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.
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@@ -42,6 +42,7 @@ burying a punishment ball no longer ends your punishment
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#tip command--pay a modest gratuity
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add clicklook option to allow looking at things on the display by clicking
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right mouse button when floating mouse pointer over them
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Izchak's lighting store is now able to stock oil for your lamp
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Platform- and/or Interface-Specific New Features
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@@ -30,7 +30,7 @@ struct shclass {
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struct itp {
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int iprob; /* probability of an item type */
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int itype; /* item type: if >=0 a class, if < 0 a specific item */
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} iprobs[5];
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} iprobs[6];
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const char * const *shknms; /* list of shopkeeper names for this type */
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};
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39
src/shknam.c
39
src/shknam.c
@@ -183,42 +183,51 @@ static const char * const shkgeneral[] = {
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*/
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const struct shclass shtypes[] = {
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{"general store", RANDOM_CLASS, 44,
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D_SHOP, {{100, RANDOM_CLASS}, {0, 0}, {0, 0}}, shkgeneral},
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{"used armor dealership", ARMOR_CLASS, 14,
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D_SHOP, {{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}},
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shkarmors},
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{"general store", RANDOM_CLASS, 44, D_SHOP,
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{{100, RANDOM_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkgeneral},
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{"used armor dealership", ARMOR_CLASS, 14, D_SHOP,
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{{90, ARMOR_CLASS}, {10, WEAPON_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkarmors},
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{"second-hand bookstore", SCROLL_CLASS, 10, D_SHOP,
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{{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}}, shkbooks},
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{{90, SCROLL_CLASS}, {10, SPBOOK_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkbooks},
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{"liquor emporium", POTION_CLASS, 10, D_SHOP,
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{{100, POTION_CLASS}, {0, 0}, {0, 0}}, shkliquors},
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{{100, POTION_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkliquors},
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{"antique weapons outlet", WEAPON_CLASS, 5, D_SHOP,
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{{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}}, shkweapons},
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{{90, WEAPON_CLASS}, {10, ARMOR_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkweapons},
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{"delicatessen", FOOD_CLASS, 5, D_SHOP,
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{{83, FOOD_CLASS}, {5, -POT_FRUIT_JUICE}, {4, -POT_BOOZE},
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{5, -POT_WATER}, {3, -ICE_BOX}}, shkfoods},
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{5, -POT_WATER}, {3, -ICE_BOX}, {0, 0}},
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shkfoods},
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{"jewelers", RING_CLASS, 3, D_SHOP,
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{{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS}, {0, 0}},
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{{85, RING_CLASS}, {10, GEM_CLASS}, {5, AMULET_CLASS},
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{0, 0}, {0, 0}, {0, 0}},
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shkrings},
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{"quality apparel and accessories", WAND_CLASS, 3, D_SHOP,
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{{90, WAND_CLASS}, {5, -LEATHER_GLOVES}, {5, -ELVEN_CLOAK}, {0, 0}},
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shkwands},
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{"hardware store", TOOL_CLASS, 3, D_SHOP,
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{{100, TOOL_CLASS}, {0, 0}, {0, 0}}, shktools},
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{{100, TOOL_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shktools},
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/* Actually shktools is ignored; the code specifically chooses a
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* random implementor name (along with candle shops having
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* random shopkeepers)
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*/
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{"rare books", SPBOOK_CLASS, 3, D_SHOP,
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{{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}}, shkbooks},
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{{90, SPBOOK_CLASS}, {10, SCROLL_CLASS}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
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shkbooks},
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/* Shops below this point are "unique". That is they must all have a
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* probability of zero. They are only created via the special level
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* loader.
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*/
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{"lighting store", TOOL_CLASS, 0, D_SHOP,
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{{32, -WAX_CANDLE}, {50, -TALLOW_CANDLE},
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{5, -BRASS_LANTERN}, {10, -OIL_LAMP}, {3, -MAGIC_LAMP}}, shklight},
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{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}}, 0}
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{{30, -WAX_CANDLE}, {48, -TALLOW_CANDLE}, {5, -BRASS_LANTERN},
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{9, -OIL_LAMP}, {3, -MAGIC_LAMP}, {5, -POT_OIL}},
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shklight},
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{(char *)0, 0, 0, 0, {{0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}}, 0}
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};
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#if 0
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