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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-01 19:42:19 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-01 19:42:19 +0000
commit3156b39e958b466c424a27e888861e029ddb0602 (patch)
treec7fc0722864bad6adf523bbfb0af0ce9d90951ea /crawl-ref/source/newgame.cc
parent99beaf9eb5a1ef9ee360732140f89dae8e44d57c (diff)
downloadcrawl-ref-3156b39e958b466c424a27e888861e029ddb0602.tar.gz
crawl-ref-3156b39e958b466c424a27e888861e029ddb0602.zip
Yet Another Code Cleanup, this time concentrating on libx11.cc and
view.cc. (Yes, this is semi-random.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4032 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc702
1 files changed, 350 insertions, 352 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index bbe57dbb40..e4d6db96e1 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -104,24 +104,24 @@ extern std::string init_file_location;
#define MIN_START_STAT 1
-static bool class_allowed(species_type speci, job_type char_class);
-static bool validate_player_name(bool verbose);
-static bool choose_weapon(void);
-static void enter_player_name(bool blankOK);
-static void give_basic_knowledge(job_type which_job);
-static void give_basic_spells(job_type which_job);
-static void give_basic_mutations(species_type speci);
-static void give_last_paycheck(job_type which_job);
-static void init_player(void);
-static void jobs_stat_init(job_type which_job);
-static void openingScreen(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 create_wanderer(void);
-static bool give_items_skills(void);
+static bool _class_allowed(species_type speci, job_type char_class);
+static bool _validate_player_name(bool verbose);
+static bool _choose_weapon(void);
+static void _enter_player_name(bool blankOK);
+static void _give_basic_knowledge(job_type which_job);
+static void _give_basic_spells(job_type which_job);
+static void _give_basic_mutations(species_type speci);
+static void _give_last_paycheck(job_type which_job);
+static void _init_player(void);
+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 _create_wanderer(void);
+static bool _give_items_skills(void);
////////////////////////////////////////////////////////////////////////
// Remember player's startup options
@@ -129,10 +129,10 @@ static bool give_items_skills(void);
static char ng_race, ng_cls;
static bool ng_random;
-static int ng_ck, ng_dk;
+static int ng_ck, ng_dk;
+static int ng_weapon;
+static int ng_book;
static god_type ng_pr;
-static int ng_weapon;
-static int ng_book;
/* March 2008: change order of species and jobs on character selection screen
as suggested by Markus Maier. Summarizing comments below are copied directly
@@ -182,13 +182,13 @@ static species_type new_species_order[] = {
SP_VAMPIRE
};
-static species_type random_draconian_species()
+static species_type _random_draconian_species()
{
const int num_drac = SP_PALE_DRACONIAN - SP_RED_DRACONIAN;
return static_cast<species_type>(SP_RED_DRACONIAN + random2(num_drac));
}
-static species_type get_species(const int index)
+static species_type _get_species(const int index)
{
if (index < 0 || (unsigned int) index >= ARRAYSIZE(old_species_order))
{
@@ -242,12 +242,10 @@ static job_type new_jobs_order[] = {
JOB_HUNTER, JOB_WANDERER
};
-static job_type get_class(const int index)
+static job_type _get_class(const int index)
{
if (index < 0 || (unsigned int) index >= ARRAYSIZE(old_jobs_order))
- {
return JOB_UNKNOWN;
- }
return (Options.use_old_selection_order? old_jobs_order[index]
: new_jobs_order[index]);
@@ -461,7 +459,7 @@ int get_class_by_name( const char *name )
return (cl);
}
-static void reset_newgame_options(void)
+static void _reset_newgame_options(void)
{
ng_race = ng_cls = 0;
ng_random = false;
@@ -472,7 +470,7 @@ static void reset_newgame_options(void)
ng_book = SBT_NO_SELECTION;
}
-static void save_newgame_options(void)
+static void _save_newgame_options(void)
{
// Note that we store race and class directly here, whereas up until
// now we've been storing the hotkey.
