, 3, 16, mfb(bp_legs)|mfb(bp_torso), 0, "\
- A full-body jumpsuit with many pockets.");
- ARMOR("dress", 70, 180,C_BODY, COTTON, MNULL,
- ! 8, 6, -5, -5, 3, 0, 1, 0, 2, 0, mfb(bp_legs)|mfb(bp_torso), 0, "\
- A long cotton dress. Difficult to move in and lacks any storage space.");
- ARMOR("chitinous armor", 1,1200,C_BODY, FLESH, MNULL,
- ! 90, 10, 2, -5, 2, 8, 14, 0, 1, 0, mfb(bp_legs)|mfb(bp_torso), mfb(IF_BULKY), "\
- Leg and body armor made from the exoskeletons of insects. Light and durable.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("t shirt", 80, 80,C_TORSO, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 3, 2, -5, 0, 0, 0, 0, 0, 1, 0, mfb(bp_torso), 0, "\
- A short-sleeved cotton shirt.");
- ARMOR("polo shirt", 65, 95,C_TORSO, COTTON, MNULL,
- ! 3, 2, -5, 0, 0, 0, 1, 0, 1, 0, mfb(bp_torso), 0, "\
- A short-sleeved cotton shirt, slightly thicker than a t-shirt.");
- ARMOR("dress shirt", 60, 115,C_TORSO, COTTON, MNULL,
- ! 3, 3, -5, 0, 1, 0, 1, 0, 1, 1, mfb(bp_torso), 0, "\
- A white button-down shirt with long sleeves. Looks professional!");
- ARMOR("tank top", 50, 75,C_TORSO, COTTON, MNULL,
- ! 1, 1, -5, 0, 0, 0, 0, 0, 0, 0, mfb(bp_torso), 0, "\
- A sleeveless cotton shirt. Very easy to move in.");
- ARMOR("sweatshirt", 75, 110,C_TORSO, COTTON, MNULL,
- ! 9, 5, -5, 0, 1, 1, 1, 0, 3, 0, mfb(bp_torso), 0, "\
- A thick cotton shirt. Provides warmth and a bit of padding.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("sweater", 75, 105,C_TORSO, WOOL, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 8, 5, -5, 0, 0, 1, 0, 0, 3, 0, mfb(bp_torso), 0, "\
- A wool shirt. Provides warmth.");
- ARMOR("hoodie", 65, 130,C_TORSO, COTTON, MNULL,
- ! 10, 5, -5, 0, 1, 1, 2, 0, 3, 9, mfb(bp_torso), 0, "\
- A sweatshirt with a hood and a \"kangaroo pocket\" in front for storage.");
- ARMOR("light jacket", 50, 105,C_TORSO, COTTON, MNULL,
- ! 6, 4, -5, 0, 0, 0, 2, 0, 2, 4, mfb(bp_torso), 0, "\
- A thin cotton jacket. Good for brisk weather.");
- ARMOR("jean jacket", 35, 120,C_TORSO, COTTON, MNULL,
- ! 7, 5, -3, 0, 1, 0, 4, 0, 2, 3, mfb(bp_torso), 0, "\
- A jacket made from denim. Provides decent protection from cuts.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("blazer", 35, 120,C_TORSO, WOOL, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 6, -4, 0, 2, 0, 3, 0, 3, 2, mfb(bp_torso), 0, "\
- A professional-looking wool blazer. Quite encumbersome.");
- ARMOR("leather jacket", 30, 150,C_TORSO, LEATHER, MNULL,
- ! 14, 14, -2, 1, 2, 1, 9, 1, 4, 4, mfb(bp_torso), 0, "\
- A jacket made from thick leather. Encumbersome, but offers excellent\n\
- protection from cuts.");
- ARMOR("kevlar vest", 30, 800,C_TORSO, KEVLAR, COTTON,
- ! 24, 24, 6, -3, 2, 4, 22, 0, 4, 4, mfb(bp_torso), 0, "\
- A heavy bulletproof vest. The best protection from cuts and bullets.");
- ARMOR("rain coat", 50, 100,C_TORSO, PLASTIC, COTTON,
- ! 9, 8, -4, 0, 2, 0, 3, 1, 2, 7, mfb(bp_torso), 0, "\
- A plastic coat with two very large pockets. Provides protection from rain.");
- ARMOR("wool poncho", 15, 120,C_TORSO, WOOL, MNULL,
- ! 7, 3, -5, -1, 0, 1, 2, 1, 2, 0, mfb(bp_torso), 0, "\
- A simple wool garment worn over the torso. Provides a bit of protection.");
- // NAME RARE COLOR MAT1 MAT2
- ARMOR("trenchcoat", 25, 225,C_TORSO, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 6, -5, -1, 1, 0, 1, 1, 3, 24, mfb(bp_torso), 0, "\
- A long coat lines with pockets. Great for storage.");
- ARMOR("winter coat", 50, 160,C_TORSO, COTTON, MNULL,
- ! 12, 6, -5, -2, 3, 3, 1, 1, 8, 12, mfb(bp_torso), 0, "\
- A padded coat with deep pockets. Very warm.");
- ARMOR("fur coat", 5, 550,C_TORSO, WOOL, FLESH,
- ! 18, 12, -5, -5, 2, 4, 2, 2, 10, 4, mfb(bp_torso), 0, "\
- A fur coat with a couple small pockets. Extremely warm.");
- ARMOR("peacoat", 30, 180,C_TORSO, COTTON, MNULL,
- ! 16, 10, -4, -3, 2, 1, 2, 0, 7, 10, mfb(bp_torso), 0, "\
- A heavy cotton coat. Encumbersome, but warm and with deep pockets.");
- ARMOR("utility vest", 15, 200,C_TORSO, COTTON, MNULL,
- ! 4, 3, -3, 0, 0, 0, 1, 0, 1, 14, mfb(bp_torso), 0, "\
- A light vest covered in pockets and straps for storage.");
- ARMOR("lab coat", 20, 155,C_TORSO, COTTON, MNULL,
- ! 11, 7, -3, -2, 1, 1, 2, 0, 1, 14, mfb(bp_torso), 0, "\
- A long white coat with several large pockets.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("light gloves", 35, 65,C_GLOVES, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 0, 0, -5, 1, 1, 0, 0, 0, 1, 0, mfb(bp_hands), 0, "\
- A pair of thin cotton gloves. Often used as a liner beneath other gloves.");
- ARMOR("mittens", 30, 40,C_GLOVES, WOOL, MNULL,
- ! 0, 0, -5, 1, 8, 0, 1, 0, 5, 0, mfb(bp_hands), 0, "\
- A pair of warm mittens. They are extremely encumbersome.");
- ARMOR("wool gloves", 33, 50,C_GLOVES, WOOL, MNULL,
- ! 1, 0, -5, 1, 3, 0, 1, 0, 3, 0, mfb(bp_hands), 0, "\
- A thick pair of wool gloves. Encumbersome but warm.");
- ARMOR("winter gloves", 40, 65,C_GLOVES, COTTON, MNULL,
- ! 1, 0, -5, 1, 5, 1, 1, 0, 4, 0, mfb(bp_hands), 0, "\
- A pair of padded gloves. Encumbersome but warm.");
- ARMOR("leather gloves", 45, 85,C_GLOVES, LEATHER, MNULL,
- ! 1, 1, -3, 2, 1, 0, 3, 0, 3, 0, mfb(bp_hands), 0, "\
- A thin pair of leather gloves. Good for doing manual labor.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("fingerless gloves",20,90,C_GLOVES, LEATHER, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 1, -3, 2, 0, 0, 2, 0, 2, 0, mfb(bp_hands), 0, "\
