Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Czs #44

Closed
wants to merge 2 commits into from
Closed

Czs #44

Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 3 additions & 0 deletions BetterFont/FONTDATA
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
Fixedsys TTF v5.00c
17
32
1 change: 1 addition & 0 deletions BetterFont/InstallReadme.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
Install this Font package and copy FONTDATA to your Cataclysm Data folder for a better resolution and improved font package.
Binary file added BetterFont/fixedsys500c.zip
Binary file not shown.
57 changes: 1 addition & 56 deletions README
Original file line number Diff line number Diff line change
@@ -1,56 +1 @@
Cataclysm is a post-apocalyptic roguelike, set in the countryside of New England
after a devastating plague of monsters and zombies.

At present time, Cataclysm is still in early alpha, and is being developed very
rapidly. As such, there are no formal version numbers, as a new version is
released every day, often several a day.

Source is available at the github repository, http://github.com/Whales/Cataclysm
There is also a tarball available at http://squidnet.ath.cx/cataclysm.tar.gz
Squidnet maintains a public SSH server. If you cannot play Cataclysm locally,
or if you prefer to play it in a world shared with others, connect to
cataclysm@squidnet.ath.cx (there is no password).

Compiling Cataclysm under linux is straightforward, and only requires the
ncurses development libraries. Under Ubuntu, these libraries can be found in
the libncurses5-dev package ("sudo apt-get install libncurses5-dev" will install
this package).

Cataclysm is very different from most roguelikes in many ways. Rather than
being set in a vertical, linear dungeon, it is set in an unbounded, 3D world.
This means that exploration plays a much bigger role than in most roguelikes,
and the game is much less linear.
Because the map is so huge, it is actually completely persistant between games.
If you die, and start a new character, your new game will be set in the same
game world as your last. Like in many roguelikes, you will be able to loot the
dead bodies of previous characters; unlike most roguelikes, you will also be
able to retrace their steps completely, and any dramatic changes made to the
world will persist into your next game.
While this makes for interesting depth of play, and the ability to "save" game
progress even after death, some prefer to start each game with a freshly
generated world. This can be achieved by erasing the contents of the save
directory, found in the same folder as the executable. "rm save/*" will erase
these files for you.

Cataclysm's gameplay also includes many unique quirks, and the learning curve is
somewhat steep, even for those experienced with roguelikes. Included with the
game is a tutorial which runs the player through most of the key features. The
game also has extensive documentation via the ? command. Pressing ?1 will list
all the key commands, which is a good place to start.

To submit a bug, complaint, feature request, or praise, please send them via
email to fivedozenwhales@gmail.com. You can also submit problem reports and
patches at the github repository at http://github.com/Whales/Cataclysm .

I strive to include as many feature requests as possible, and if you submit one
there is a good chance that it will appear in the game within a few days. Of
course, it is inevitable that I will reject some feature requests, either
because they do not fit my conception of the game, or because they require more
code than I think they're worth. Feature requests supplied in the form of a
patch stand a better chance of inclusion, of course ;) For instructions on
making changes to item types, monster types, etc., please see the EDITING file.
Most changes of this variety require no training in C++, or programming in
general.

If you want to take Cataclysm in a new direction, please feel free to create a
branch project--just let me know about it!
Cataclysm Classic Zombie Survival
8 changes: 2 additions & 6 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,3 @@
Cataclysm Mod
============
Yet Another Darkling Wolf Cataclysm Mod (YADWCM)
Cataclysm Classic Zombie

This is the github for my constantly updating, frequently buggy, Cataclysm Mod.
Pull requests for new features or bugfixes are welcome, although I'm probably more likely to notice if you poke me on the forum or via email.
To make suggestions or post bug reports, check out my thread over on the Cataclysm forums at: http://whalesdev.com/forums/index.php?topic=1389.0
Started off Jan 20th 2013 Cataclysm DDA build.
4 changes: 2 additions & 2 deletions catacurse.h
Original file line number Diff line number Diff line change
Expand Up @@ -13,8 +13,8 @@ typedef unsigned int u_int32_t;
#define __NORMAL 0x00000000 /* Added characters are normal. */ //<---------not used
#define __STANDOUT 0x00000100 /* Added characters are standout. */ //<---------not used
#define __UNDERSCORE 0x00000200 /* Added characters are underscored. */ //<---------not used
#define __REVERSE 0x00000400 /* Added characters are reverse //<---------not used
video. */
#define __REVERSE 0x00000400 /* Added characters are reverse video. */ //<---------not used