@@ -488,7 +486,7 @@ static void save_newgame_options(void)
write_newgame_options_file();
}
-static void set_startup_options(void)
+static void _set_startup_options(void)
{
Options.race = Options.prev_race;
Options.cls = Options.prev_cls;
@@ -499,26 +497,26 @@ static void set_startup_options(void)
Options.book = Options.prev_book;
}
-static bool prev_startup_options_set(void)
+static bool _prev_startup_options_set(void)
{
// Are these two enough? They should be, in theory, since we'll
// remember the player's weapon and god choices.
return (Options.prev_race && Options.prev_cls);
}
-static std::string get_opt_race_name(char race)
+static std::string _get_opt_race_name(char race)
{
- species_type prace = get_species(letter_to_index(race));
+ species_type prace = _get_species(letter_to_index(race));
return (prace == SP_UNKNOWN? "Random" : species_name(prace, 1));
}
-static std::string get_opt_class_name(char oclass)
+static std::string _get_opt_class_name(char oclass)
{
- job_type pclass = get_class(letter_to_index(oclass));
+ job_type pclass = _get_class(letter_to_index(oclass));
return (pclass == JOB_UNKNOWN? "Random" : get_class_name(pclass));
}
-static std::string prev_startup_description(void)
+static std::string _prev_startup_description(void)
{
if (Options.prev_race == '*' && Options.prev_cls == '*')
Options.prev_randpick = true;
@@ -527,15 +525,17 @@ static std::string prev_startup_description(void)
return "Random character";
if (Options.prev_cls == '?')
- return "Random " + get_opt_race_name(Options.prev_race);
+ return "Random " + _get_opt_race_name(Options.prev_race);
- return get_opt_race_name(Options.prev_race) + " " +
- get_opt_class_name(Options.prev_cls);
+ return _get_opt_race_name(Options.prev_race) + " " +
+ _get_opt_class_name(Options.prev_cls);
}
// Output full character info when weapons/books/religion are chosen.
-static void print_character_info()
+static void _print_character_info()
{
+ clrscr();
+
// At this point all of name, species and class should be decided.
if (strlen(you.your_name) > 0
&& you.char_class != JOB_UNKNOWN && you.species != SP_UNKNOWN)
@@ -579,7 +579,7 @@ int give_first_conjuration_book()
// Determines if a species is valid. If 'display' is true, returns if
// the species is displayable in the new game screen - this is
// primarily used to suppress the display of the draconian variants.
-static bool is_species_valid_choice(species_type species, bool display = true)
+static bool _is_species_valid_choice(species_type species, bool display = true)
{
if (!species) // species only start at 1
return (false);
@@ -595,7 +595,7 @@ static bool is_species_valid_choice(species_type species, bool display = true)
return (!display);
}
-static void pick_random_species_and_class( void )
+static void _pick_random_species_and_class( void )
{
//
// We pick both species and class at the same time to give each
@@ -612,13 +612,13 @@ static void pick_random_species_and_class( void )
{
// we only want draconians counted once in this loop...
// we'll add the variety lower down -- bwr
- if (!is_species_valid_choice(static_cast<species_type>(sp)))
+ if (!_is_species_valid_choice(static_cast<species_type>(sp)))
continue;
for (int cl = JOB_FIGHTER; cl < NUM_JOBS; cl++)
{
- if (class_allowed(static_cast<species_type>(sp),
- static_cast<job_type>(cl)))
+ if (_class_allowed(static_cast<species_type>(sp),
+ static_cast<job_type>(cl)))
{
job_count++;
if (one_chance_in( job_count ))
@@ -635,14 +635,14 @@ static void pick_random_species_and_class( void )
// return draconian variety here
if (species == SP_RED_DRACONIAN)
- you.species = random_draconian_species();
+ you.species = _random_draconian_species();
else
you.species = species;
you.char_class = job;
}
-static bool check_saved_game(void)
+static bool _check_saved_game(void)
{
FILE *handle;
@@ -686,7 +686,7 @@ static bool check_saved_game(void)
return false;
}
-static unsigned char random_potion_description()
+static unsigned char _random_potion_description()
{
int desc, nature, colour;
@@ -703,15 +703,16 @@ static unsigned char random_potion_description()
// nature and colour correspond to primary and secondary
// in itemname.cc; this check ensures clear potions don't
// get odd qualifiers.