- A pair of leather gloves with no fingers, allowing greater manual dexterity.");
- ARMOR("rubber gloves", 20, 30,C_GLOVES, PLASTIC, MNULL,
- ! 1, 1, -3, 2, 3, 0, 1, 2, 1, 0, mfb(bp_hands), 0, "\
- A pair of rubber gloves, often used while cleaning with caustic materials.");
- ARMOR("medical gloves", 70, 10,C_GLOVES, PLASTIC, MNULL,
- ! 0, 0, -5, 1, 0, 0, 0, 1, 0, 0, mfb(bp_hands), 0, "\
- A pair of thin latex gloves, designed to limit the spread of disease.");
- ARMOR("fire gauntlets", 5, 95,C_GLOVES, LEATHER, MNULL,
- ! 3, 5, -2, 2, 6, 1, 2, 5, 4, 0, mfb(bp_hands), 0, "\
- A heavy pair of leather gloves, used by firefighters for heat protection.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("dust mask", 65, 20,C_MOUTH, COTTON, IRON,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 0, 0, -5, -3, 1, 0, 0, 2, 1, 0, mfb(bp_mouth), 0, "\
- A simple piece of cotton that straps over the mouth. Provides a small amount\n\
- of protection from air-borne illness and dust.");
- ARMOR("bandana", 35, 28,C_MOUTH, COTTON, MNULL,
- ! 1, 0, -4, -1, 0, 0, 0, 1, 2, 0, mfb(bp_mouth), 0, "\
- A cotton bandana, worn over the mouth for warmth and minor protection from\n\
- dust and other contaminents.");
- ARMOR("scarf", 45, 40,C_MOUTH, WOOL, MNULL,
- ! 2, 3, -5, -3, 1, 1, 0, 2, 3, 0, mfb(bp_mouth), 0, "\
- A long wool scarf, worn over the mouth for warmth.");
- ARMOR("filter mask", 30, 80,C_MOUTH, PLASTIC, MNULL,
- ! 3, 6, 1, 1, 2, 1, 1, 7, 2, 0, mfb(bp_mouth), 0, "\
- A mask that straps over your mouth and nose and filters air. Protects from\n\
- smoke, dust, and other contaminents quite well.");
- ARMOR("gas mask", 10, 240,C_MOUTH, PLASTIC, MNULL,
- ! 6, 8, 0, -3, 4, 1, 2, 16, 4, 0, mfb(bp_mouth)|mfb(bp_eyes), 0, "\
- A full gas mask that covers the face and eyes. Provides excellent protection\n\
- from smoke, teargas, and other contaminents.");
- ***************
- *** 1053,1089 ****
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("eyeglasses", 90, 150,C_EYES, GLASS, PLASTIC,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), "\
- A pair of glasses for the near-sighted. Useless for anyone else.");
- ARMOR("reading glasses",90, 80,C_EYES, GLASS, PLASTIC,
- ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), "\
- A pair of glasses for the far-sighted. Useless for anyone else.");
- ARMOR("safety glasses", 40, 100,C_EYES, PLASTIC, MNULL,
- ! 1, 0, -5, -2, 0, 2, 4, 1, 0, 0, mfb(bp_eyes), "\
- A pair of plastic glasses, used in workshops, sports, chemistry labs, and\n\
- many other places. Provides great protection from damage.");
- ARMOR("swim goggles", 50, 110,C_EYES, PLASTIC, MNULL,
- ! 1, 0, -5, -2, 2, 1, 2, 4, 1, 0, mfb(bp_eyes), "\
- A small pair of goggles. Distorts vision above water, but allows you to see\n\
- much further under water.");
- ARMOR("ski goggles", 30, 175,C_EYES, PLASTIC, MNULL,
- ! 2, 1, -4, -2, 1, 1, 2, 6, 2, 0, mfb(bp_eyes), "\
- A large pair of goggles that completely seal off your eyes. Excellent\n\
- protection from environmental dangers.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("welding goggles", 8, 240,C_EYES, GLASS, STEEL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 2, 4, -1, -3, 6, 2, 5, 6, 1, 0, mfb(bp_eyes), "\
- A dark pair of goggles. They make seeing very difficult, but protects you\n\
- from bright flashes.");
- ARMOR("light amp goggles",1,920,C_EYES, STEEL, GLASS,
- ! 3, 6, 1, -2, 2, 2, 3, 6, 2, 0, mfb(bp_eyes), "\
- A pair of goggles that amplify ambient light, allowing you to see in the\n\
- dark. You must be carrying a powered-on unified power supply, or UPS, to use\n\
- them."
- --- 1096,1132 ----
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("eyeglasses", 90, 150,C_EYES, GLASS, PLASTIC,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), 0, "\
- A pair of glasses for the near-sighted. Useless for anyone else.");
- ARMOR("reading glasses",90, 80,C_EYES, GLASS, PLASTIC,
- ! 1, 0, -3, -2, 0, 0, 1, 1, 0, 0, mfb(bp_eyes), 0, "\
- A pair of glasses for the far-sighted. Useless for anyone else.");
- ARMOR("safety glasses", 40, 100,C_EYES, PLASTIC, MNULL,
- ! 1, 0, -5, -2, 0, 2, 4, 1, 0, 0, mfb(bp_eyes), 0, "\
- A pair of plastic glasses, used in workshops, sports, chemistry labs, and\n\
- many other places. Provides great protection from damage.");
- ARMOR("swim goggles", 50, 110,C_EYES, PLASTIC, MNULL,
- ! 1, 0, -5, -2, 2, 1, 2, 4, 1, 0, mfb(bp_eyes), 0, "\
- A small pair of goggles. Distorts vision above water, but allows you to see\n\
- much further under water.");
- ARMOR("ski goggles", 30, 175,C_EYES, PLASTIC, MNULL,
- ! 2, 1, -4, -2, 1, 1, 2, 6, 2, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
- A large pair of goggles that completely seal off your eyes. Excellent\n\
- protection from environmental dangers.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("welding goggles", 8, 240,C_EYES, GLASS, STEEL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 2, 4, -1, -3, 6, 2, 5, 6, 1, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
- A dark pair of goggles. They make seeing very difficult, but protects you\n\
- from bright flashes.");
- ARMOR("light amp goggles",1,920,C_EYES, STEEL, GLASS,
- ! 3, 6, 1, -2, 2, 2, 3, 6, 2, 0, mfb(bp_eyes), mfb(IF_BULKY), "\
- A pair of goggles that amplify ambient light, allowing you to see in the\n\
- dark. You must be carrying a powered-on unified power supply, or UPS, to use\n\
- them."