#define __BLINK 0x00000800 /* Added characters are blinking. */
#define __DIM 0x00001000 /* Added characters are dim. */ //<---------not used
#define __BOLD 0x00002000 /* Added characters are bold. */
Expand Down
10 changes: 2 additions & 8 deletions data/motd
Original file line number Diff line number Diff line change
Expand Up @@ -2,16 +2,10 @@
# Max length of a line is 64 characters; the following line is for reference
################################################################
This branch contains much work by Creidieki, Uzername,
Kevingranade, HerbertJones, Gim, Shades and Origamiwolf.
Kevingranade, HerbertJones, Gim, Shades,Origamiwolf
and Darkling WOlf, and Kevingranade

The game now has configurable options.
You can directly edit options.txt in the data directory, or you
can edit the options via the help menu.

For latest discussions on Cataclysm and its mods, please visit:
http://www.cataclysm.glyphgryph.com/smf/index.php

Check out the options listing by pressing ?2

As always, please visit the forums at:
http://www.cataclysm.glyphgryph.com/smf/index.php
16 changes: 15 additions & 1 deletion disease.h
Original file line number Diff line number Diff line change
Expand Up @@ -487,7 +487,17 @@ void dis_effect(game *g, player &p, disease &dis)
if (!p.has_trait(PF_POISRESIST))
p.str_cur -= 2;
break;


case DI_BLEED: //Oddzball-Bleeding took out chance for now...
if (!p.is_npc() && one_in(2)) {
g->add_msg("You lose some blood.");
p.pain++;
p.hurt(g, bp_torso, 0, 1);
p.per_cur--;
p.str_cur --;
}
break;

case DI_BADPOISON:
if ((!p.has_trait(PF_POISRESIST) && one_in(100)) ||
( p.has_trait(PF_POISRESIST) && one_in(500)) ) {
Expand Down Expand Up @@ -910,6 +920,7 @@ std::string dis_name(disease dis)
case DI_STUNNED: return "Stunned";
case DI_DOWNED: return "Downed";
case DI_POISON: return "Poisoned";
case DI_BLEED: return "Bleeding";
case DI_BADPOISON: return "Badly Poisoned";
case DI_FOODPOISON: return "Food Poisoning";
case DI_SHAKES: return "Shakes";
Expand Down Expand Up @@ -1085,6 +1096,9 @@ You're knocked to the ground. You have to get up before you can move.";
Perception - 1; Dexterity - 1; Strength - 2 IF not resistant\n\
Occasional pain and/or damage.";

case DI_BLEED: return "\
You are slowly losing blood."; //Oddzball-Bleeding Description

case DI_BADPOISON: return "\
Perception - 2; Dexterity - 2;\n\
Strength - 3 IF not resistant, -1 otherwise\n\
Expand Down
27 changes: 13 additions & 14 deletions game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -155,9 +155,8 @@ bool game::opening_screen()
erase();
for (int i = 0; i < 80; i++)
mvwputch(w_open, 21, i, c_white, LINE_OXOX);
mvwprintz(w_open, 0, 0, c_blue, "Welcome to The Darkling Wolf's Modded Cataclysm!");
mvwprintz(w_open, 1, 0, c_red, "\
Please report bugs to TheDarklingWolf@gmail.com or post on the forums.");
mvwprintz(w_open, 0, 0, c_blue, "Cataclysm Classic Zombie"); //Oddzball
mvwprintz(w_open, 1, 0, c_red, "Build3-2"); //Oddzball
refresh();
wrefresh(w_open);
refresh();
Expand Down Expand Up @@ -518,6 +517,7 @@ void game::start_game()
// Put some NPCs in there!
create_starting_npcs();
MAPBUFFER.set_dirty();

