buglist item (main trunk only)

> The lighting store doesn't sell oil (probably never added when
> POT_OIL was added). There currently isn't enough room in the
> shclass struct for another item, but that could be expanded. I
> think adding oil there would be useful for the post-3.4.x
> version.
This commit is contained in:
nethack.allison
2003-08-03 18:05:36 +00:00
parent 381f066a65
commit 1ac71854a3
3 changed files with 26 additions and 16 deletions

View File

@@ -42,6 +42,7 @@ burying a punishment ball no longer ends your punishment
#tip command--pay a modest gratuity
add clicklook option to allow looking at things on the display by clicking
right mouse button when floating mouse pointer over them
Izchak's lighting store is now able to stock oil for your lamp
Platform- and/or Interface-Specific New Features

View File

@@ -30,7 +30,7 @@ struct shclass {
struct itp {
int iprob; /* probability of an item type */
int itype; /* item type: if >=0 a class, if < 0 a specific item */
} iprobs[5];
} iprobs[6];
const char * const *shknms; /* list of shopkeeper names for this type */
};

View File

@@ -183,42 +183,51 @@ static const char * const shkgeneral[] = {
*/
const struct shclass shtypes[] = {
{"general store", RANDOM_CLASS, 44,
D_SHOP, {{100, RANDOM_CLASS}, {0, 0}, {0, 0}}, shkgeneral},
{"used armor dealership", ARMOR_CLASS, 14,
D_SHOP, {{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}},
shkarmors},
{"general store", RANDOM_CLASS, 44, D_SHOP,
{{100, RANDOM_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkgeneral},
{"used armor dealership", ARMOR_CLASS, 14, D_SHOP,
{{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkarmors},
{"second-hand bookstore", SCROLL_CLASS, 10, D_SHOP,
{{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}}, shkbooks},
{{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkbooks},
{"liquor emporium", POTION_CLASS, 10, D_SHOP,
{{100, POTION_CLASS}, {0, 0}, {0, 0}}, shkliquors},
{{100, POTION_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkliquors},
{"antique weapons outlet", WEAPON_CLASS, 5, D_SHOP,
{{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}}, shkweapons},
{{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkweapons},
{"delicatessen", FOOD_CLASS, 5, D_SHOP,
{{83, FOOD_CLASS}, {5, -POT_FRUIT_JUICE}, {4, -POT_BOOZE},
{5, -POT_WATER}, {3, -ICE_BOX}}, shkfoods},
{5, -POT_WATER}, {3, -ICE_BOX}, {0, 0}},
shkfoods},
{"jewelers", RING_CLASS, 3, D_SHOP,
{{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS}, {0, 0}},
{{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS},
{0, 0}, {0, 0}, {0, 0}},
shkrings},
{"quality apparel and accessories", WAND_CLASS, 3, D_SHOP,
{{90, WAND_CLASS}, {5, -LEATHER_GLOVES}, {5, -ELVEN_CLOAK}, {0, 0}},
shkwands},
{"hardware store", TOOL_CLASS, 3, D_SHOP,
{{100, TOOL_CLASS}, {0, 0}, {0, 0}}, shktools},
{{100, TOOL_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shktools},
/* Actually shktools is ignored; the code specifically chooses a
* random implementor name (along with candle shops having
* random shopkeepers)
*/
{"rare books", SPBOOK_CLASS, 3, D_SHOP,
{{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}}, shkbooks},
{{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
shkbooks},
/* Shops below this point are "unique". That is they must all have a
* probability of zero. They are only created via the special level
* loader.
*/
{"lighting store", TOOL_CLASS, 0, D_SHOP,
{{32, -WAX_CANDLE}, {50, -TALLOW_CANDLE},
{5, -BRASS_LANTERN}, {10, -OIL_LAMP}, {3, -MAGIC_LAMP}}, shklight},
{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}}, 0}
{{30, -WAX_CANDLE}, {48, -TALLOW_CANDLE}, {5, -BRASS_LANTERN},
{9, -OIL_LAMP}, {3, -MAGIC_LAMP}, {5, -POT_OIL}},
shklight},
{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}}, 0}
};
#if 0