- ***************
- *** 1095,1190 ****
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("baseball cap", 30, 35,C_HAT, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 2, 1, -5, 0, 0, 0, 0, 2, 1, 0, mfb(bp_head), "\
- A Red Sox cap. It provides a little bit of warmth.");
- ARMOR("boonie hat", 10, 55,C_HAT, PLASTIC, MNULL,
- ! 2, 1, -5, 0, 0, 0, 1, 2, 2, 0, mfb(bp_head), "\
- Also called a \"bucket hat.\" Often used in the military.");
- ARMOR("cotton hat", 45, 40,C_HAT, COTTON, MNULL,
- ! 2, 1, -5, 0, 0, 0, 0, 0, 3, 0, mfb(bp_head), "\
- A snug-fitting cotton hat. Quite warm.");
- ARMOR("knit hat", 25, 50,C_HAT, WOOL, MNULL,
- ! 2, 1, -5, 0, 0, 1, 0, 0, 4, 0, mfb(bp_head), "\
- A snug-fitting wool hat. Very warm.");
- ARMOR("hunting cap", 20, 80,C_HAT, WOOL, MNULL,
- ! 3, 2, -5, 0, 0, 0, 1, 2, 6, 0, mfb(bp_head), "\
- A red plaid hunting cap with ear flaps. Notably warm.");
- ARMOR("fur hat", 15, 120,C_HAT, WOOL, MNULL,
- ! 4, 2, -5, 0, 1, 2, 2, 0, 8, 0, mfb(bp_head), "\
- A hat made from the pelts of animals. Extremely warm.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("hard hat", 50, 125,C_HAT, PLASTIC, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 8, 4, 6, 0, 1, 4, 5, 0, 1, 0, mfb(bp_head), "\
- A hard plastic hat worn in constructions sites. Excellent protection from\n\
- cuts and percussion.");
- ARMOR("bike helmet", 35, 140,C_HAT, PLASTIC, MNULL,
- ! 12, 2, 4, 0, 1, 8, 2, 0, 2, 0, mfb(bp_head), "\
- A thick foam helmet. Designed to protect against percussion.");
- ARMOR("skid lid", 30, 190,C_HAT, PLASTIC, IRON,
- ! 10, 5, 8, 0, 2, 6, 16, 0, 1, 0, mfb(bp_head), "\
- A small metal helmet that covers the head and protects against cuts and\n\
- percussion.");
- ARMOR("baseball helmet",45, 195,C_HAT, PLASTIC, IRON,
- ! 14, 6, 7, -1, 2, 10, 10, 1, 1, 0, mfb(bp_head), "\
- A hard plastic helmet which covers the head and ears. Designed to protect\n\
- against a baseball to the head.");
- ARMOR("army helmet", 40, 480,C_HAT, PLASTIC, IRON,
- ! 16, 8, 10, -1, 2, 12, 28, 0, 2, 0, mfb(bp_head), "\
- A heavy helmet whic provides excellent protection from all sorts of damage.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("riot helmet", 25, 420,C_HAT, PLASTIC, IRON,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- 20, 7, 8, -1, 2, 6, 28, 2, 2, 0, mfb(bp_head)|mfb(bp_eyes)|
- ! mfb(bp_mouth), "\
- A helmet with a plastic shield that covers your entire face.");
- ARMOR("motorcycle helmet",40,325,C_HAT, PLASTIC, IRON,
- ! 24, 8, 7, -1, 3, 8, 20, 1, 3, 0, mfb(bp_head)|mfb(bp_mouth), "\
- A helmet with covers your head and chin, leaving space in between for you to\n\
- wear goggles.");
- ARMOR("chitinous helmet", 1, 380,C_HAT, FLESH, MNULL,
- 22, 1, 2, -2, 4, 10, 14, 4, 3, 0, mfb(bp_head)|mfb(bp_eyes)|
- ! mfb(bp_mouth), "\
- A helmet made from the exoskeletons of insects. Covers the entire head; very\n\
- light and durable.");
- ! ARMOR("backpack", 38, 210,C_STORE, PLASTIC, MNULL,
- ! 14, 2, -4, 0, 2, 0, 0, 0, 0, 80, mfb(bp_torso), "\
- ! Provides more storage than any other piece of clothing.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("purse", 40, 75,C_STORE, LEATHER, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 3, 2, 2, 3, 0, 0, 0, 0, 20, mfb(bp_torso), "\
- A bit encumbersome to wear, but provides lots of storage.");
- ARMOR("messenger bag", 20, 110,C_STORE, PLASTIC, MNULL,
- ! 8, 2, 1, 1, 3, 0, 0, 0, 0, 30, mfb(bp_torso), "\
- A bit encumbersome to wear, but provides lots of storage.");
- ARMOR("fanny pack", 10, 100,C_STORE, PLASTIC, MNULL,
- ! 3, 1, 1, 2, 0, 0, 0, 0, 0, 6, 0, "\
- Provides a bit of extra storage without encumbering you at all.");
- ARMOR("holster", 8, 90,C_STORE, LEATHER, MNULL,
- ! 2, 2, 2, -1, 0, 0, 0, 0, 0, 3, 0, "\
- Provides a bit of extra storage without encumbering you at all.");
- ARMOR("bootstrap", 3, 80,C_STORE, LEATHER, MNULL,
- ! 1, 1, -1, -1, 0, 0, 0, 0, 1, 2, mfb(bp_legs), "\
- A small holster worn on the ankle.");
- // AMMUNITION
- --- 1138,1248 ----
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("baseball cap", 30, 35,C_HAT, COTTON, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 2, 1, -5, 0, 0, 0, 0, 2, 1, 0, mfb(bp_head), 0, "\
- A Red Sox cap. It provides a little bit of warmth.");
- ARMOR("boonie hat", 10, 55,C_HAT, PLASTIC, MNULL,
- ! 2, 1, -5, 0, 0, 0, 1, 2, 2, 0, mfb(bp_head), 0, "\
- Also called a \"bucket hat.\" Often used in the military.");
- ARMOR("cotton hat", 45, 40,C_HAT, COTTON, MNULL,
- ! 2, 1, -5, 0, 0, 0, 0, 0, 3, 0, mfb(bp_head), 0, "\
- A snug-fitting cotton hat. Quite warm.");
- ARMOR("knit hat", 25, 50,C_HAT, WOOL, MNULL,
- ! 2, 1, -5, 0, 0, 1, 0, 0, 4, 0, mfb(bp_head), 0, "\
- A snug-fitting wool hat. Very warm.");
- ARMOR("hunting cap", 20, 80,C_HAT, WOOL, MNULL,
- ! 3, 2, -5, 0, 0, 0, 1, 2, 6, 0, mfb(bp_head), 0, "\
- A red plaid hunting cap with ear flaps. Notably warm.");
- ARMOR("fur hat", 15, 120,C_HAT, WOOL, MNULL,
- ! 4, 2, -5, 0, 1, 2, 2, 0, 8, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A hat made from the pelts of animals. Extremely warm.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("hard hat", 50, 125,C_HAT, PLASTIC, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 8, 4, 6, 0, 1, 4, 5, 0, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A hard plastic hat worn in constructions sites. Excellent protection from\n\
- cuts and percussion.");
- ARMOR("bike helmet", 35, 140,C_HAT, PLASTIC, MNULL,
- ! 12, 2, 4, 0, 1, 8, 2, 0, 2, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A thick foam helmet. Designed to protect against percussion.");
- ARMOR("skid lid", 30, 190,C_HAT, PLASTIC, IRON,
- ! 10, 5, 8, 0, 2, 6, 16, 0, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A small metal helmet that covers the head and protects against cuts and\n\
- percussion.");
- ARMOR("baseball helmet",45, 195,C_HAT, PLASTIC, IRON,
- ! 14, 6, 7, -1, 2, 10, 10, 1, 1, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A hard plastic helmet which covers the head and ears. Designed to protect\n\
- against a baseball to the head.");
- ARMOR("army helmet", 40, 480,C_HAT, PLASTIC, IRON,
- ! 16, 8, 10, -1, 2, 12, 28, 0, 2, 0, mfb(bp_head), mfb(IF_BULKY), "\
- A heavy helmet whic provides excellent protection from all sorts of damage.");
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("riot helmet", 25, 420,C_HAT, PLASTIC, IRON,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- 20, 7, 8, -1, 2, 6, 28, 2, 2, 0, mfb(bp_head)|mfb(bp_eyes)|
- ! mfb(bp_mouth), mfb(IF_BULKY), "\
- A helmet with a plastic shield that covers your entire face.");
- ARMOR("motorcycle helmet",40,325,C_HAT, PLASTIC, IRON,
- ! 24, 8, 7, -1, 3, 8, 20, 1, 3, 0, mfb(bp_head)|mfb(bp_mouth), mfb(IF_BULKY), "\
- A helmet with covers your head and chin, leaving space in between for you to\n\
- wear goggles.");
- ARMOR("chitinous helmet", 1, 380,C_HAT, FLESH, MNULL,
- 22, 1, 2, -2, 4, 10, 14, 4, 3, 0, mfb(bp_head)|mfb(bp_eyes)|
- ! mfb(bp_mouth), mfb(IF_BULKY), "\
- A helmet made from the exoskeletons of insects. Covers the entire head; very\n\
- light and durable.");
- ! //GlyphGryph's Additions - Note, removed normal backpack
- ! ARMOR("backpack", 32, 210,C_STORE, PLASTIC, MNULL,
- ! 14, 2, -4, 0, 1, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
- ! The sort of backpack commonly used by students. Has a good storage capacity, and is pretty lightweight.");
- !
- ! ARMOR("knapsack", 6, 210,C_STORE, COTTON, MNULL,
- ! 10, 4, -4, 0, 1, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
- ! An all-cloth version of the standard backpack. Has a good storage capacity, and is pretty lightweight.");
- !
- ! ARMOR("rucksack", 12, 210,C_STORE, COTTON, MNULL,
- ! 22, 5, -4, 0, 3, 0, 0, 0, 0, 70, mfb(bp_torso), 0, "\
- ! A large, lightweight cloth backpack. It's size can make it a bit of a liability in combat.");
- !
- ! ARMOR("rigid backpack", 5, 210,C_STORE, COTTON, STEEL,
- ! 75, 30, 12, 0, 2, 0, 0, 0, 0, 120, mfb(bp_torso), mfb(IF_BULKY), "\
- ! 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.");
- !
