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root |
1.1 |
#!/opt/bin/perl |
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root |
1.16 |
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elmex |
1.26 |
our $VERSION = '1.2'; |
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elmex |
1.12 |
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root |
1.29 |
my $startup_done = sub { }; |
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# do splash-screen thingy on win32 |
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BEGIN { |
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if ($^O eq "MSWin32") { |
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while (my ($filename, $zip) = each %PAR::LibCache) { |
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$zip->extractMember ("SPLASH.bmp", "$ENV{PAR_TEMP}/SPLASH.bmp"); |
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} |
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require Win32::GUI::SplashScreen; |
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Win32::GUI::SplashScreen::Show ( |
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-file => "$ENV{PAR_TEMP}/SPLASH.bmp", |
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); |
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$startup_done = sub { |
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Win32::GUI::SplashScreen::Done (1); |
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}; |
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} |
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} |
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elmex |
1.12 |
BEGIN { |
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if (%PAR::LibCache) { |
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root |
1.16 |
@INC = grep ref, @INC; # weed out all paths except pars loader refs |
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elmex |
1.12 |
while (my ($filename, $zip) = each %PAR::LibCache) { |
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for ($zip->memberNames) { |
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next unless /^\/root\/(.*)/; |
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$zip->extractMember ($_, "$ENV{PAR_TEMP}/$1") |
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unless -e "$ENV{PAR_TEMP}/$1"; |
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} |
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} |
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$ENV{CROSSFIRE_LIBDIR} ||= $ENV{PAR_TEMP}; |
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if ($^O eq "MSWin32") { |
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$ENV{GTK_RC_FILES} = "$ENV{PAR_TEMP}/share/themes/MS-Windows/gtk-2.0/gtkrc"; |
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} |
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} |
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} |
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use Gtk2 -init; |
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use Data::Dumper; |
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use File::Spec; |
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use Crossfire; |
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use GCE::MainWindow; |
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our $CFG; |
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our $MAINWIN; |
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our $DOCUMENTATION = join ("\n", do { local $/; <DATA> }); |
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sub read_cfg { |
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my ($file) = @_; |
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open CFG, $file |
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or return; |
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$CFG = eval join '', <CFG>; |
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close CFG; |
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} |
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sub write_cfg { |
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my ($file) = @_; |
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open CFG, ">$file" |
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or return; |
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{ |
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local $Data::Dumper::Purity = 1; |
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elmex |
1.19 |
$CFG->{VERSION} = $VERSION; |
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elmex |
1.12 |
print CFG Data::Dumper->Dump ([$CFG], [qw/CFG/]); |
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} |
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close CFG; |
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} |
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# following 2 functions are taken from CV :) |
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sub find_rcfile($) { |
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my $path; |
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for (@INC) { |
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$path = "$_/GCE/$_[0]"; |
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return $path if -r $path; |
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} |
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die "FATAL: can't find required file $_[0]\n"; |
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} |
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sub require_image($) { |
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new_from_file Gtk2::Gdk::Pixbuf find_rcfile "images/$_[0]"; |
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} |
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sub get_pos_and_size { |
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my ($window) = @_; |
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my ($x, $y) = $window->get_position; |
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my ($w, $h) = $window->get_size; |
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return [$x, $y, $w, $h]; |
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} |
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sub set_pos_and_size { |
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my ($window, $p_and_s, $default_w, $default_h, $default_x, $default_y) = @_; |
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$window->set_default_size ($p_and_s->[2] || $default_w, $p_and_s->[3] || $default_h); |
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# FIXME: This sucks, moving it after showing it can't be a good thing. |
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$window->show_all; |
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$window->move ($p_and_s->[0] || $default_x, $p_and_s->[1] || $default_y); |