- } while ((colour == PDC_CLEAR && nature > PDQ_VISCOUS)
- || desc == PDESCS(PDC_CLEAR)
- || desc == PDESCQ(PDQ_GLUGGY, PDC_WHITE));
+ }
+ while ((colour == PDC_CLEAR && nature > PDQ_VISCOUS)
+ || desc == PDESCS(PDC_CLEAR)
+ || desc == PDESCQ(PDQ_GLUGGY, PDC_WHITE));
return static_cast<unsigned char>(desc);
}
// Determine starting depths of branches
-static void initialise_branch_depths()
+static void _initialise_branch_depths()
{
branches[BRANCH_ECUMENICAL_TEMPLE].startdepth = random_range(4, 7);
branches[BRANCH_ORCISH_MINES].startdepth = random_range(6, 11);
@@ -760,7 +761,7 @@ static int _get_random_coagulated_blood_desc()
return PDESCQ(qualifier, colour);
}
-static void initialise_item_descriptions()
+static void _initialise_item_descriptions()
{
// must remember to check for already existing colours/combinations
you.item_description.init(255);
@@ -793,7 +794,6 @@ static void initialise_item_descriptions()
// pick a new description until it's good
while (true)
{
-
// The numbers below are always secondary * primary (itemname.cc)
switch (i)
{
@@ -804,7 +804,7 @@ static void initialise_item_descriptions()
break;
case IDESC_POTIONS: // potions
- you.item_description[i][j] = random_potion_description();
+ you.item_description[i][j] = _random_potion_description();
break;
case IDESC_SCROLLS: // scrolls
@@ -832,7 +832,7 @@ static void initialise_item_descriptions()
if ( p == j )
continue;
- if (you.item_description[i][p]==you.item_description[i][j])
+ if (you.item_description[i][p] == you.item_description[i][j])
{
is_ok = false;
break;
@@ -845,7 +845,7 @@ static void initialise_item_descriptions()
}
}
-static void give_starting_food()
+static void _give_starting_food()
{
// these undead start with no food
if (you.species == SP_MUMMY || you.species == SP_GHOUL)
@@ -880,14 +880,14 @@ static void give_starting_food()
you.inv[slot] = item; // will ASSERT if couldn't find free slot
}
-static void mark_starting_books()
+static void _mark_starting_books()
{
for (int i = 0; i < ENDOFPACK; i++)
if (is_valid_item(you.inv[i]) && you.inv[i].base_type == OBJ_BOOKS)
mark_had_book(you.inv[i].sub_type);
}
-static void racialise_starting_equipment()
+static void _racialise_starting_equipment()
{
for (int i = 0; i < ENDOFPACK; i++)
{
@@ -930,7 +930,7 @@ static void racialise_starting_equipment()
// Characters are actually granted skill points, not skill levels.
// Here we take racial aptitudes into account in determining final
// skill levels.
-static void reassess_starting_skills()
+static void _reassess_starting_skills()
{
for (int i = 0; i < NUM_SKILLS; i++)
{
@@ -963,7 +963,7 @@ static void reassess_starting_skills()
}
// randomly boost stats a number of times
-static void assign_remaining_stats( int points_left )
+static void _assign_remaining_stats( int points_left )
{
// first spend points to get us to the minimum allowed value -- bwr
if (you.strength < MIN_START_STAT)
@@ -1016,7 +1016,7 @@ static void assign_remaining_stats( int points_left )
}
}
-static void give_species_bonus_hp()
+static void _give_species_bonus_hp()
{
if (player_genus(GENPC_DRACONIAN) || player_genus(GENPC_DWARVEN))
inc_max_hp(1);
@@ -1065,7 +1065,7 @@ static void give_species_bonus_hp()
}
}
-static void give_species_bonus_mp()
+static void _give_species_bonus_mp()
{
// adjust max_magic_points by species {dlb}
switch (you.species)
@@ -1083,12 +1083,12 @@ static void give_species_bonus_mp()
}
}
-static bool species_is_undead( const species_type speci )
+static bool _species_is_undead( const species_type speci )
{
return (speci == SP_MUMMY || speci == SP_GHOUL || speci == SP_VAMPIRE);
}
-static undead_state_type get_undead_state(const species_type sp)
+static undead_state_type _get_undead_state(const species_type sp)
{
switch(sp)
{
@@ -1098,7 +1098,7 @@ static undead_state_type get_undead_state(const species_type sp)
case SP_VAMPIRE:
return US_HUNGRY_DEAD;
default:
- ASSERT(!species_is_undead(sp));
+ ASSERT(!_species_is_undead(sp));
return (US_ALIVE);
}
}
@@ -1106,7 +1106,7 @@ static undead_state_type get_undead_state(const species_type sp)
bool new_game(void)
{
clrscr();
- init_player();
+ _init_player();
if (!crawl_state.startup_errors.empty()
&& !Options.suppress_startup_errors)
@@ -1132,12 +1132,12 @@ bool new_game(void)
you.your_name[ kNameLen - 1 ] = 0;