- ! //End GlyphGryph's Additions
- // NAME RAR PRC COLOR MAT1 MAT2
- ARMOR("purse", 40, 75,C_STORE, LEATHER, MNULL,
- // VOL WGT DAM HIT ENC RES CUT ENV WRM STO COVERS
- ! 10, 3, 2, 2, 3, 0, 0, 0, 0, 20, mfb(bp_torso), 0, "\
- A bit encumbersome to wear, but provides lots of storage.");
- ARMOR("messenger bag", 20, 110,C_STORE, PLASTIC, MNULL,
- ! 8, 2, 1, 1, 3, 0, 0, 0, 0, 30, mfb(bp_torso), 0, "\
- A bit encumbersome to wear, but provides lots of storage.");
- ARMOR("fanny pack", 10, 100,C_STORE, PLASTIC, MNULL,
- ! 3, 1, 1, 2, 0, 0, 0, 0, 0, 6, 0, 0, "\
- Provides a bit of extra storage without encumbering you at all.");
- ARMOR("holster", 8, 90,C_STORE, LEATHER, MNULL,
- ! 2, 2, 2, -1, 0, 0, 0, 0, 0, 3, 0, 0, "\
- Provides a bit of extra storage without encumbering you at all.");
- ARMOR("bootstrap", 3, 80,C_STORE, LEATHER, MNULL,
- ! 1, 1, -1, -1, 0, 0, 0, 0, 1, 2, mfb(bp_legs), 0, "\
- A small holster worn on the ankle.");
- // AMMUNITION
- ***************
- *** 2302,2307 ****
- --- 2360,2407 ----
- color,mat1,mat2,volume,wgt,melee_dam,melee_cut,to_hit,flags,max_charge,\
- def_charge,charge_per_use,charge_per_sec,fuel,revert,func))
- + //GlyphGryphs Additions
- + // NAME RAR PRC SYM COLOR MAT1 MAT
- + TOOL("sewing machine", 5,300, 'm', c_red, PLASTIC,IRON,
- + // VOL WGT DAM CUT HIT MAX DEF USE SEC FUEL REVERT FUNCTION
- + 36, 60, 14, 0, -4, 500,200, 5, 0, AT_BATT, itm_null, &iuse::sew, 0, "\
- + 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.");
- +
- + TOOL("torch", 0, 30,';', c_blue, WOOD, COTTON,
- + 5, 5, 9, 0, 2, 100,100, 0, 0, AT_NULL, itm_null, &iuse::light_torch,0,"\
- + This is an unlit torch.");
- +
- + TOOL("lit torch", 0, 30,';', c_blue, WOOD, COTTON,
- + 5, 5, 9, 0, 2, 100,100, 0, 12, AT_NULL, itm_torch, &iuse::douse_torch,mfb(IF_FLAMING),
- + "This torch burns steadily, giving off a good amount of light.");
- +
- + TOOL("cymbal", 10, 9,'o', c_yellow, STEEL, MNULL,
- + 10, 6, 6, 2, -2, 0, 0, 0, 0, AT_NULL, itm_null, &iuse::bang, mfb(IF_LOUD), "\
- + A thin plate of metal intended for use with a drumset. Makes a pleasant sound when rung over a\n\
- + zombies head. Hard to keep a good grip on it, though.\n\
- + You can use it to make some noise.");
- +
- + TOOL("guitar", 18, 10,'@', c_green, WOOD, MNULL,
- + 18, 8, 26, 0, 1, 0, 0, 0, 0, AT_NULL, itm_null, &iuse::strum, mfb(IF_LOUD),"\
- + A six-stringed musical instrument. You can use it to make some noise.");
- +
- + TOOL("drum", 10, 10,'o', c_brown, STEEL, LEATHER,
- + 14, 10, 13, 0, -1, 0, 0, 0, 0, AT_NULL, itm_null, &iuse::bang, mfb(IF_LOUD),"\
- + This drum was part of a drum kit. You wouldn't think so, but the steel frame makes it\n\
- + a halfway decent weapon. You can use it to make some noise.");
- +
- + // NAME RAR PRC SYM COLOR MAT1 MAT
- + TOOL("wad of cash", 7, 2,'$', c_green, PAPER, MNULL,
- + // VOL WGT DAM CUT HIT MAX DEF USE SEC FUEL REVERT FUNCTION
- + 1, 1, -5, 0, -4, 50, 50, 1, 0, AT_NULL, itm_null, &iuse::burn_cash, 0,"\
- + A big fat wad of cash. It's a shame it's not actually worth anything any more. You suppose you might enjoy watching it burn.");
- +
- + TOOL("handful of coins", 10, 1,'o', c_ltgray, IRON, MNULL,
- + 1, 2, 0, 0, -4, 0, 0, 0, 0, AT_NULL, itm_null, &iuse::flip_coin, 0, "\
- + A handful of change. It was never worth very much, and it's probably worth less now.");
- + //End GlyphGryph's Additions
- +
- +
- // NAME RAR PRC SYM COLOR MAT1 MAT
- TOOL("lighter", 60, 35,',', c_blue, PLASTIC,IRON,
- // VOL WGT DAM CUT HIT MAX DEF USE SEC FUEL REVERT FUNCTION
- diff -crB Catacompare/itype.h BetterHomesAndGardens/itype.h
- *** Catacompare/itype.h 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/itype.h 2011-09-01 01:37:10.000000000 -0400
- ***************
- *** 55,63 ****
- --- 55,68 ----
- itm_knife_combat, itm_2x4, itm_muffler, itm_pipe, itm_bat, itm_machete,
- itm_katana, itm_spear_wood, itm_spear_knife, itm_baton, itm_bee_sting,
- itm_wasp_sting, itm_chitin_piece, itm_canister_empty, itm_gold,
- + //GlyphGryph's added stuff
- + itm_chair, itm_burnt_torch, itm_weight_plate, itm_barbell, itm_dumbell,
- + itm_drumsticks, itm_blackjack,
- // Footwear
- itm_sneakers, itm_boots, itm_boots_steel, itm_boots_winter, itm_mocassins,
- itm_flip_flops, itm_dress_shoes, itm_heels,
- + //GlyphGryph's Additions
- + itm_socks,
- // Legwear
- itm_jeans, itm_pants, itm_pants_leather, itm_pants_cargo, itm_pants_army,
- itm_skirt,
- ***************
- *** 81,88 ****
- itm_hat_ball, itm_hat_boonie, itm_hat_cotton, itm_hat_knit, itm_hat_hunting,
- itm_hat_fur, itm_hat_hard, itm_helmet_bike, itm_helmet_skid, itm_helmet_ball,
- itm_helmet_army, itm_helmet_riot, itm_helmet_motor, itm_helmet_chitin,
- // High-storage
- ! itm_backpack, itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap,
- // Ammunition
- itm_battery, itm_plut_cell, itm_nail, itm_bb, itm_bolt_wood, itm_bolt_steel,
- itm_shot_bird, itm_shot_00, itm_shot_slug, itm_22_lr, itm_22_cb,
- --- 86,95 ----
- itm_hat_ball, itm_hat_boonie, itm_hat_cotton, itm_hat_knit, itm_hat_hunting,
- itm_hat_fur, itm_hat_hard, itm_helmet_bike, itm_helmet_skid, itm_helmet_ball,
- itm_helmet_army, itm_helmet_riot, itm_helmet_motor, itm_helmet_chitin,
- + //GlyphGryph's Addition
- + itm_backpack, itm_knapsack, itm_rucksack, itm_rigid_backpack,
- // High-storage
- ! itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap,
- // Ammunition
- itm_battery, itm_plut_cell, itm_nail, itm_bb, itm_bolt_wood, itm_bolt_steel,
- itm_shot_bird, itm_shot_00, itm_shot_slug, itm_22_lr, itm_22_cb,
- ***************
- *** 121,127 ****
- itm_bag_plastic, itm_bottle_plastic, itm_bottle_glass,
- itm_can_drink, itm_can_food, itm_box_small,
- // Tools
- ! itm_lighter, itm_sewing_kit, itm_scissors, itm_hammer, itm_extinguisher,
- itm_flashlight, itm_flashlight_on, itm_hotplate, itm_soldering_iron,
- itm_water_purifier, itm_two_way_radio, itm_radio, itm_radio_on, itm_crowbar,
- itm_hoe, itm_shovel, itm_chainsaw_off, itm_chainsaw_on, itm_jackhammer,
- --- 128,138 ----
- itm_bag_plastic, itm_bottle_plastic, itm_bottle_glass,
- itm_can_drink, itm_can_food, itm_box_small,
- // Tools
- ! //GlyphGryph's Addition
- ! itm_sewing_machine, itm_torch, itm_lit_torch, itm_cymbal, itm_guitar, itm_drum,
- ! itm_cash, itm_coins,
- ! //End GlyphGryph's Addition
- ! itm_lighter, itm_sewing_kit, itm_scissors, itm_hammer, itm_extinguisher,
- itm_flashlight, itm_flashlight_on, itm_hotplate, itm_soldering_iron,
- itm_water_purifier, itm_two_way_radio, itm_radio, itm_radio_on, itm_crowbar,
- itm_hoe, itm_shovel, itm_chainsaw_off, itm_chainsaw_on, itm_jackhammer,
- ***************
- *** 173,185 ****
- --- 184,205 ----
- enum item_flag {
- IF_NULL,
- +
- + //Weapons
- IF_SPEAR, // Cutting damage is actually a piercing attack
- IF_STAB, // This weapon *can* pierce, but also has normal cutting
- IF_WRAP, // Can wrap around your target, costing you and them movement
- IF_MESSY, // Splatters blood, etc.