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} |
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read_cfg "$Crossfire::VARDIR/gceconfig"; |
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elmex |
1.22 |
$ENV{CROSSFIRE_LIBDIR} = $CFG->{LIBDIR} |
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if $CFG->{LIBDIR}; |
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$CFG->{MAPDIR} ||= File::Spec->catfile ($ENV{CROSSFIRE_LIBDIR}, 'maps'); |
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elmex |
1.12 |
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# must be done after changing the libdir path: |
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elmex |
1.22 |
Crossfire::set_libdir ($ENV{CROSSFIRE_LIBDIR}); |
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elmex |
1.12 |
Crossfire::load_archetypes; |
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Crossfire::load_tilecache; |
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my $w = GCE::MainWindow->new; |
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$w->load_layout; |
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$w->show_all; |
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root |
1.29 |
$startup_done->(); |
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elmex |
1.12 |
Gtk2->main; |
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__DATA__ |
145 |
root |
1.7 |
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root |
1.1 |
=head1 NAME |
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gce - gtk (perl) crossfire editor |
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elmex |
1.10 |
=head1 SYNOPSIS |
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root |
1.11 |
gce [<map-filename>...] |
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elmex |
1.10 |
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=head1 FEATURES |
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gce is a map editor for crossfire. |
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root |
1.11 |
Its main features are: |
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- higher map editing comfort |
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elmex |
1.10 |
- intelligent placement tool |
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- intelligent connection tool |
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- intelligent erase tool |
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- faster and smaller than the java editor |
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- map normalizing (removal of old deprecated attributes) |
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- exit following |
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- world map navigation |
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root |
1.11 |
- easier installation (on windows) |
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elmex |
1.18 |
- auto joining of walls (see Placement tool -> auto setting) |
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elmex |
1.10 |
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=head1 DESCRIPTION |
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root |
1.13 |
=head2 THE TOOLBOX WINDOW |
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elmex |
1.10 |
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root |
1.13 |
The toolbox window is the main window of gce. It provides the display of |
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the currently selected object and the tools. The buttons select of the |
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editing tool: |
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elmex |
1.10 |
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=over 4 |
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=item * Pick |
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root |
1.11 |
This tool is the simplest of all. It lets the user select the topmost |
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object of a map cell in the map window and updates the stack view for the |
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current space. |
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elmex |
1.10 |
Shortcut-key in map editor: i |
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=item * Place |
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This is the intelligent placement tool. It has many modes: |
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=over 4 |
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=item auto |
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root |
1.11 |
This mode implements DWIM (do-what-I-mean) by trying to do the the right |
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thing(tm) with the selected object: |
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If you place a floor arch, it will try to replace the existing floor or |
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set the floor below all items. If you place a monster or other arch, it |
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will place it on top. If you place a wall, it will put the wall above the |
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floor and propably replace other walls. |
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elmex |
1.10 |
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elmex |
1.18 |
Autojoin also works only in this mode. To draw an wall with autojoining pick |
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the wall arch which name looks like: <wallname>_0. It's the single point wall |
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tile which has no connections. |
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When you place this arch now, it will autoconnect the walls you are drawing. |
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elmex |
1.10 |
=item top |
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root |
1.11 |
Places the arch on the top of the stack of the map cell. |
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elmex |
1.10 |
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=item above floor |
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root |
1.11 |
Places the arch just right above the floor (or the bottom of the stack). |
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elmex |
1.10 |
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=item below floor |
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root |
1.11 |
Places the arch just right below the floor (or the bottom of the stack). |
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elmex |
1.10 |
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=item bottom |
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root |
1.11 |
Places the arch on the bottom of the stack. |
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elmex |
1.10 |
