summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/itemprop.cc
diff options
context:
space:
mode:
authorJude Brown <bookofjude@users.sourceforge.net>2009-12-31 22:29:01 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2009-12-31 23:21:11 +1000
commitbdef58ca99e4b4239bbd98b7057218231625e378 (patch)
treecac0aad15ac5cbf2a819c7182f93a79012500283 /crawl-ref/source/itemprop.cc
parent03293efdcadea4df1bdb90b649f811c95d0285cb (diff)
downloadcrawl-ref-bdef58ca99e4b4239bbd98b7057218231625e378.tar.gz
crawl-ref-bdef58ca99e4b4239bbd98b7057218231625e378.zip
Remove hand crossbows.
This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc8
1 files changed, 1 insertions, 7 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index bf47f3ab96..8e673e24a9 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -342,9 +342,6 @@ static weapon_def Weapon_prop[NUM_WEAPONS] =
{ WPN_SLING, "sling", 0, 2, 11, 20, 1,
SK_SLINGS, HANDS_ONE, SIZE_LITTLE, MI_STONE, false,
DAMV_NON_MELEE, 10 },
- { WPN_HAND_CROSSBOW, "hand crossbow", 3, 4, 15, 70, 5,
- SK_CROSSBOWS, HANDS_HALF, SIZE_SMALL, MI_DART, false,
- DAMV_NON_MELEE, 10 },
{ WPN_CROSSBOW, "crossbow", 5, 4, 15, 150, 8,
SK_CROSSBOWS, HANDS_TWO, SIZE_MEDIUM, MI_BOLT, false,
DAMV_NON_MELEE, 10 },
@@ -430,7 +427,7 @@ void init_properties()
{
// Compare with enum comments, to catch changes.
COMPILE_CHECK(NUM_ARMOURS == 37, c1);
- COMPILE_CHECK(NUM_WEAPONS == 56, c2);
+ COMPILE_CHECK(NUM_WEAPONS == 55, c2);
COMPILE_CHECK(NUM_MISSILES == 9, c3);
COMPILE_CHECK(NUM_FOODS == 22, c4);
@@ -743,7 +740,6 @@ void set_equip_race( item_def &item, unsigned long flags )
&& item.sub_type != WPN_LONG_SWORD)
|| weapon_skill(item) == SK_POLEARMS
|| item.sub_type == WPN_BLOWGUN
- || item.sub_type == WPN_HAND_CROSSBOW
|| item.sub_type == WPN_BOW
|| item.sub_type == WPN_LONGBOW)
{
@@ -776,7 +772,6 @@ void set_equip_race( item_def &item, unsigned long flags )
{
case OBJ_WEAPONS:
if (item.sub_type == WPN_QUICK_BLADE
- || item.sub_type == WPN_HAND_CROSSBOW
|| item.sub_type == WPN_LONGBOW)
return;
break;
@@ -1248,7 +1243,6 @@ int weapon_rarity( int w_type )
return (5);
case WPN_BROAD_AXE:
- case WPN_HAND_CROSSBOW:
case WPN_SPIKED_FLAIL:
case WPN_WHIP:
return (4);