- IF_RELOAD_ONE, // Reload cartridge by cartridge (e.g. most shotguns)
- IF_STR_RELOAD, // Reloading time is reduced by Strength * 20
- + IF_LOUD, // This object makes a loud noise when striking things (not yet implemented)
- + IF_BALANCED, // This object is well balanced for fighting, allowing for faster strikes than its size and weight would imply.
- + IF_FLAMING, // This item is on fire and will light things it hits on fire as well.
- +
- + //Clothing
- + IF_BULKY, // This item precludes other bulky items from being worn on the same body part
- + //Ammo
- IF_AMMO_FLAME, // Sets fire to terrain and monsters
- IF_AMMO_INCENDIARY, // Sparks explosive terrain
- IF_AMMO_EXPLOSIVE, // Small explosion
- ***************
- *** 450,461 ****
- char psym, nc_color pcolor, material pm1, material pm2,
- unsigned char pvolume, unsigned char pweight,
- signed char pmelee_dam, signed char pmelee_cut, signed char pm_to_hit,
- - unsigned pitem_flags,
- -
- unsigned char pcovers, signed char pencumber,
- unsigned char pdmg_resist, unsigned char pcut_resist,
- unsigned char penv_resist, signed char pwarmth,
- ! unsigned char pstorage)
- :itype(pid, prarity, pprice, pname, pdes, psym, pcolor, pm1, pm2,
- pvolume, pweight, pmelee_dam, pmelee_cut, pm_to_hit, pitem_flags) {
- covers = pcovers;
- --- 471,480 ----
- char psym, nc_color pcolor, material pm1, material pm2,
- unsigned char pvolume, unsigned char pweight,
- signed char pmelee_dam, signed char pmelee_cut, signed char pm_to_hit,
- unsigned char pcovers, signed char pencumber,
- unsigned char pdmg_resist, unsigned char pcut_resist,
- unsigned char penv_resist, signed char pwarmth,
- ! unsigned char pstorage, unsigned pitem_flags)
- :itype(pid, prarity, pprice, pname, pdes, psym, pcolor, pm1, pm2,
- pvolume, pweight, pmelee_dam, pmelee_cut, pm_to_hit, pitem_flags) {
- covers = pcovers;
- diff -crB Catacompare/iuse.cpp BetterHomesAndGardens/iuse.cpp
- *** Catacompare/iuse.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/iuse.cpp 2011-09-01 01:17:57.000000000 -0400
- ***************
- *** 924,929 ****
- --- 924,953 ----
- }
- }
- + void iuse::light_torch(game *g, player *p, item *it, bool t)
- + {
- + if (!p->has_amount(itm_lighter, 1)) {
- + g->add_msg("You need a lighter!");
- + return;
- + }
- + p->use_up(itm_lighter, 1);
- + g->add_msg("You light the torch.");
- + p->moves -= 150;
- + it->make(g->itypes[itm_lit_torch]);
- + it->active = true;
- + }
- +
- + void iuse::douse_torch(game *g, player *p, item *it, bool t)
- + {
- + if (t) {
- + } else {
- + g->add_msg("Your torch sputters and goes out.");
- + it->make(g->itypes[itm_torch]);
- + it->active = false;
- + }
- + }
- +
- +
- void iuse::water_purifier(game *g, player *p, item *it, bool t)
- {
- char ch = g->inv("Purify what?");
- ***************
- *** 1839,1844 ****
- --- 1863,1986 ----
- }
- }
- + //GlyphGryph's Additions
- + void iuse::strum(game *g, player *p, item *it, bool t){
- + int dirx=p->posx;
- + int diry=p->posy;
- + p->moves = -200;
- + p->add_morale(MORALE_MUSIC, 10, 30);
- + std::string sound = "";
- + int r_num=rng(1,100);
- + if(r_num <= 15){sound = "pluck a couple strings.";}
- + else if(r_num <= 28){sound = "strum a few chords.";}
- + else if(r_num <= 41){sound = "play a short melody.";}
- + else if(r_num <= 54){sound = "run your fingers up and down a scale.";}
- + else if(r_num <= 67){sound = "finger a couple notes.";}
- + else if(r_num <= 77){sound = "play a catchy tune.";}
- + else if(r_num <= 87){sound = "pick your way through a popular riff.";}
- + else if(r_num <= 97){sound = "let loose a few sweet harmonies.";}
- + else if(r_num <= 100){sound = "arpeggiate the apocalypse. Success!";}
- + g->sound(dirx, diry, 16, ("You "+sound).c_str());
- + }
- +
- + void iuse::bang(game *g, player *p, item *it, bool t){
- + int dirx=p->posx;
- + int diry=p->posy;
- + p->moves = -200;
- + std::string sound = "";
- + int volume=0;
- + int morale_bonus=2;
- + int morale_bonus_cap=10;
- + int r_num=rng(1,100);
- + switch (it->type->id) {
- + case itm_drum:
- + morale_bonus=5;
- + morale_bonus_cap=20;
- + sound = "You bang your hand against the drum a couple times.";
- + volume=23;
- + if(p->has_item(itm_drumsticks)){
- + morale_bonus=10;
- + morale_bonus_cap=30;
- + volume=34;
- + if(r_num <= 10){sound = "You snap your drumstick against the tarp with a loud crack.";}
- + else if(r_num <= 20){sound = "You chill out to a simple rythm.";}
- + else if(r_num <= 35){sound = "Ba-dum ba-dum bap da-dum BAM.";}
- + else if(r_num <= 50){sound = "You lay down a nice beat.";}
- + else if(r_num <= 65){sound = "A quick drumroll, rising to a crescendo.";}
- + else if(r_num <= 76){sound = "You play a fast drum roll.";}
- + else if(r_num <= 87){sound = "Your drumsticks fly as you make enough of a racket to raise the dead.";}
- + else if(r_num <= 100){sound = "Pa rum pum pum pum.";}
- + }
- + break;
- + case itm_cymbal:
- + morale_bonus=5;
- + morale_bonus_cap=20;
- + sound="CRASH!";
- + volume=34;
- + if(p->has_number(itm_cymbal,2)){
- + morale_bonus=8;
- + morale_bonus_cap=26;
- + sound="You bring your cymbals together with a resounding crash!";
- + volume=46;
- + }
- + break;
- + default:
- + volume=15;
- + if(r_num <= 50){sound="Bang!";}
- + else if(r_num <= 80){sound="Ting!";}
- + else if(r_num <= 100){sound="Clang!";}
- + }
- + p->add_morale(MORALE_MUSIC, morale_bonus, morale_bonus_cap);
- + g->sound(dirx, diry, volume, (sound.c_str()));
- + }
- +
- + void iuse::burn_cash(game *g, player *p, item *it, bool t){
- + if (!p->has_amount(itm_lighter, 1)) {
- + g->add_msg("You need a lighter!");
- + return;
- + }
- + p->use_up(itm_lighter, 1);
- + p->moves = -200;
- + p->add_morale(MORALE_FEELING_GOOD, 1, 10);
- + int r_chance=rng(0,5);
- + if(r_chance>0){
- + g->add_msg("You peel a bill from the pile, and light a corner. The flame crawls up the the worthless money, and you get a strange sense of joy watching it go up.");
- + }
- + else{
- + g->add_msg("You peel a bill from the pile, and light a corner. The flame singes your fingers, and you let it go. It's caught by the wind, fluttering a bit before coming to rest, soon leaving nothing but ashes. You aren't sure why, but you feel a perverse sense of glee as you watch it burn.");
- + int r_x=rng(-3,3);
- + int r_y=rng(-3,3);
- + int tx = p->posy;
- + int ty = p->posy;
- + if (g->m.add_field(g, tx, ty, fd_fire, 1))
- + g->m.field_at(tx, ty).age = 1400;
- + }
- + }
- +
- + void iuse::flip_coin(game *g, player *p, item *it, bool t){
- + p->moves = -100;
- + int r_chance=rng(0,100);