}

void game::create_factions()
Expand Down Expand Up @@ -708,22 +708,23 @@ void game::rustCheck() {

if (skillLevel > 0 && turn % (8192 / int(pow(2, double(forgetCap - 1)))) == 0) {
if (rng(1,12) % (u.has_trait(PF_FORGETFUL) ? 3 : 4)) {
if (u.has_bionic(bio_memory) && u.power_level > 0) {

if (u.has_bionic(bio_memory) && u.power_level > 0) {
if (one_in(5))
u.power_level--;
u.power_level--;
} else {
if (OPTIONS[OPT_SKILL_RUST] == 0 || u.skillLevel(*aSkill).exercise() > 0) {
int newLevel;
u.skillLevel(*aSkill).rust(newLevel);

if (newLevel < skillLevel) {
add_msg("Your skill in %s has reduced to %d!", (*aSkill)->name().c_str(), newLevel);
}
}
}
}
}
}
}
}
}
}

void game::process_events()
Expand Down Expand Up @@ -1622,7 +1623,7 @@ void game::update_scent()
//Greatly reduce scent for bashable barriers
grscent[x][y] = newscent[x][y] / 4;
else
grscent[x][y] = newscent[x][y];
grscent[x][y] = newscent[x][y];
}
if (!u.has_active_bionic(bio_scent_mask))
grscent[u.posx][u.posy] = u.scent;
Expand Down Expand Up @@ -1783,10 +1784,8 @@ void game::load(std::string name)
turn = tmpturn;
nextspawn = tmpspawn;
nextweather = tmpnextweather;

cur_om = overmap(this, comx, comy, levz);
m.load(this, levx, levy);

run_mode = tmprun;
if (OPTIONS[OPT_SAFEMODE] && run_mode == 0)
run_mode = 1;
Expand Down Expand Up @@ -3360,7 +3359,7 @@ void game::monmove()

void game::sound(int x, int y, int vol, std::string description)
{
vol *= 1.5; // Scale it a little
vol *= 1; // Scale it a little //Oddzball-Why did everything have same sound sense as Canine Ears? Bug? Changed to 1
// First, alert all monsters (that can hear) to the sound
for (int i = 0; i < z.size(); i++) {
if (z[i].can_hear()) {
Expand Down Expand Up @@ -6065,7 +6064,7 @@ void game::complete_butcher(int index)
if(corpse->has_flag(MF_HUMAN))
meat = itypes[itm_human_flesh];
else
meat = itypes[itm_meat];
meat = itypes[itm_meat];
else
meat = itypes[itm_veggy];
}
Expand Down Expand Up @@ -6579,7 +6578,7 @@ void game::plmove(int x, int y)
if (u.has_trait(PF_LIGHTSTEP))
sound(x, y, 2, ""); // Sound of footsteps may awaken nearby monsters
else
sound(x, y, 6, ""); // Sound of footsteps may awaken nearby monsters
sound(x, y, 4, ""); // Sound of footsteps may awaken nearby monsters //Oddzball-Made Footsteps slightly less loud, we arent a damn elephant.
}
if (one_in(20) && u.has_artifact_with(AEP_MOVEMENT_NOISE))
sound(x, y, 40, "You emit a rattling sound.");
Expand Down
26 changes: 13 additions & 13 deletions itype.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ enum item_cat
IC_GUN,
IC_BOOK,
IC_TOOL,
IC_CONTAINER
IC_CONTAINER
};

enum itype_id {
Expand Down Expand Up @@ -65,7 +65,7 @@ itm_bandages, itm_1st_aid, itm_vitamins, itm_aspirin, itm_caffeine,
itm_prozac, itm_cig, itm_weed, itm_coke, itm_meth, itm_heroin, itm_cigar,
itm_antibiotics, itm_poppy_sleep, itm_poppy_pain, itm_crack, /*itm_grack,*/
// Do-nothing / Melee weapons
itm_wrapper, itm_syringe, itm_rag, itm_fur, itm_leather, itm_superglue,
itm_wrapper, itm_syringe, itm_fur, itm_leather, itm_superglue,
itm_id_science, itm_id_military, itm_electrohack, itm_string_6, itm_string_36,
itm_rope_6, itm_rope_30, itm_chain, itm_processor, itm_RAM, itm_power_supply,
itm_amplifier, itm_transponder, itm_receiver, itm_antenna, itm_steel_chunk,
Expand All @@ -83,8 +83,8 @@ itm_wrapper, itm_syringe, itm_rag, itm_fur, itm_leather, itm_superglue,
itm_splinter, itm_skewer, itm_crackpipe, itm_torch_done,
itm_spring, itm_lawnmower, itm_lawnmower_blade, itm_lawnmower_machete,
itm_lawnmower_halberd, itm_curtain, itm_broketent, itm_element,
itm_television, itm_pilot_light, itm_toaster, itm_microwave, itm_laptop,
itm_fan, itm_ceramic_plate, itm_ceramic_bowl, itm_ceramic_cup,
itm_television, itm_pilot_light, itm_toaster, itm_microwave, itm_laptop,
itm_fan, itm_ceramic_plate, itm_ceramic_bowl, itm_ceramic_cup,
itm_glass_plate, itm_glass_bowl, itm_glass, itm_tin_plate, itm_fork, itm_spork,

