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* make sure this shop message is visible (2140)Jesse Luehrs2014-08-031-0/+1
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* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Rebalance crossbowsNicholas Feinberg2014-07-131-4/+3
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Rebalance slingsNicholas Feinberg2014-07-091-1/+2
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Replace potions of paralysis with potions of cancellation.Shmuale Mark2014-07-061-2/+1
| | | | | | | | | | | | !para was sort of problematic in that in combat, it would basically be a game-over effect, especially at the low HP people generally panic-quaff at, and almost entirely harmless outside of combat. Neither effect is very interesting. Dispelling has the potential to be bad, if you hadn't identified it and had used some other buffing potions, and lends itself to many more interesting tactical situations. "Cancellation" is just the first thing that popped into my head; feel free to send buckets of paint to recolour the bikeshed with.
* Remove potions of strong poison.Shmuale Mark2014-07-061-1/+2
| | | | | | | | | | | | Their peculiar depth restriction meant that when you found them, they were quite harmless. Even if the restriction were removed, they would be basically the same as potions of poison, since when they might be harmful the player would have little enough HP that the weaker potion could kill them. Their weight is distributed evenly among all other potions -- a very slight buff seems like a fine thing to do, especially since potion generation at D:2-10 isn't considered too good.
* Refactor item pickup codeNicholas Feinberg2014-07-041-5/+1
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* Simplify blood potion initializationNicholas Feinberg2014-07-041-4/+0
| | | | | The back-compat code was hardly needed when it was added, much less now.
* Improve a shop messageNicholas Feinberg2014-07-021-1/+1
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* Move a little more code out of misc.ccNicholas Feinberg2014-07-021-0/+41
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* Move blood rotting into a new fileNicholas Feinberg2014-07-011-1/+1
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* objstat: Item and monster generation statisticsgammafunk2014-06-251-1/+5
| | | | | | | | The -objstat command-line option will generate iterations of the given levels, compiling stats on every item and monster generated, and average the results over the iterations. It's only available in debug builds and uses the same map specification format as -mapstat. The default number of iterations is 100.
* Remove the dragon slaying brandreaverb2014-06-181-1/+0
| | | | | | | | Generally it doesn't create interesting decisions because dragons are such a small group and are mostly a subset of monsters slowed by the freezing brand. In addition, it has rather arbitrary effects against players, hitting some for an degenerate amount of damage while ignoring others.
* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-1/+1
| | | | | | | Chris Oelmueller made an excellent patch for this, but unfortunately it was rather rotted by the time somebody decided to look at it. It was easier to recreate than update. I've also added some tiles stuff which was missed in the original patch.
* Plus2: (JEWEL/WPN) SimplifyChris Oelmueller2014-06-141-7/+1
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* Plus2: Combine all three enchant weapon scrollsChris Oelmueller2014-06-141-6/+1
| | | | | | | | | | | | | | | New item is just called "scroll of enchant weapon". It increases both accuracy and damage by 1. Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon scrolls where placed in vaults, and if already generated will act like a common "scroll of enchant weapon" as well for sake of simplicity. Scroll weights have been adjusted a bit; this almost certainly needs to be revisited. [Committer's note: merged a few commits into this, where it seemed sensible. Also reworked the scroll weights, but yeah, that needs another pass.]
* Simplify some code now that slaying only uses item.plusChris Oelmueller2014-06-131-13/+5
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* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-4/+2
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Combine the frost/flame and freezing/flaming brands.Shmuale Mark2014-06-101-2/+0
| | | | | | | Elec and venom launchers already use the same brands, and with ranged code more similar to melee code this change actually simplifies most code. There should be no gameplay change though some weird brand picking code for launchers was refactored, which might have some effect.
* Increase the price of enchanted blowguns.Neil Moore2014-06-011-1/+7
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* Count rod enchantment towards price (minmay)Neil Moore2014-06-011-1/+3
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* Remove darts.Shmuale Mark2014-05-301-1/+0
| | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* Remove jewelry and armour sources of conservationgammafunk2014-05-281-2/+0
| | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* Remove player burden and carrying capacitygammafunk2014-05-261-1/+0
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Remove some foods.Shmuale Mark2014-05-261-38/+3
| | | | | | Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples, apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas, and cheese.
* Rename honeycombs royal jellies (PleasingFungus).Shmuale Mark2014-05-211-1/+1
| | | | | | | | | The name works just as well with bee themes, but also fits with the occasional jelly theme that vaults have. I also feel that it's a bit more iconic. Thankfully the bikeshed doesn't even have to change colour -- they were always both yellow.
* Remove royal jelliesreaverb2014-05-211-4/+0
| | | | | | Somebody else might want to review my vault changes - I mostly replaced them with honeycombs, which might be a problem, for example, in the Jiyva vaults.
* Gozag: Call Merchant.Steve Melenchuk2014-05-071-2/+2
| | | | | | | | | Pay half the value of items in one of three randomly generated shops to generate that shop on a level that can generate shops that you haven't visited yet. This shop appears on the Overview screen with a darkened level name so you know exactly where it appeared, and is announced (and its location marked) when you arrive on the level so long as you are still following Gozag at the time.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Replace rings of hunger/sustenance with loudness/stealth in-placeChris Oelmueller2014-04-301-2/+5
| | | | | Those give one level of -50/+50 stealth each. Stealth is priced at old sustenance level (but often comes cursed), loudness around 50-60 after curses.
* Remove ARTP_METABOLISMChris Oelmueller2014-04-301-4/+0
| | | | | Convert existing ones into a negative level of ARTP_STEALTH, or in the case of Black Knight's barding, to rPois (mostly for flavor reasons).
