Add shields of shock resistance and of drain resistance
These both appear as "wooden shield" when unidentified; so does the small shield.
This commit is contained in:
@@ -2904,6 +2904,7 @@ ring of stealth prevents hero from leaving tracks
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the game now automatically tracks which sell prices and buy prices you have
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the game now automatically tracks which sell prices and buy prices you have
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seen for each type of item; these are visible in the discoveries list,
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seen for each type of item; these are visible in the discoveries list,
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and can also be shown elsewhere using the new 'price_quotes' option
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and can also be shown elsewhere using the new 'price_quotes' option
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new shields: shield of shock resistance, shield of drain resistance
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Platform- and/or Interface-Specific New Features
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Platform- and/or Interface-Specific New Features
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+10
-4
@@ -650,9 +650,15 @@ CLOAK("cloak of displacement", "piece of cloth",
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CLOAK_OF_DISPLACEMENT),
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CLOAK_OF_DISPLACEMENT),
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/* shields */
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/* shields */
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SHIELD("small shield", NoDes,
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SHIELD("small shield", "wooden shield",
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1, 0, 0, 0, 6, 0, 30, 3, 9, 0, WOOD, HI_WOOD,
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0, 0, 0, 0, 4, 0, 30, 3, 9, 0, WOOD, HI_WOOD,
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SMALL_SHIELD),
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SMALL_SHIELD),
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SHIELD("shield of drain resistance", "wooden shield",
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0, 1, 0, DRAIN_RES, 3, 0, 30, 50, 9, 0, WOOD, HI_WOOD,
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SHIELD_OF_DRAIN_RESISTANCE),
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SHIELD("shield of shock resistance", "wooden shield",
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0, 1, 0, SHOCK_RES, 3, 0, 30, 50, 9, 0, WOOD, HI_WOOD,
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SHIELD_OF_SHOCK_RESISTANCE),
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SHIELD("elven shield", "blue and green shield",
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SHIELD("elven shield", "blue and green shield",
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0, 0, 0, 0, 2, 0, 40, 7, 8, 0, WOOD, CLR_GREEN,
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0, 0, 0, 0, 2, 0, 40, 7, 8, 0, WOOD, CLR_GREEN,
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ELVEN_SHIELD),
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ELVEN_SHIELD),
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@@ -663,10 +669,10 @@ SHIELD("orcish shield", "red-eyed shield",
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0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, CLR_RED,
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0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, CLR_RED,
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ORCISH_SHIELD),
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ORCISH_SHIELD),
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SHIELD("large shield", NoDes,
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SHIELD("large shield", NoDes,
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1, 0, 1, 0, 7, 0, 100, 10, 8, 0, IRON, HI_METAL,
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1, 0, 1, 0, 4, 0, 100, 10, 8, 0, IRON, HI_METAL,
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LARGE_SHIELD),
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LARGE_SHIELD),
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SHIELD("dwarvish roundshield", "large round shield",
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SHIELD("dwarvish roundshield", "large round shield",
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0, 0, 0, 0, 4, 0, 100, 10, 8, 0, IRON, HI_METAL,
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0, 0, 0, 0, 3, 0, 100, 10, 8, 0, IRON, HI_METAL,
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DWARVISH_ROUNDSHIELD),
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DWARVISH_ROUNDSHIELD),
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SHIELD("shield of reflection", "polished silver shield",
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SHIELD("shield of reflection", "polished silver shield",
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0, 1, 0, REFLECTING, 3, 0, 50, 50, 8, 0, SILVER, HI_SILVER,
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0, 1, 0, REFLECTING, 3, 0, 50, 50, 8, 0, SILVER, HI_SILVER,
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@@ -17,7 +17,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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* and save files.
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*/
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*/
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#define EDITLEVEL 133
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#define EDITLEVEL 134
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/*
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/*
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* Development status possibilities.
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* Development status possibilities.
