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authorJude Brown <bookofjude@users.sourceforge.net>2009-12-31 23:04:44 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2009-12-31 23:21:12 +1000
commit20de84ea5290c7f9326e216814424cfd2230575e (patch)
tree3a8ec83cdddd583b9a1f437eb248c132d554b261 /crawl-ref/source/newgame.cc
parentb194faa1f7e53d81bac6f42c404790ff2b620385 (diff)
downloadcrawl-ref-20de84ea5290c7f9326e216814424cfd2230575e.tar.gz
crawl-ref-20de84ea5290c7f9326e216814424cfd2230575e.zip
Subsume Darts skill into Throwing.
Instances where Darts skill was previously check (such as blow guns, throwing of darts, etc), now check the throwing skill instead. This causes a few problems: * missile acquirement is possibly skewed now * aptitudes are now wrong, and should be adjusted This doesn't include code to compensate for large monsters that used to have a good throwing skills and bad dart skills now using the lower throwing skill, and vice versa, but it's a major start. TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't broken anything too major, but if so, the commit can be reverted.
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index bf827f60c7..2abb8108d0 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -1748,7 +1748,7 @@ static void _newgame_make_item(int slot, equipment_type eqslot,
static bool _give_wanderer_weapon(int & slot, int wpn_skill, int plus)
{
// Darts skill also gets you some needles.
- if (wpn_skill == SK_DARTS)
+ if (wpn_skill == SK_THROWING)
{
// Plus is set if we are getting a good item. In that case, we
// get curare here.
@@ -1801,7 +1801,7 @@ static bool _give_wanderer_weapon(int & slot, int wpn_skill, int plus)
you.inv[slot].sub_type = WPN_QUARTERSTAFF;
break;
- case SK_DARTS:
+ case SK_THROWING:
you.inv[slot].sub_type = WPN_BLOWGUN;
break;
@@ -2312,7 +2312,7 @@ void _wanderer_good_equipment(skill_type & skill, int & slot)
case SK_POLEARMS:
case SK_BOWS:
case SK_CROSSBOWS:
- case SK_DARTS:
+ case SK_THROWING:
case SK_STAVES:
case SK_SHORT_BLADES:
_give_wanderer_weapon(slot, skill, 3);
@@ -2493,7 +2493,7 @@ void _wanderer_decent_equipment(skill_type & skill,
case SK_POLEARMS:
case SK_BOWS:
case SK_CROSSBOWS:
- case SK_DARTS:
+ case SK_THROWING:
case SK_STAVES:
case SK_SHORT_BLADES:
_give_wanderer_weapon(slot, skill, 0);
@@ -2637,7 +2637,7 @@ static void _create_wanderer(void)
// Regardless of roles, players get a couple levels in these skills.
const skill_type util_skills[] =
- { SK_DARTS, SK_STABBING, SK_TRAPS_DOORS, SK_STEALTH,
+ { SK_THROWING, SK_STABBING, SK_TRAPS_DOORS, SK_STEALTH,
SK_SHIELDS, SK_EVOCATIONS, SK_INVOCATIONS };
int util_size = sizeof(util_skills) / sizeof(skill_type);
@@ -4259,7 +4259,7 @@ bool _give_items_skills()
you.skills[SK_DODGING] = 2;
you.skills[SK_SPELLCASTING] = 2;
you.skills[SK_TRANSLOCATIONS] = 3;
- you.skills[SK_DARTS] = 1;
+ you.skills[SK_THROWING] = 1;
weap_skill = 3;
break;
@@ -4395,7 +4395,7 @@ bool _give_items_skills()
you.inv[0].sub_type = WPN_CLUB;
weap_skill = 1;
- you.skills[SK_DARTS] = 1;
+ you.skills[SK_THROWING] = 1;
you.skills[SK_ENCHANTMENTS] = 4;
you.skills[SK_SPELLCASTING] = 1;
you.skills[SK_DODGING] = 2;
@@ -4566,7 +4566,7 @@ bool _give_items_skills()
you.skills[SK_DODGING] = 1;
you.skills[SK_STEALTH] = 3;
you.skills[SK_STABBING] = 2;
- you.skills[SK_DARTS] = 2;
+ you.skills[SK_THROWING] = 2;
break;
case JOB_HUNTER: