summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/newgame.cc
diff options
context:
space:
mode:
authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
commit0473b6c1ce5ab39ea900266d84429266769b8b90 (patch)
tree08b87a386e4093f78f82c3435c8af90de3b1f36d /crawl-ref/source/newgame.cc
parent6f4e8d8799abda4540693769d4c96af328858027 (diff)
downloadcrawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.tar.gz
crawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.zip
Don't equip pure spellcasters with a knife at game start. Finding any
butchering weapon is easy enough, and even more so if it being cursed or negatively enchanted doesn't even matter. Arguably, Earth Elementalists (occasionally wielding stones) and Summoners (wielding sticks) might start out with a butchering tool, after all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6793 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc75
1 files changed, 21 insertions, 54 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index f0c2973a96..0e7e9cbec2 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -4948,14 +4948,10 @@ bool _give_items_skills()
break;
case JOB_WIZARD:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_HELMET, OBJ_ARMOUR, ARM_WIZARD_HAT);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_HELMET, OBJ_ARMOUR, ARM_WIZARD_HAT);
- if (!_choose_book( you.inv[3], BOOK_MINOR_MAGIC_I, 3 ))
+ if (!_choose_book( you.inv[2], BOOK_MINOR_MAGIC_I, 3 ))
return (false);
you.skills[SK_DODGING] = 2;
@@ -4965,7 +4961,7 @@ bool _give_items_skills()
you.skills[SK_TRANSLOCATIONS] = 1;
// The other two schools depend on the chosen book.
- switch (you.inv[3].sub_type)
+ switch (you.inv[2].sub_type)
{
case BOOK_MINOR_MAGIC_I:
you.skills[SK_CONJURATIONS] = 1;
@@ -4983,13 +4979,9 @@ bool _give_items_skills()
break;
case JOB_CONJURER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- if (!_choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
+ if (!_choose_book( you.inv[1], BOOK_CONJURATIONS_I, 2 ))
return (false);
you.skills[SK_CONJURATIONS] = 4;
@@ -5028,12 +5020,8 @@ bool _give_items_skills()
break;
case JOB_SUMMONER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
you.skills[SK_SUMMONINGS] = 4;
you.skills[SK_SPELLCASTING] = 1;
@@ -5042,12 +5030,8 @@ bool _give_items_skills()
break;
case JOB_NECROMANCER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.skills[SK_SPELLCASTING] = 1;
you.skills[SK_NECROMANCY] = 4;
@@ -5089,12 +5073,8 @@ bool _give_items_skills()
break;
case JOB_FIRE_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_FIRE_MAGIC] = 3;
@@ -5104,12 +5084,8 @@ bool _give_items_skills()
break;
case JOB_ICE_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_ICE_MAGIC] = 3;
@@ -5119,12 +5095,8 @@ bool _give_items_skills()
break;
case JOB_AIR_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_AIR_MAGIC] = 3;
@@ -5134,21 +5106,16 @@ bool _give_items_skills()
break;
case JOB_EARTH_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
- _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, -1, 20);
-
if (you.species == SP_GNOME)
{
- _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
- _newgame_make_item(4, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
you.skills[SK_SLINGS] = 1;
}
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, -1, 20);
+
you.skills[SK_TRANSMIGRATION] = 1;
you.skills[SK_EARTH_MAGIC] = 3;
you.skills[SK_SPELLCASTING] = 1;