* Account for ARTP_STEALTH when pricing artefactsChris Oelmueller2014-04-301-0/+6
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* Correctly update the shopping list when (un)identifying items.blackcustard2014-03-221-2/+10
| | | | | | | | | | | | | | | | | | | | | Fixes at least one (wizmode) inconsistency and at least one (wizmode and non-wizmode) crash. Inconsistency: Add an identified item to your shopping list. Unidentify it (wizmode). Note that the price in the shopping list has not updated. This inconsistency does not manifest in normal play because identifiying items updates the shopping list and you can not unidentify items outside wizmode. The crash: Empty your shopping list. Add an unidentified scroll you cannot afford to your shopping list. This scroll is the only item on the shopping list. Therefore it is the cheapest item on the shopping list that you cannot afford. Identify another scroll of the same type, causing its price to increase. Get enough gold to buy it at the old unknown price, but not at the new known price. Watch the assertion failure when the shopping list code concludes that you simultaneously can and can not afford to buy the cheapest previously unaffordable item on your shopping list.
* Rescale MR artefact property from 35-99 range to 40/80 stepsChris Oelmueller2014-03-181-6/+5
| | | | | | | | | | | | | | | | | | | | | Easier to compare to other MR items, more clear in the interaction with MR resistance line on %, gets rid of shops approximately leaking the amount of MR, and also removes a special-cased inscription handling. {MR+} now indicates 40 MR across the board, {MR++} stands for 80. Almost all MR unrands had to be adjusted one way or the other. Several of them had MR in the range 30-50 and were converted to {MR+} (40 MR). Exceptions and other changes are listed below: - Bear Spirit: buffed to 80 from 50 - Chilly/Flaming Death: buffed to 40 from 20 - Elemental Staff: buffed to 80 from 60 - robe of Folly: buffed to -80 from -100 - Four Winds: buffed to 120 from 100 - Jihad: loses its 20 MR - ring of the Mage: buffed to 80 from 50 - Spriggan's Knife: buffed to 40 from 20
* Simplify shopping interface.elliptic2014-03-131-13/+8
| | | | | | | | | | | Previously the interface for removing items from the shopping list while in a shop behaved differently depending on whether you could afford to buy the item. Now it doesn't; instead simply: * lowercase letters change the status of an item to '+' (selected to buy), or change to '-' (unselected and not on shopping list) if it was already at '+'. * uppercase letters change the status of an item to '$' (on shopping list), or change to '-' if it was already at '$'.
* Shopping list: Display possible menu actionsChris Oelmueller2014-03-131-6/+17
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* Clean up shop interfaceChris Oelmueller2014-03-131-341/+105
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Remove certain (mostly) unused functionality: - The \ key no longer pulls up the \ menu (Suggested: Leave the shop and press \ instead) - The ? key no longer pulls up the inventory (Suggested: Leave the shop and press i instead) - The * key no longer inverses item selection (This was mostly used to empty a shop, a task rare enough that automating it might not be worth the interface clutter) - The $ key no longer marks items on the shopping list for buying (Recent improvements to shopping list handling made it much easier to select what you want from shops, this further smoothens the process) Leaving and re-entering a shop does not use turns, so most of these just simplify the information a player has to parse in the help section. To counter losing the pre-selection of items when doing this, shopping list handling has been improved recently. The help line now shows actions for all items "a-w" in a shop instead of trying to be smart about letters of items you can afford. The optional shopping list help line has been removed in favor of the much easier to access upper-case shortcuts being explained to players. You can still move the current selection of items to the shopping list by pressing $ key, but this is a rather advanced action and added more to general interface confusion in the help line than it helped. What hindered players a lot when buying items on the shopping list was the prompt for "Remove item from shopping list and mark for purchase?". That one has been removed, instead selecting any such item will now act as if answering `y` to the prompt. Local tiles interface has been merged, code-wise, into webtiles+console.
* Shopping: make uppercase add directly to shopping list.Neil Moore2014-03-131-11/+31
| | | | | | | | If the item is already on the list, remove and selected it for purchase without confirmation (for simplicity, even if it's unaffordable). Currently undocumented because I'm unsure how to best rearrange things in the two versions of _list_shop_keys.
* Potion of speed => Potion of hastereaver2014-03-101-1/+1
| | | | | | Changes everything, including vaults, the enum (now POT_HASTE) and the .txt files in /dat/descript (things like hints.txt and foreign language description files).
* Move a variable inside the only #ifdef that now references itDracoOmega2014-03-061-2/+1
| | | | To avoid unused variable warnings in non-tile builds.
* Rearrange the shop screen a bitDracoOmega2014-03-061-1/+1
| | | | | | | | | | Right-justifying item prices to the limits of the window meant that hugeterm and local tiles could list shop prices an almost unparsable distance away from the items they referred to. This commit rearranges things to display the price first, followed closely by item name, which should make it quicker to associate an item with its price, while still allowing large screens to display the full inscription for long randarts without being overwritten by the following column.
* Make costs for +fog and RMsl artefact properties.Shmuale Mark2014-03-021-0/+7
| | | | 159 gp for cloak of the Thief is just ridiculous.
* Fix spacingChris Campbell2014-02-271-3/+3
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* Remove some duplicate item value checks.Steve Melenchuk2014-02-271-13/+0
| | | | | These were arificially inflating the value of very negatively enchanted items (usually armour).
* Merge wand and gadget shops (and allow them to occasionally have rods).Steve Melenchuk2014-02-271-4/+2
| | | | Get all your evokables in once place, folks!
* minmay's new list of item values.Steve Melenchuk2014-02-271-289/+141
| | | | See: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10899
* Don't generate racial weapons or launchersChris Campbell2014-02-241-13/+0
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Formatting fixes.Neil Moore2014-02-191-2/+0
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