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+5
-1
@@ -706,10 +706,12 @@ Shield_on(void)
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{
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{
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/* no shield currently requires special handling when put on, but we
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/* no shield currently requires special handling when put on, but we
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keep this uncommented in case somebody adds a new one which does
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keep this uncommented in case somebody adds a new one which does
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[reflection is handled by setting u.uprops[REFLECTION].extrinsic
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[the magical shields are handled by setting u.uprops[*].extrinsic
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in setworn() called by armor_or_accessory_on() before Shield_on()] */
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in setworn() called by armor_or_accessory_on() before Shield_on()] */
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switch (uarms->otyp) {
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switch (uarms->otyp) {
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case SMALL_SHIELD:
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case SMALL_SHIELD:
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case SHIELD_OF_DRAIN_RESISTANCE:
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case SHIELD_OF_SHOCK_RESISTANCE:
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case ELVEN_SHIELD:
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case ELVEN_SHIELD:
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case URUK_HAI_SHIELD:
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case URUK_HAI_SHIELD:
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case ORCISH_SHIELD:
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case ORCISH_SHIELD:
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@@ -736,6 +738,8 @@ Shield_off(void)
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keep this uncommented in case somebody adds a new one which does */
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keep this uncommented in case somebody adds a new one which does */
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switch (uarms->otyp) {
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switch (uarms->otyp) {
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case SMALL_SHIELD:
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case SMALL_SHIELD:
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case SHIELD_OF_DRAIN_RESISTANCE:
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case SHIELD_OF_SHOCK_RESISTANCE:
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case ELVEN_SHIELD:
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case ELVEN_SHIELD:
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case URUK_HAI_SHIELD:
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case URUK_HAI_SHIELD:
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case ORCISH_SHIELD:
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case ORCISH_SHIELD:
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+4
-2
@@ -603,8 +603,10 @@ knows_class(char sym)
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*/
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*/
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for (ct = svb.bases[(uchar) sym]; ct < svb.bases[(uchar) sym + 1]; ct++) {
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for (ct = svb.bases[(uchar) sym]; ct < svb.bases[(uchar) sym + 1]; ct++) {
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/* not flagged as magic but shouldn't be pre-discovered */
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/* not flagged as magic but shouldn't be pre-discovered
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if (ct == CORNUTHAUM || ct == DUNCE_CAP)
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(small shields look the same as two types of magical shield;
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cornuthaum / dunce cap look the same as each other) */
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if (ct == CORNUTHAUM || ct == DUNCE_CAP || ct == SMALL_SHIELD)
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continue;
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continue;
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if (sym == WEAPON_CLASS) {
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if (sym == WEAPON_CLASS) {
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odummy.otyp = ct; /* update 'o' */
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odummy.otyp = ct; /* update 'o' */
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+39
-1
@@ -2938,7 +2938,45 @@ Z = (195, 195, 195)
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.....PPPPPAA....
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.....PPPPPAA....
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.......PPAA.....
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.......PPAA.....
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}
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}
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# tile 152 (small shield)
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# tile 152 (wooden shield / small shield)
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{
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................
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................
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................
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................
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................
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...C.CJJ.J......
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...CCKKJJJA.....
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...CKKKJJJA.....
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...CKKJJJJA.....
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...CKKJJJJA.....
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....CKKJJAA.....
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.....CKJAA......
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......CAA.......
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.......A........
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................
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................
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}
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# tile 152 (wooden shield / shield of drain resistance)
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{
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................
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................
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................
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................
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................
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...C.CJJ.J......
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...CCKKJJJA.....
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...CKKKJJJA.....
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...CKKJJJJA.....
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...CKKJJJJA.....
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....CKKJJAA.....
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.....CKJAA......
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......CAA.......
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.......A........
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................
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................
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}
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# tile 152 (wooden shield / shield of shock resistance)
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{
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{
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................
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................
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................
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................
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