- + g->add_msg("You give the coin a flip, and it spins through the air...");
- + if(0<r_chance && 50>r_chance){
- + g->add_msg("You catch the coin, and look down. Heads.");
- + }
- + else if(50<r_chance && 100>r_chance){
- + g->add_msg("You catch the coin, and look down. Tails.");
- + }
- + else if(0==r_chance){
- + p->add_morale(MORALE_FEELING_BAD, -10,-100);
- + g->add_msg("You catch a momentary glimpse of nightmarish potential, a world bisecting your own, a world more monstrous than even this world is now. And it's pushing at the boundaries of reality, just waiting for the coin to come up heads... You catch it.\n\
- + You look down, shaken, and let out a sigh of relief... Tails.");
- + }
- + else if(100==r_chance){
- + p->add_morale(MORALE_FEELING_BAD, -10,-100);
- + g->add_msg("You catch a momentary glimpse of nightmarish potential, a world bisecting your own, a world more monstrous than even this world is now. And it's pushing at the boundaries of reality, just waiting for the coin to come up heads... You catch it.\n\
- + You look down, shaken, and let out a sigh of relief... Heads.");
- + }
- + }
- +
- + //End GlyphGryph's Additions
- +
- /* MACGUFFIN FUNCTIONS
- * These functions should refer to it->associated_mission for the particulars
- */
- diff -crB Catacompare/iuse.h BetterHomesAndGardens/iuse.h
- *** Catacompare/iuse.h 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/iuse.h 2011-09-01 00:50:35.000000000 -0400
- ***************
- *** 46,51 ****
- --- 46,55 ----
- void hammer (game *g, player *p, item *it, bool t);
- void light_off (game *g, player *p, item *it, bool t);
- void light_on (game *g, player *p, item *it, bool t);
- + //GlyphGryph's Additions
- + void light_torch (game *g, player *p, item *it, bool t);
- + void douse_torch (game *g, player *p, item *it, bool t);
- + //End GlyphGryph's Additions
- void water_purifier (game *g, player *p, item *it, bool t);
- void two_way_radio (game *g, player *p, item *it, bool t);
- void radio_off (game *g, player *p, item *it, bool t);
- ***************
- *** 85,90 ****
- --- 89,99 ----
- void tazer (game *g, player *p, item *it, bool t);
- void mp3 (game *g, player *p, item *it, bool t);
- void mp3_on (game *g, player *p, item *it, bool t);
- + //GlyphGryph's Additions
- + void strum (game *g, player *p, item *it, bool t);
- + void bang (game *g, player *p, item *it, bool t);
- + void burn_cash (game *g, player *p, item *it, bool t);
- + void flip_coin (game *g, player *p, item *it, bool t);
- // MACGUFFINS
- void mcg_note (game *g, player *p, item *it, bool t);
- // ARTIFACTS
- diff -crB Catacompare/mapgen.cpp BetterHomesAndGardens/mapgen.cpp
- *** Catacompare/mapgen.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/mapgen.cpp 2011-09-01 01:40:12.000000000 -0400
- ***************
- *** 2491,2497 ****
- place_items(mi_office, 60, 2, 7, 7, 12, false, 0);
- place_items(mi_office, 60, 9, 10, 18, 12, false, 0);
- place_items(mi_office, 70, 14, 14, 18, 21, false, 0);
- ! place_items(mi_vault, 45, 3, 15, 11, 20, false, 0);
- if (terrain_type == ot_bank_east)
- rotate(1);
- --- 2491,2499 ----
- place_items(mi_office, 60, 2, 7, 7, 12, false, 0);
- place_items(mi_office, 60, 9, 10, 18, 12, false, 0);
- place_items(mi_office, 70, 14, 14, 18, 21, false, 0);
- ! place_items(mi_vault, 65, 3, 17, 3, 18, false, 0);
- ! place_items(mi_vault_cash, 99, 3, 15, 11, 16, false, 0);
- ! place_items(mi_vault_cash, 99, 3, 19, 11, 20, false, 0);
- if (terrain_type == ot_bank_east)
- rotate(1);
- diff -crB Catacompare/mapitemsdef.cpp BetterHomesAndGardens/mapitemsdef.cpp
- *** Catacompare/mapitemsdef.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/mapitemsdef.cpp 2011-08-31 23:43:58.000000000 -0400
- ***************
- *** 37,49 ****
- itm_gloves_winter, itm_gloves_leather, itm_gloves_fingerless,
- itm_bandana, itm_scarf, itm_hat_cotton, itm_hat_knit, itm_hat_fur,
- itm_helmet_bike, itm_helmet_motor, itm_mag_tv, itm_mag_news,
- ! itm_lighter, itm_extinguisher, itm_mp3, NULL);
- setvector(
- mapitems[mi_kitchen],
- itm_pot, itm_pan, itm_knife_butter, itm_knife_steak, itm_knife_butcher,
- itm_cookbook, itm_rag, itm_hotplate, itm_flashlight, itm_extinguisher,
- ! itm_whiskey, itm_bleach, itm_ammonia, itm_flour, itm_sugar, itm_salt,
- NULL);
- setvector(
- --- 37,50 ----
- itm_gloves_winter, itm_gloves_leather, itm_gloves_fingerless,
- itm_bandana, itm_scarf, itm_hat_cotton, itm_hat_knit, itm_hat_fur,
- itm_helmet_bike, itm_helmet_motor, itm_mag_tv, itm_mag_news,
- ! itm_lighter, itm_extinguisher, itm_mp3, itm_chair, itm_sewing_machine, itm_guitar,
- ! itm_cymbal, itm_drumsticks, itm_drum, itm_coins, NULL);
- setvector(
- mapitems[mi_kitchen],
- itm_pot, itm_pan, itm_knife_butter, itm_knife_steak, itm_knife_butcher,
- itm_cookbook, itm_rag, itm_hotplate, itm_flashlight, itm_extinguisher,
- ! itm_whiskey, itm_bleach, itm_ammonia, itm_flour, itm_sugar, itm_salt, itm_chair,
- NULL);
- setvector(
- ***************
- *** 60,66 ****
- itm_hacksaw, itm_xacto, itm_gloves_leather, itm_mask_dust,
- itm_glasses_safety, itm_battery, itm_nail, itm_nailgun,
- itm_manual_mechanics, itm_hammer, itm_flashlight, itm_soldering_iron,
- ! itm_bubblewrap, NULL);
- setvector(
- mapitems[mi_bedroom],
- --- 61,67 ----
- itm_hacksaw, itm_xacto, itm_gloves_leather, itm_mask_dust,
- itm_glasses_safety, itm_battery, itm_nail, itm_nailgun,
- itm_manual_mechanics, itm_hammer, itm_flashlight, itm_soldering_iron,
- ! itm_bubblewrap, itm_sewing_machine, NULL);
- setvector(
- mapitems[mi_bedroom],
- ***************
- *** 71,77 ****
- itm_mag_news, itm_novel_romance, itm_novel_drama, itm_manual_mechanics,
- itm_manual_speech, itm_manual_business, itm_manual_computers,
- itm_lighter, itm_sewing_kit, itm_scissors, itm_soldering_iron,
- ! itm_radio, itm_syringe, itm_mp3, NULL);
- setvector(
- mapitems[mi_homeguns],
- --- 72,79 ----
- itm_mag_news, itm_novel_romance, itm_novel_drama, itm_manual_mechanics,
- itm_manual_speech, itm_manual_business, itm_manual_computers,
- itm_lighter, itm_sewing_kit, itm_scissors, itm_soldering_iron,
- ! itm_radio, itm_syringe, itm_mp3, itm_socks, itm_guitar, itm_knapsack, itm_rigid_backpack,
- ! itm_rucksack, itm_drumsticks, itm_coins, NULL);
- setvector(
- mapitems[mi_homeguns],
- ***************
- *** 88,94 ****
- itm_sweatshirt, itm_sweater, itm_hoodie, itm_jacket_light,
- itm_jacket_jean, itm_blazer, itm_jacket_leather, itm_poncho,
- itm_trenchcoat, itm_peacoat, itm_vest, itm_mag_porn, itm_lighter,
- ! itm_sewing_kit, itm_flashlight, NULL);
- setvector(
- mapitems[mi_snacks],