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=back |
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Shortcut-key in map editor: p |
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=item * Erase |
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This is the tool that lets you erase an arch. |
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root |
1.11 |
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elmex |
1.10 |
It has following modes: |
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=over 4 |
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=item top |
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Erases the topmost object on the stack. |
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=item walls |
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244 |
root |
1.11 |
Erases all walls in the stack (and only walls). |
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elmex |
1.10 |
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=item above floor |
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Erases the first object above the floor. |
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=item floor |
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252 |
root |
1.11 |
Erases all floor from the stack (and only the floor). |
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elmex |
1.10 |
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=item below floor |
255 |
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Erases the first object below the floor. |
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=item bottom |
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Erases the first object on the bottom of the stack. |
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=item pick match |
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264 |
root |
1.11 |
This erases all objects from the stack that match the currently selected |
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object. |
266 |
elmex |
1.10 |
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267 |
root |
1.11 |
=item protect walls (checkbox) |
268 |
elmex |
1.10 |
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269 |
root |
1.11 |
This protects walls from being erased (except when erasing walls). |
270 |
elmex |
1.10 |
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271 |
root |
1.11 |
=item protect monsters (checkbox) |
272 |
elmex |
1.10 |
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273 |
root |
1.11 |
This protects monsters from being erased. |
274 |
elmex |
1.10 |
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=back |
276 |
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Shortcut-key in map editor: e |
278 |
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279 |
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=item * Select |
280 |
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281 |
root |
1.11 |
This is the selection tool. It can be used to select rectangular areas and |
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operate on that area in various ways: |
283 |
elmex |
1.10 |
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284 |
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=over 4 |
285 |
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286 |
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=item copy |
287 |
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288 |
root |
1.11 |
This just copies all objects from the selected area into an internal |
289 |
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buffer for later paste operations. |
290 |
elmex |
1.10 |
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291 |
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Shortcut-key in map editor: c |
292 |
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293 |
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=item paste |
294 |
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295 |
root |
1.11 |
This function pastes the internal buffer into the map, beginning in the |
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top left corner of the selected area. The size of the selection has no |
297 |
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relevance to the result: IT always places the whole internal buffer onto |
298 |
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the map. |
299 |
elmex |
1.10 |
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300 |
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Shortcut-key in map editor: p |
301 |
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302 |
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=item invoke |
303 |
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304 |
root |
1.11 |
This function is a very powerful one. It can apply another tool (such as |
305 |
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the place tool) on all spaces of the selected area. |
306 |
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307 |
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It can, for example, be used to fill a map with floor tiles or erase |
308 |
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everything. |
309 |
elmex |
1.10 |
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310 |
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Shortcut-key in map editor: n |
311 |
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312 |
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=back |
313 |
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314 |
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Shortcut-key in map editor: s |
315 |
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316 |
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=item * Eval |
317 |
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318 |
root |
1.11 |
This is a very special tool which isn't finished yet. It lets you specify |
319 |
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a perl snippet that can manipulate the stack. |
320 |
elmex |
1.10 |
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321 |
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Shortcut-key in map editor: l |
322 |
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323 |
elmex |
1.23 |
=item * Connect |
324 |
elmex |
1.10 |
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325 |
elmex |
1.23 |
This tool connects two exits, teleporters or adds the configures |
326 |
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connection value to the connectors. |
327 |
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328 |
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This tool has 3 modes: |
329 |
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330 |
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=over 4 |
331 |
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332 |