// Vehicle parts
Expand Down Expand Up @@ -129,11 +129,11 @@ itm_hat_ball, itm_hat_boonie, itm_hat_cotton, itm_hat_knit, itm_hat_hunting,
itm_helmet_army, itm_helmet_riot, itm_helmet_motor, itm_helmet_chitin,
itm_helmet_plate, itm_tophat,
// High-storage
itm_backpack, itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap,
itm_backpack, itm_rucksack, itm_purse, itm_mbag, itm_fanny, itm_holster, itm_bootstrap, //Oddzball-Added Rucksack
// Decorative
itm_ring, itm_necklace,
// Ammunition
itm_battery, itm_thread, itm_duct_tape, itm_cable, itm_plut_cell,
itm_battery, itm_thread, itm_duct_tape, itm_cable, itm_plut_cell,
itm_nail, itm_bb, itm_arrow_wood, itm_arrow_cf,
itm_bolt_wood, itm_bolt_steel, itm_shot_bird, itm_shot_00, itm_shot_slug,
itm_shot_he, itm_22_lr, itm_22_cb, itm_22_ratshot, itm_9mm, itm_9mmP,
Expand All @@ -145,9 +145,9 @@ itm_ring, itm_necklace,
itm_40mm_teargas, itm_40mm_smoke, itm_40mm_flashbang, itm_12mm, itm_plasma,
itm_charge_shot,
itm_shot_hull,
itm_9mm_casing, itm_38_casing, itm_40_casing, itm_44_casing, itm_45_casing,
itm_9mm_casing, itm_38_casing, itm_40_casing, itm_44_casing, itm_45_casing,
itm_57mm_casing, itm_46mm_casing, itm_762_casing, itm_223_casing,
itm_3006_casing, itm_308_casing, itm_40mm_casing, itm_gunpowder,
itm_3006_casing, itm_308_casing, itm_40mm_casing, itm_gunpowder,
itm_shotgun_primer, itm_smpistol_primer, itm_lgpistol_primer,
itm_smrifle_primer, itm_lgrifle_primer, itm_lead, itm_incendiary, itm_gasoline,
// Guns
Expand All @@ -172,7 +172,7 @@ itm_silencer, itm_grip, itm_barrel_big, itm_barrel_small, itm_barrel_rifled,
itm_m203, itm_bayonet, itm_u_shotgun, itm_gun_crossbow,
// Books
itm_mag_porn, itm_mag_tv, itm_mag_news, itm_mag_cars, itm_mag_cooking,
itm_mag_carpentry,
itm_mag_carpentry,
itm_mag_guns, itm_novel_romance, itm_novel_spy, itm_novel_scifi,
itm_novel_drama, itm_manual_brawl, itm_manual_knives, itm_manual_mechanics, itm_manual_survival,
itm_manual_speech, itm_manual_business, itm_manual_first_aid,
Expand Down Expand Up @@ -203,7 +203,7 @@ itm_lighter, itm_sewing_kit, itm_scissors, itm_hammer, itm_extinguisher,
itm_knife_butcher, itm_knife_combat, itm_saw, itm_ax, itm_hacksaw,
itm_tent_kit, itm_torch, itm_torch_lit, itm_candle, itm_candle_lit,
itm_brazier, itm_puller, itm_press, itm_screwdriver, itm_wrench,
itm_boltcutters, itm_mop, itm_picklocks, itm_pickaxe,
itm_boltcutters, itm_mop, itm_picklocks, itm_pickaxe, itm_rag, //Oddzball-Added rag to tools
// Bionics containers
itm_bionics_battery, itm_bionics_power, itm_bionics_tools,
itm_bionics_neuro, itm_bionics_sensory, itm_bionics_aquatic,
Expand Down Expand Up @@ -462,11 +462,11 @@ struct it_comest : public itype
virtual bool is_food() { return true; }
// virtual bool count_by_charges() { return charges >= 1 ; }

virtual bool count_by_charges()
{
virtual bool count_by_charges()
{
if (m1 == LIQUID) return true;
else
return charges > 1 ;
return charges > 1 ;
}


Expand Down
Loading