- --- 90,96 ----
- itm_sweatshirt, itm_sweater, itm_hoodie, itm_jacket_light,
- itm_jacket_jean, itm_blazer, itm_jacket_leather, itm_poncho,
- itm_trenchcoat, itm_peacoat, itm_vest, itm_mag_porn, itm_lighter,
- ! itm_sewing_kit, itm_socks, itm_flashlight, itm_cash, itm_coins, NULL);
- setvector(
- mapitems[mi_snacks],
- ***************
- *** 171,177 ****
- itm_bandages, itm_aspirin, itm_bat, itm_sneakers, itm_tshirt,
- itm_tank_top, itm_gloves_fingerless, itm_glasses_safety,
- itm_goggles_swim, itm_goggles_ski, itm_hat_ball, itm_helmet_bike,
- ! itm_helmet_ball, itm_manual_brawl, NULL);
- setvector(
- mapitems[mi_camping],
- --- 173,179 ----
- itm_bandages, itm_aspirin, itm_bat, itm_sneakers, itm_tshirt,
- itm_tank_top, itm_gloves_fingerless, itm_glasses_safety,
- itm_goggles_swim, itm_goggles_ski, itm_hat_ball, itm_helmet_bike,
- ! itm_helmet_ball, itm_manual_brawl, itm_socks, NULL);
- setvector(
- mapitems[mi_camping],
- ***************
- *** 180,186 ****
- itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
- itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
- itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
- ! itm_UPS_off, itm_string_36, NULL);
- setvector(
- mapitems[mi_allsporting],
- --- 182,189 ----
- itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
- itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
- itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
- ! itm_UPS_off, itm_string_36, itm_knapsack, itm_rigid_backpack,
- ! itm_rucksack, NULL);
- setvector(
- mapitems[mi_allsporting],
- ***************
- *** 192,198 ****
- itm_bb, itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
- itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
- itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
- ! itm_extinguisher, itm_string_36, NULL);
- setvector(
- mapitems[mi_alcohol],
- --- 195,202 ----
- itm_bb, itm_bolt_steel, itm_bbgun, itm_crossbow, itm_manual_knives,
- itm_manual_first_aid, itm_manual_traps, itm_lighter, itm_sewing_kit,
- itm_hammer, itm_flashlight, itm_water_purifier, itm_radio, itm_beartrap,
- ! itm_extinguisher, itm_string_36, itm_knapsack, itm_rigid_backpack,
- ! itm_rucksack, itm_socks, NULL);
- setvector(
- mapitems[mi_alcohol],
- ***************
- *** 263,269 ****
- setvector(
- mapitems[mi_shoes],
- ! itm_sneakers, itm_boots, itm_flip_flops, itm_dress_shoes, itm_heels,
- NULL);
- setvector(
- --- 267,273 ----
- setvector(
- mapitems[mi_shoes],
- ! itm_sneakers, itm_boots, itm_flip_flops, itm_dress_shoes, itm_heels, itm_socks,
- NULL);
- setvector(
- ***************
- *** 289,295 ****
- setvector(
- mapitems[mi_bags],
- ! itm_backpack, itm_purse, itm_mbag, NULL);
- setvector(
- mapitems[mi_allclothes],
- --- 293,300 ----
- setvector(
- mapitems[mi_bags],
- ! itm_backpack, itm_purse, itm_mbag, itm_knapsack, itm_rigid_backpack,
- ! itm_rucksack, NULL);
- setvector(
- mapitems[mi_allclothes],
- ***************
- *** 431,437 ****
- mapitems[mi_subway],
- itm_wrapper, itm_string_6, itm_chain, itm_rock, itm_pipe,
- itm_mag_porn, itm_bottle_plastic, itm_bottle_glass, itm_can_drink,
- ! itm_can_food, itm_lighter, itm_flashlight, itm_rag, itm_crowbar, NULL);
- setvector(
- mapitems[mi_sewer],
- --- 436,442 ----
- mapitems[mi_subway],
- itm_wrapper, itm_string_6, itm_chain, itm_rock, itm_pipe,
- itm_mag_porn, itm_bottle_plastic, itm_bottle_glass, itm_can_drink,
- ! itm_can_food, itm_lighter, itm_flashlight, itm_rag, itm_crowbar, itm_coins, NULL);
- setvector(
- mapitems[mi_sewer],
- ***************
- *** 484,496 ****
- itm_codeine, itm_cig, itm_knife_combat, itm_boots_steel, itm_pants_army,
- itm_kevlar, itm_vest, itm_gloves_fingerless, itm_mask_gas,
- itm_glasses_safety, itm_goggles_nv, itm_hat_boonie, itm_helmet_army,
- ! itm_backpack, itm_holster, itm_bootstrap, itm_9mm, itm_45_acp,
- itm_556, itm_556_incendiary, itm_762_51, itm_762_51_incendiary,
- itm_laser_pack, itm_usp_9mm, itm_usp_45, itm_m4a1, itm_scar_l,
- itm_scar_h, itm_m249, itm_ftk93, itm_silencer, itm_clip, itm_lighter,
- itm_flashlight, itm_two_way_radio, itm_landmine, itm_grenade,
- ! itm_EMPbomb, itm_gasbomb, itm_smokebomb, itm_UPS_off, itm_tazer, NULL);
- !
- setvector(
- mapitems[mi_science],
- itm_water, itm_bleach, itm_ammonia, itm_mutagen, itm_purifier,
- --- 489,501 ----
- itm_codeine, itm_cig, itm_knife_combat, itm_boots_steel, itm_pants_army,
- itm_kevlar, itm_vest, itm_gloves_fingerless, itm_mask_gas,
- itm_glasses_safety, itm_goggles_nv, itm_hat_boonie, itm_helmet_army,
- ! itm_holster, itm_bootstrap, itm_9mm, itm_45_acp,
- itm_556, itm_556_incendiary, itm_762_51, itm_762_51_incendiary,
- itm_laser_pack, itm_usp_9mm, itm_usp_45, itm_m4a1, itm_scar_l,
- itm_scar_h, itm_m249, itm_ftk93, itm_silencer, itm_clip, itm_lighter,
- itm_flashlight, itm_two_way_radio, itm_landmine, itm_grenade,
- ! itm_EMPbomb, itm_gasbomb, itm_smokebomb, itm_UPS_off, itm_tazer,
- ! itm_rigid_backpack,itm_rucksack, NULL);
- setvector(
- mapitems[mi_science],
- itm_water, itm_bleach, itm_ammonia, itm_mutagen, itm_purifier,
- ***************
- *** 509,515 ****
- itm_mutagen, itm_purifier, itm_royal_jelly, itm_fetus, itm_card_id,
- itm_electrohack, itm_processor, itm_armor_chitin, itm_plut_cell,
- itm_laser_pack, itm_m249, itm_v29, itm_ftk93, itm_conversion_battle,
- ! itm_conversion_sniper, itm_canister_goo, itm_mininuke, itm_portal,
- NULL);
- setvector(
- --- 514,520 ----
- itm_mutagen, itm_purifier, itm_royal_jelly, itm_fetus, itm_card_id,
- itm_electrohack, itm_processor, itm_armor_chitin, itm_plut_cell,
- itm_laser_pack, itm_m249, itm_v29, itm_ftk93, itm_conversion_battle,
- ! itm_conversion_sniper, itm_canister_goo, itm_mininuke, itm_portal, itm_cash,
- NULL);
- setvector(
- ***************
- *** 531,536 ****
- --- 536,554 ----
- mapitems[mi_stash_drugs],
- itm_pills_sleep, itm_oxycodone, itm_xanax, itm_adderall, itm_weed,
- itm_coke, itm_meth, itm_heroin, NULL);
- + // GlyphGryph's Additions
- + setvector(
- + mapitems[mi_weight_set],
- + itm_dumbell, itm_barbell, itm_weight_plate, NULL);
- +
- + setvector(
- + mapitems[mi_drum_kit],
- + itm_drumsticks, itm_cymbal, NULL);
- +
- + setvector(
- + mapitems[mi_vault_cash],
- + itm_cash, NULL);
- + // End GlyphGryph's Additions
- // This one kind of an inverted list; what a traveling salesman will NOT carry
- setvector(
- diff -crB Catacompare/mapitems.h BetterHomesAndGardens/mapitems.h
- *** Catacompare/mapitems.h 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/mapitems.h 2011-08-31 23:44:18.000000000 -0400
- ***************
- *** 34,40 ****
- mi_stash_wood, mi_stash_drugs,