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=item auto |
333 |
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334 |
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The auto mode tries to find exits first, and if it found one, it will |
335 |
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go into the exit connect mode. If no exit is found but a connectable |
336 |
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object is found, it will just add the connection value to the object. |
337 |
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(Note: This maybe gets in the way if you want to connect teleporters. |
338 |
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The auto mode will only connect teleporters as if they are exits and not |
339 |
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touch the connection value). |
340 |
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341 |
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=item exit |
342 |
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343 |
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This mode wont set any connection values. |
344 |
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345 |
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=item connect |
346 |
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347 |
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In this mode the connect tool will only set connection values and not |
348 |
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try to connect exits. |
349 |
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350 |
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=back |
351 |
root |
1.11 |
|
352 |
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You can either connect two exits to each other, or just point an exit to |
353 |
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a certain location on a map. |
354 |
elmex |
1.10 |
|
355 |
elmex |
1.23 |
After clicking on an exit the first time you will see a string like this |
356 |
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in the tool dialoge in the main window: 'src: (12,9) teleporter'. |
357 |
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It tells you that you selected a source destination and that the next click will |
358 |
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connect the exit with another exit or just let it point where you clicked (if there |
359 |
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is no connectable object (in auto mode)). |
360 |
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361 |
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To connect two exits, just click at the first and then at the second, and |
362 |
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the editor will try to find a path (map path) that fits the crossfire conventions. |
363 |
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It will also adjust the (x,y) coords so that the exits point at each other. |
364 |
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365 |
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If something doesn't work as expected make sure you saved both maps |
366 |
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in a subdirectory of the crossfire map path (which you configured via |
367 |
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File->Preferences in the main window). |
368 |
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369 |
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If the tile you edited with the connect tool contained a connectable |
370 |
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object, the currently configured connect value (set by the spin buttons in |
371 |
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the main window) will be set on them. |
372 |
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373 |
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Shortcut-key in map editor: t |
374 |
elmex |
1.10 |
|
375 |
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=item * Follow Exit |
376 |
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377 |
root |
1.11 |
With this tool you can follow exits and teleporters by opening the target |
378 |
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map in a new window (or presents an existing window). |
379 |
elmex |
1.10 |
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380 |
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Shortcut-key in map editor: f |
381 |
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382 |
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=back |
383 |
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384 |
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=head2 THE STACK VIEW |
385 |
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|
386 |
root |
1.11 |
This window displays the stack of a map space/coordinate. |
387 |
elmex |
1.10 |
|
388 |
root |
1.11 |
You can swap two objects on the stack and delete a object from the stack |
389 |
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by dragging one object over another. |
390 |
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391 |
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By clicking on an item on the stack you can make it the currently selected |
392 |
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object. |
393 |
elmex |
1.10 |
|
394 |
|
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=head2 THE MAP EDITOR |
395 |
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396 |
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This window just displays the map and lets you use the tools. The shortcuts are |
397 |
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documented above in the tool descriptions. |
398 |
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|
399 |
root |
1.11 |
You can pan the map using the middle mouse button and use the tool with |
400 |
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the left mouse button. |
401 |
elmex |
1.10 |
|
402 |
root |
1.11 |
There are two modifiers: Holding down the Meta/Alt-key temporarily |
403 |
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switches to the pick tool. Holding down the Ctrl-key temporarily switched |
404 |
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to the erase tool. Both will use their current settings. To change them, |
405 |
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you need to select the tools using the toolbox first. |
406 |
elmex |
1.10 |
|
407 |
elmex |
1.24 |
There exists a context menu on right click: |
408 |
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409 |
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=over 4 |
410 |
|
|
|
411 |
|
|
=item Follow |
412 |
|
|
|
413 |
|
|
This context menu entry lets you follow an exit. It will open |
414 |
|
|
