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author | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-18 13:12:03 +0000 |
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committer | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-07-18 13:12:03 +0000 |
commit | bb1feaf33596890e188b86ac5b09ee7e9c222e48 (patch) | |
tree | 64b3f36f3564d2f7e1e58ef2303a13205dd575a8 /crawl-ref/source/newgame.cc | |
parent | 3ca471953a5034eb150795692e1442e044083ac0 (diff) | |
download | crawl-ref-bb1feaf33596890e188b86ac5b09ee7e9c222e48.tar.gz crawl-ref-bb1feaf33596890e188b86ac5b09ee7e9c222e48.zip |
Add minor cosmetic fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10268 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r-- | crawl-ref/source/newgame.cc | 102 |
1 files changed, 43 insertions, 59 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc index 36605fd09b..646ae7139d 100644 --- a/crawl-ref/source/newgame.cc +++ b/crawl-ref/source/newgame.cc @@ -90,9 +90,9 @@ static void _jobs_stat_init(job_type which_job); static void _opening_screen(void); static void _species_stat_init(species_type which_species); -static void _give_random_potion( int slot ); -static void _give_random_secondary_armour( int slot ); -static bool _give_wanderer_weapon( int slot, int wpn_skill ); +static void _give_random_potion(int slot); +static void _give_random_secondary_armour(int slot); +static bool _give_wanderer_weapon(int slot, int wpn_skill); static void _create_wanderer(void); static bool _give_items_skills(void); @@ -904,12 +904,12 @@ static void _racialise_starting_equipment() || you.inv[i].base_type != OBJ_ARMOUR || get_armour_slot(you.inv[i]) != EQ_BODY_ARMOUR)) { - set_equip_race( you.inv[i], ISFLAG_ELVEN ); + set_equip_race(you.inv[i], ISFLAG_ELVEN); } else if (player_genus(GENPC_DWARVEN)) - set_equip_race( you.inv[i], ISFLAG_DWARVEN ); + set_equip_race(you.inv[i], ISFLAG_DWARVEN); else if (you.species == SP_HILL_ORC) - set_equip_race( you.inv[i], ISFLAG_ORCISH ); + set_equip_race(you.inv[i], ISFLAG_ORCISH); } } } @@ -3334,7 +3334,7 @@ bool validate_player_name(const char* name, bool verbose) return (true); } -static void _give_random_potion( int slot ) +static void _give_random_potion(int slot) { // If you can't quaff, you don't care. if (you.is_undead == US_UNDEAD) @@ -3355,38 +3355,38 @@ static void _give_random_potion( int slot ) case 0: case 1: case 2: - you.inv[ slot ].sub_type = POT_HEALING; + you.inv[slot].sub_type = POT_HEALING; break; case 3: case 4: - you.inv[ slot ].sub_type = POT_HEAL_WOUNDS; + you.inv[slot].sub_type = POT_HEAL_WOUNDS; break; case 5: - you.inv[ slot ].sub_type = POT_SPEED; + you.inv[slot].sub_type = POT_SPEED; break; case 6: - you.inv[ slot ].sub_type = POT_MIGHT; + you.inv[slot].sub_type = POT_MIGHT; break; case 7: - you.inv[ slot ].sub_type = POT_BERSERK_RAGE; + you.inv[slot].sub_type = POT_BERSERK_RAGE; break; } } -static void _give_random_secondary_armour( int slot ) +static void _give_random_secondary_armour(int slot) { - you.inv[ slot ].quantity = 1; - you.inv[ slot ].base_type = OBJ_ARMOUR; - you.inv[ slot ].special = 0; - you.inv[ slot ].plus = 0; - you.inv[ slot ].plus2 = 0; + you.inv[slot].quantity = 1; + you.inv[slot].base_type = OBJ_ARMOUR; + you.inv[slot].special = 0; + you.inv[slot].plus = 0; + you.inv[slot].plus2 = 0; switch (random2(4)) { case 0: if (you_can_wear(EQ_BOOTS)) { - you.inv[ slot ].sub_type = ARM_BOOTS; + you.inv[slot].sub_type = ARM_BOOTS; you.equip[EQ_BOOTS] = slot; break; } @@ -3394,7 +3394,7 @@ static void _give_random_secondary_armour( int slot ) case 1: if (you_can_wear(EQ_HELMET)) { - you.inv[ slot ].sub_type = ARM_HELMET; + you.inv[slot].sub_type = ARM_HELMET; you.equip[EQ_HELMET] = slot; break; } @@ -3402,55 +3402,55 @@ static void _give_random_secondary_armour( int slot ) case 2: if (you_can_wear(EQ_GLOVES)) { - you.inv[ slot ].sub_type = ARM_GLOVES; + you.inv[slot].sub_type = ARM_GLOVES; you.equip[EQ_GLOVES] = slot; break; } // else fall through case 3: // Anyone can wear this. - you.inv[ slot ].sub_type = ARM_CLOAK; + you.inv[slot].sub_type = ARM_CLOAK; you.equip[EQ_CLOAK] = slot; break; } } // Returns true if a "good" weapon is given. -static bool _give_wanderer_weapon( int slot, int wpn_skill ) +static bool _give_wanderer_weapon(int slot, int wpn_skill) { bool ret = false; - // Slot's always zero, but we pass it anyways. + // Slot's always zero, but we pass it