- // Shopkeeps &c
- mi_trader_avoid,
- ! num_itloc
- };
- // This is used only for monsters; they get a list of items_locations, and
- --- 34,44 ----
- mi_stash_wood, mi_stash_drugs,
- // Shopkeeps &c
- mi_trader_avoid,
- ! num_itloc,
- ! // GlyphGryph's additions
- ! mi_weight_set,
- ! mi_drum_kit,
- ! mi_vault_cash
- };
- // This is used only for monsters; they get a list of items_locations, and
- Only in BetterHomesAndGardens/: notes
- Only in BetterHomesAndGardens/: obj
- diff -crB Catacompare/player.cpp BetterHomesAndGardens/player.cpp
- *** Catacompare/player.cpp 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/player.cpp 2011-08-24 14:41:43.000000000 -0400
- ***************
- *** 3552,3560 ****
- g->add_msg("You can't wear that, it's made of wool!");
- return false;
- }
- ! if (armor->covers & mfb(bp_head) && encumb(bp_head) != 0) {
- ! g->add_msg("You can't wear a%s helmet!",
- ! wearing_something_on(bp_head) ? "nother" : "");
- return false;
- }
- if (armor->covers & mfb(bp_hands) && has_trait(PF_WEBBED)) {
- --- 3552,3583 ----
- g->add_msg("You can't wear that, it's made of wool!");
- return false;
- }
- ! if (armor->covers & mfb(bp_head) && encumb_with(bp_head,armor) > 4) {
- ! g->add_msg("You simply cannot fit that much stuff on your head. The idea is preposterous.");
- ! return false;
- ! }
- ! //Adds a hard cap of 10 encumbrance to any body part
- ! for (body_part i = bp_head; i < num_bp; i = body_part(i + 1)) {
- ! if(armor->covers & mfb(i) && encumb_with(i,armor)>10){
- ! g->add_msg("You simply cannot wear that much stuff. The idea is preposterous.");
- ! return false;
- ! }
- ! }
- !
- ! if ((armor->covers & mfb(bp_head) && to_wear->has_flag(IF_BULKY)) && wearing_bulky_on(bp_head)){
- ! g->add_msg("You can't wear another helmet!");
- ! return false;
- ! }
- ! if (armor->covers & mfb(bp_torso) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_torso)){
- ! g->add_msg("You can't figure out how to put it on when combined with what you are already wearing.");
- ! return false;
- ! }
- ! if (armor->covers & mfb(bp_legs) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_legs)){
- ! g->add_msg("You can't figure out how to put it on when combined with what you are already wearing.");
- ! return false;
- ! }
- ! if (armor->covers & mfb(bp_hands) && to_wear->has_flag(IF_BULKY) && wearing_bulky_on(bp_hands)){
- ! g->add_msg("You can't figure out how to put in on when combined with what you are already wearing.");
- return false;
- }
- if (armor->covers & mfb(bp_hands) && has_trait(PF_WEBBED)) {
- ***************
- *** 3565,3571 ****
- g->add_msg("You cannot put a %s over your beak.", armor->name.c_str());
- return false;
- }
- ! if (armor->covers & mfb(bp_feet) && wearing_something_on(bp_feet)) {
- g->add_msg("You're already wearing footwear!");
- return false;
- }
- --- 3588,3594 ----
- g->add_msg("You cannot put a %s over your beak.", armor->name.c_str());
- return false;
- }
- ! if ((armor->covers & mfb(bp_feet) && to_wear->has_flag(IF_BULKY)) && wearing_bulky_on(bp_feet)) {
- g->add_msg("You're already wearing footwear!");
- return false;
- }
- ***************
- *** 3823,3828 ****
- --- 3846,3894 ----
- }
- return ret;
- }
- + //GlyphGryph's Addition
- + //Checks what the target areas encumbrance would be after a piece of clothing is added
- + int player::encumb_with(body_part bp, it_armor* new_armor){
- + int ret = 0;
- + int layers = 0;
- + it_armor* armor;
- +
- + if (new_armor->id != itm_glasses_eye) {
- + if (new_armor->covers & mfb(bp) ||
- + (bp == bp_torso && (new_armor->covers & mfb(bp_arms)))) {
- + ret += new_armor->encumber;
- + if (new_armor->encumber >= 0 || bp != bp_torso)
- + layers++;
- + }
- + }
- +
- + for (int i = 0; i < worn.size(); i++) {
- + if (!worn[i].is_armor()){
- + debugmsg("%s::encumb hit a non-armor item at worn[%d] (%s)", name.c_str(),
- + i, worn[i].tname().c_str());
- + }
- + if (worn[i].type->id != itm_glasses_eye) {
- + armor = dynamic_cast<it_armor*>(worn[i].type);
- + if (armor->covers & mfb(bp) ||
- + (bp == bp_torso && (armor->covers & mfb(bp_arms)))) {
- + ret += armor->encumber;
- + if (armor->encumber >= 0 || bp != bp_torso)
- + layers++;
- + }
- + }
- + }
- +
- +
- + if (layers > 1)
- + ret += (layers - 1) * (bp == bp_torso ? .5 : 2);// Easier to layer on torso
- + if ((bp == bp_head && has_bionic(bio_armor_head)) ||
- + (bp == bp_torso && has_bionic(bio_armor_torso)) ||
- + (bp == bp_legs && has_bionic(bio_armor_legs)))
- + ret += 2;
- + return ret;
- + }
- +
- + //End GlyphGryph's Addition
- int player::encumb(body_part bp)
- {
- ***************
- *** 4023,4033 ****
- return ret;
- }
- bool player::wearing_something_on(body_part bp)
- {
- for (int i = 0; i < worn.size(); i++) {
- if ((dynamic_cast<it_armor*>(worn[i].type))->covers & mfb(bp))
- ! return true;
- }
- return false;
- }
- --- 4089,4112 ----
- return ret;
- }
- + //GlyphGryph's Addition
- + //Checks to see if a bulky object is being worn on this body part
- + bool player::wearing_bulky_on(body_part bp){
- + for (int i = 0; i < worn.size(); i++){
- + it_armor* this_armor = dynamic_cast<it_armor*>(worn[i].type);
- + if(this_armor->covers & mfb(bp) && worn[i].has_flag(IF_BULKY)){
- + return true;
- + }
- + }
- + return false;
- + }
- + //End GlyphGryph's Addition
- +
- bool player::wearing_something_on(body_part bp)
- {
- for (int i = 0; i < worn.size(); i++) {
- if ((dynamic_cast<it_armor*>(worn[i].type))->covers & mfb(bp))
- ! return true;
- }
- return false;
- }
- diff -crB Catacompare/player.h BetterHomesAndGardens/player.h
- *** Catacompare/player.h 2011-08-21 15:34:02.000000000 -0400
- --- BetterHomesAndGardens/player.h 2011-08-22 14:23:14.000000000 -0400
- ***************
- *** 127,136 ****
- --- 127,138 ----
- bool can_sleep(game *g); // Checked each turn during DIS_LYING_DOWN
- int warmth(body_part bp); // Warmth provided by armor &c
- + int encumb_with(body_part bp, it_armor* new_armor); //Hypothetical encumbrance from armor if a piece was added
- int encumb(body_part bp); // Encumberance from armor &c
- int armor_bash(body_part bp); // Bashing resistance
- int armor_cut(body_part bp); // Cutting resistance
- int resist(body_part bp); // Infection &c resistance
- + bool wearing_bulky_on(body_part bp); //True if wearing a bulky object on this body part
- bool wearing_something_on(body_part bp); // True if wearing something on bp
- void practice(skill s, int amount); // Practice a skill
- Only in BetterHomesAndGardens/: save
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