a new map editor with the map. See Follow Exit tool. |
415 |
|
|
|
416 |
|
|
=item Add inventory |
417 |
|
|
|
418 |
|
|
This is a submenu of the context menu, that shows the objects |
419 |
|
|
on the stack below the mouse cursor. It allows you to add the current |
420 |
|
|
arch in the attribute editor (a copy of it) to the object as inventory item. |
421 |
|
|
|
422 |
|
|
=back |
423 |
|
|
|
424 |
elmex |
1.10 |
=head2 THE ATTRIBUTE EDITOR |
425 |
|
|
|
426 |
root |
1.11 |
The attribute editor display the archetype name followed by the object |
427 |
|
|
name and the type of the object in parentheses. |
428 |
|
|
|
429 |
elmex |
1.21 |
The 'reset to defaults' button erases all changes on the object and resets |
430 |
|
|
it's value to the values of the archetype. |
431 |
|
|
|
432 |
root |
1.11 |
Since there are often many attributes for a given object, they are sorted |
433 |
|
|
into different categories/tabs. |
434 |
elmex |
1.10 |
|
435 |
root |
1.11 |
The lore and msg tabs let you edit the text attributes of the object. |
436 |
elmex |
1.10 |
|
437 |
root |
1.11 |
Both field labels and value widgets have tool tips enabled. Tool tips on |
438 |
|
|
the labels explain the attribute in more detail. The tool tips on the |
439 |
|
|
value widgets show the default value from the archetype. |
440 |
elmex |
1.10 |
|
441 |
elmex |
1.21 |
On the right side of the attribute editor you will find the inventory, you |
442 |
|
|
can drag stuff there or just use the context menu von the pick window (see below) |
443 |
|
|
to add inventory. |
444 |
elmex |
1.10 |
|
445 |
|
|
=head2 THE PICK WINDOW |
446 |
|
|
|
447 |
root |
1.11 |
Pick windows are used to quickly pick archetypes from specific categories. |
448 |
|
|
|
449 |
|
|
Left click creates an object from the archetype and makes it the currently |
450 |
|
|
selected object for the tools and the attribute editor. |
451 |
|
|
|
452 |
|
|
You can change the attributes of the currently selected object in the |
453 |
|
|
attribute editor. |
454 |
elmex |
1.10 |
|
455 |
elmex |
1.21 |
Right click opens the context menu, where you can add the selected arch as |
456 |
|
|
inventory to the object which is currently visible in the attribute editor. |
457 |
|
|
|
458 |
elmex |
1.10 |
You can open multiple pick windows. |
459 |
|
|
|
460 |
elmex |
1.25 |
=head1 MAP EDITING |
461 |
|
|
|
462 |
|
|
=head2 SHOP PROPERTIES |
463 |
|
|
|
464 |
|
|
There are 5 map properties related to shops that can be present in a map. |
465 |
|
|
Any given map may have some, all or none of them (although in the later case, |
466 |
|
|
it isn't considered to be a shop). |
467 |
|
|
|
468 |
|
|
=over 4 |
469 |
|
|
|
470 |
|
|
=item Shopmin |
471 |
|
|
|
472 |
|
|
This is an integer value. It is the minimum value that the object must have in |
473 |
|
|
order to be considered by purchase for a shop. This is not the same as the price |
474 |
|
|
offered, which can be substantially below shopmin. |
475 |
|
|
|
476 |
|
|
=item Shopmax |
477 |
|
|
|
478 |
|
|
This is an integer value. It uses value like shopmin does, however it is not a |
479 |
|
|
fixed upper limit. |
480 |
|
|
|
481 |
|
|
The value is adjusted downwards if it is in excess of one half of shopmax. The |
482 |
|
|
output value is the minimum of shopmax and one half of shopmax plus the square root |
483 |
|
|
of one half of shopmax |
484 |
|
|
|
485 |
|
|
Note that the value is only an aspect of the final price, and the actual price offered for an item |
486 |
|
|
can be substantially less than shopmax, even when the item's value in in excess of that. |
487 |
|
|
|
488 |
|
|
=item Shoprace |
489 |
|
|
|
490 |
|
|
if the player matches shoprace, this has no effect, if they do not, the price offered |
491 |
|
|
is only 80% of what it would otherwise be. |
492 |
|
|
|
493 |
|
|
=item Shopgreed |
494 |
|
|
|
495 |
|
|
This is a multiplier on all prices offered, items brought from the player are done |
496 |
|
|
so at a price divided by the greed, items sold to a player are overcharged by a factor of shopgreed. |
497 |
|
|
|
498 |
|
|
=item Shopitems |
499 |
|
|
|
500 |
|
|
This is a semi-colon deliminated list of item types and values. |
501 |
|
|
each entry is a name of an item type (from the array in common/item.c) |
502 |
|
|
followed by an optional colon then a value in the range -100 to 100. |
503 |
|
|
(if this is missing, the default value of 0 is used. |
504 |
|
|
This value is a measure of how much items of that type are preffered. |
505 |
|
|
Neutrality is represented by 0 (so a theoretical 'general' store would |
506 |
|
|
have 0 for everything), a positive preference for certain item types |
507 |
|
|
is a positive value, and negative preference for item types is a negative value. |
508 |
|
|
|
509 |
|
|
As a special note, the character * may be used once to set a preference for |
510 |
|
|
everything not explicitly listed otherwise (this value would in most cases be negative) |
511 |
|
|
|
512 |
|
|
for example, a typical magic shop might have the string: |
513 |
|
|
|
514 |
|
|
shopitems amulet:25;ring:40;potion:40;book:35;scroll:40;spellbook:40;skillscroll:50;wand:40;*:-50 |
515 |
|
|
|
516 |
|
|
and an armour shop might have the string: |
517 |
|
|
|
518 |
|
|
shopitems armour:50;shield:50;helmet:40;cloak:40;boots:40;gloves:40;bracers:50;girdle:50;*:-50 |
519 |
|
|
|
520 |
|
|
all possible name values for items are listed in common/item.c, however there are only some |
521 |
|
|
that are likely to be used (doors are not sold very often....) this list is not definitive or |
522 |
|
|
neccesarily up-to-date, but is a reasonable starting point for constructing a new shop. |
523 |
|
|
|
524 |
|
|
rod |
525 |
|
|
book |
526 |
|
|
horn |
527 |
|
|
amulet |
528 |
|
|
potion |
529 |
|
|
ring |
530 |
|
|
inorganic |
531 |
|
|
spellbook |
532 |
|
|
wand |
533 |
|
|
scroll |
534 |
|
|
power_crystal |
535 |
|
|
|
536 |
|
|
arrow |
537 |
|
|
bow |
538 |
|
|
weapon |
539 |
|
|
|
540 |
|
|
armour |
541 |
|
|
shield |
542 |
|
|
helmet |
543 |
|
|
cloak |
544 |
|
|
boots |
545 |
|
|
gloves |
546 |
|
|
bracers |
547 |
|
|
girdle |
548 |
|
|
|
549 |
|
|
flesh |
550 |
|
|
food |
551 |
|
|
drink |
552 |
|
|
treasure |
553 |
|
|
gem |
554 |
|
|
skill tool |
555 |
|
|
lighter |
556 |
|
|
light source |
557 |
|
|
lamp |
558 |
|
|
tool |
559 |
|
|
container |
560 |
|
|
item_transformer |
561 |
|
|
|
562 |
|
|
armour improver |
563 |
|
|
weapon improver |
564 |
|
|
skillscroll |
565 |
|
|
|
566 |
|
|
building material |
567 |
|
|
|
568 |
|
|
=back |
569 |
|
|
|
570 |
elmex |
1.12 |
=head1 AUTHOR |
571 |
root |
1.1 |
|
572 |
root |
1.15 |
All of the editor GUI: |
573 |
root |
1.4 |
|
574 |
elmex |
1.12 |
Robin Redeker <elmex@ta-sa.org> |
575 |
|
|
http://www.ta-sa.org/ |
576 |
root |
1.6 |
|
577 |
root |
1.15 |
The Crossfire map handling module and map widget: |
578 |
root |
1.1 |
|
579 |
|
|
Marc Lehmann <schmorp@schmorp.de> |
580 |
|
|
http://home.schmorp.de/ |
581 |
|
|
|
582 |
|
|
=cut |