anyway. // We'll also re-fill the template, all this for later possible // safe reuse of code in the future. - you.inv[ slot ].quantity = 1; - you.inv[ slot ].base_type = OBJ_WEAPONS; - you.inv[ slot ].plus = 0; - you.inv[ slot ].plus2 = 0; - you.inv[ slot ].special = 0; + you.inv[slot].quantity = 1; + you.inv[slot].base_type = OBJ_WEAPONS; + you.inv[slot].plus = 0; + you.inv[slot].plus2 = 0; + you.inv[slot].special = 0; // Now fill in the type according to the random wpn_skill. switch (wpn_skill) { case SK_MACES_FLAILS: - you.inv[ slot ].sub_type = WPN_CLUB; + you.inv[slot].sub_type = WPN_CLUB; break; case SK_POLEARMS: - you.inv[ slot ].sub_type = WPN_SPEAR; + you.inv[slot].sub_type = WPN_SPEAR; break; case SK_SHORT_BLADES: - you.inv[ slot ].sub_type = WPN_DAGGER; + you.inv[slot].sub_type = WPN_DAGGER; break; case SK_AXES: - you.inv[ slot ].sub_type = WPN_HAND_AXE; + you.inv[slot].sub_type = WPN_HAND_AXE; ret = true; break; case SK_STAVES: - you.inv[ slot ].sub_type = WPN_QUARTERSTAFF; + you.inv[slot].sub_type = WPN_QUARTERSTAFF; ret = true; break; @@ -3459,8 +3459,8 @@ static bool _give_wanderer_weapon( int slot, int wpn_skill ) // All long swords are too good for a starting character... // Especially this class where we have to be careful about // giving away anything good at all. - // We default here if the character only has fighting skill. -- bwr - you.inv[ slot ].sub_type = WPN_SHORT_SWORD; + // We default here if the character only has fighting skill. - bwr + you.inv[slot].sub_type = WPN_SHORT_SWORD; ret = true; break; } @@ -3549,7 +3549,6 @@ static void _newgame_clear_item(int slot) you.equip[i] = -1; } -// // The idea behind wanderers is a class that has various different // random skills that's a challenge to play... not a class that can // be continually rerolled to gain the ideal character. To maintain @@ -3558,8 +3557,7 @@ static void _newgame_clear_item(int slot) // spellbooks ever, and the bows and xbows down below might be too // much... so pretty much things should be removed rather than // added here. -- bwr -// -static void _create_wanderer( void ) +static void _create_wanderer(void) { const skill_type util_skills[] = { SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH, @@ -3604,9 +3602,7 @@ static void _create_wanderer( void ) for (int i = 0; i < 2; i++) { do - { skill = RANDOM_ELEMENT(util_skills); - } while (you.skills[skill] >= 2); you.skills[skill]++; @@ -3615,22 +3611,18 @@ static void _create_wanderer( void ) for (int i = 0; i < 3; i++) { do - { skill = RANDOM_ELEMENT(fight_util_skills); - } while (you.skills[skill] >= 2); you.skills[skill]++; } - // Spell skills are possible past this point, but we won't - // allow two levels of any of them. -- bwr + // Spell skills are possible past this point, but we won't allow two + // levels of any of them. - bwr for (int i = 0; i < 3; i++) { do - { skill = RANDOM_ELEMENT(not_rare_skills); - } while (you.skills[skill] >= 2 || (skill >= SK_SPELLCASTING && you.skills[skill] > 0)); @@ -3640,9 +3632,7 @@ static void _create_wanderer( void ) for (int i = 0; i < 2; i++) { do - { skill = RANDOM_ELEMENT(all_skills); - } while (you.skills[skill] >= 2 || (skill >= SK_SPELLCASTING && you.skills[skill] > 0)); @@ -3650,12 +3640,10 @@ static void _create_wanderer( void ) } // Demigods can't use invocations so we'll swap it for something else - if (you.species == SP_DEMIGOD && you.skills[ SK_INVOCATIONS ]) + if (you.species == SP_DEMIGOD && you.skills[SK_INVOCATIONS]) { do - { skill = RANDOM_ELEMENT(all_skills); - } while (you.skills[skill] > 0); you.skills[skill] = you.skills[SK_INVOCATIONS]; @@ -3663,12 +3651,10 @@ static void _create_wanderer( void ) } // Some species cannot wear real armour. - if (you.skills[ SK_ARMOUR ] && !you_can_wear(EQ_BODY_ARMOUR)) + if (you.skills[SK_ARMOUR] && !you_can_wear(EQ_BODY_ARMOUR)) { do - { skill = RANDOM_ELEMENT(all_skills); - } while (you.skills[skill] > 0); you.skills[skill] = you.skills[SK_ARMOUR]; @@ -3741,18 +3727,16 @@ static void _create_wanderer( void ) you.inv[3].quantity = 0; // remove potion } else - { _give_random_secondary_armour(5); - } // Remove potion if good weapon is given. - if (_give_wanderer_weapon( 0, wpn_skill )) + if (_give_wanderer_weapon(0, wpn_skill)) you.inv[3].quantity = 0; } else { // Generic wanderer - _give_wanderer_weapon( 0, wpn_skill ); + _give_wanderer_weapon(0, wpn_skill); _give_random_secondary_armour(5); } |