}
- openingScreen();
- enter_player_name(true);
+ _opening_screen();
+ _enter_player_name(true);
if (you.your_name[0] != 0)
{
- if (check_saved_game())
+ if (_check_saved_game())
{
save_player_name();
return (false);
@@ -1145,23 +1145,23 @@ bool new_game(void)
}
game_start:
- reset_newgame_options();
+ _reset_newgame_options();
if (Options.random_pick)
{
- pick_random_species_and_class();
+ _pick_random_species_and_class();
ng_random = true;
}
else
{
if (Options.race != 0 && Options.cls != 0
&& Options.race != '*' && Options.cls != '*'
- && !class_allowed(get_species(letter_to_index(Options.race)),
- get_class(letter_to_index(Options.cls))))
+ && !_class_allowed(_get_species(letter_to_index(Options.race)),
+ _get_class(letter_to_index(Options.cls))))
{
end(1, false, "Incompatible race and class specified in "
"options file.");
}
-
+
// repeat until valid race/class combination found
while (choose_race() && !choose_class());
}
@@ -1181,9 +1181,9 @@ game_start:
(is_vowel( specs[0] )) ? "n" : "", specs.c_str(),
you.class_name );
- enter_player_name(false);
+ _enter_player_name(false);
- if (check_saved_game())
+ if (_check_saved_game())
{
cprintf(EOL "Do you really want to overwrite your old game?");
char c = getch();
@@ -1203,24 +1203,24 @@ game_start:
// ************ round-out character statistics and such ************
- species_stat_init( you.species ); // must be down here {dlb}
+ _species_stat_init( you.species ); // must be down here {dlb}
- you.is_undead = get_undead_state(you.species);
+ you.is_undead = _get_undead_state(you.species);
// before we get into the inventory init, set light radius based
// on species vision. currently, all species see out to 8 squares.
you.normal_vision = 8;
you.current_vision = 8;
- jobs_stat_init( you.char_class );
- give_last_paycheck( you.char_class );
+ _jobs_stat_init( you.char_class );
+ _give_last_paycheck( you.char_class );
- assign_remaining_stats((you.species == SP_DEMIGOD ||
- you.species == SP_DEMONSPAWN) ? 15 : 8);
+ _assign_remaining_stats((you.species == SP_DEMIGOD ||
+ you.species == SP_DEMONSPAWN) ? 15 : 8);
// this function depends on stats being finalized
// returns false if Backspace on god/weapon/... selection
- if (!give_items_skills())
+ if (!_give_items_skills())
{
// now choose again, name stays same
const std::string old_name = you.your_name;
@@ -1233,7 +1233,7 @@ game_start:
// --> don't need to be changed
// reset stats
- init_player();
+ _init_player();
Options.reset_startup_options();
@@ -1245,21 +1245,21 @@ game_start:
goto game_start;
}
- give_species_bonus_hp();
- give_species_bonus_mp();
+ _give_species_bonus_hp();
+ _give_species_bonus_mp();
// these need to be set above using functions!!! {dlb}
you.max_dex = you.dex;
you.max_strength = you.strength;
you.max_intel = you.intel;
- give_starting_food();
- mark_starting_books();
- racialise_starting_equipment();
+ _give_starting_food();
+ _mark_starting_books();
+ _racialise_starting_equipment();
- initialise_item_descriptions();
+ _initialise_item_descriptions();
- reassess_starting_skills();
+ _reassess_starting_skills();
calc_total_skill_points();
for (int i = 0; i < ENDOFPACK; i++)
@@ -1297,20 +1297,20 @@ game_start:
set_hp( you.hp_max, false );
set_mp( you.max_magic_points, false );
- give_basic_spells(you.char_class);
- give_basic_knowledge(you.char_class);
+ _give_basic_spells(you.char_class);
+ _give_basic_knowledge(you.char_class);
// tmpfile purging removed in favour of marking
tmp_file_pairs.init(false);
- give_basic_mutations(you.species);
- initialise_branch_depths();
+ _give_basic_mutations(you.species);
+ _initialise_branch_depths();
- save_newgame_options();
+ _save_newgame_options();
return (true);
} // end of new_game()
-static bool class_allowed( species_type speci, job_type char_class )
+static bool _class_allowed( species_type speci, job_type char_class )
{
switch (char_class)
{
@@ -1327,7 +1327,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_WIZARD:
if (speci == SP_MUMMY)
return true;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1370,7 +1370,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_THIEF:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1389,7 +1389,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_GLADIATOR:
if (player_genus(GENPC_ELVEN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1468,7 +1468,7 @@ static bool class_allowed( species_type speci, job_type char_class )
return false;
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1521,7 +1521,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_CONJURER:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1544,7 +1544,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_ENCHANTER:
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1562,7 +1562,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_FIRE_ELEMENTALIST:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1582,7 +1582,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_ICE_ELEMENTALIST:
if (player_genus(GENPC_DWARVEN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1622,7 +1622,7 @@ static bool class_allowed( species_type speci, job_type char_class )
return false;
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1643,7 +1643,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_EARTH_ELEMENTALIST:
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1663,7 +1663,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_CRUSADER:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
if (player_genus(GENPC_DRACONIAN, speci))
return false;
@@ -1709,7 +1709,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_VENOM_MAGE:
if (player_genus(GENPC_DWARVEN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1730,7 +1730,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_CHAOS_KNIGHT:
if (player_genus(GENPC_DWARVEN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1751,7 +1751,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_TRANSMUTER:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1770,7 +1770,7 @@ static bool class_allowed( species_type speci, job_type char_class )
case JOB_HEALER:
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1791,7 +1791,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_REAVER:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1813,7 +1813,7 @@ static bool class_allowed( species_type speci, job_type char_class )
return false;
if (player_genus(GENPC_DRACONIAN, speci))
return false;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1830,7 +1830,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_MONK:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1852,7 +1852,7 @@ static bool class_allowed( species_type speci, job_type char_class )
return false;
if (player_genus(GENPC_DRACONIAN, speci))
return true;
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return false;
switch (speci)
@@ -1871,7 +1871,7 @@ static bool class_allowed( species_type speci, job_type char_class )
}
case JOB_WANDERER:
- if (species_is_undead( speci ))
+ if (_species_is_undead( speci ))
return true;
if (player_genus(GENPC_DRACONIAN, speci))
return true;
@@ -1900,7 +1900,7 @@ static bool class_allowed( species_type speci, job_type char_class )
} // end class_allowed()
-static bool choose_book( item_def& book, int firstbook, int numbooks )
+static bool _choose_book( item_def& book, int firstbook, int numbooks )
{
int keyin = 0;
clrscr();
@@ -1923,14 +1923,13 @@ static bool choose_book( item_def& book, int firstbook, int numbooks )
if ( !Options.random_pick )
{
- clrscr();
- print_character_info();
+ _print_character_info();
textcolor( CYAN );
cprintf(EOL "You have a choice of books:" EOL);
textcolor( LIGHTGREY );
- for (int i=0; i < numbooks; ++i)
+ for (int i = 0; i < numbooks; ++i)
{
book.sub_type = firstbook + i;
cprintf("%c - %s" EOL, 'a' + i, book.name(DESC_PLAIN).c_str());
@@ -1982,7 +1981,8 @@ static bool choose_book( item_def& book, int firstbook, int numbooks )
default:
break;
}
- } while (keyin != '*' && (keyin < 'a' || keyin >= ('a' + numbooks)));
+ }
+ while (keyin != '*' && (keyin < 'a' || keyin >= ('a' + numbooks)));
}
if (Options.random_pick || Options.book == SBT_RANDOM || keyin == '*')
@@ -1997,7 +1997,7 @@ static bool choose_book( item_def& book, int firstbook, int numbooks )
return true;
}
-static bool choose_weapon()
+static bool _choose_weapon()
{
const weapon_type startwep[5] = { WPN_SHORT_SWORD, WPN_MACE,
WPN_HAND_AXE, WPN_SPEAR, WPN_TRIDENT };
@@ -2020,15 +2020,14 @@ static bool choose_weapon()
if (!Options.random_pick && Options.weapon != WPN_RANDOM)
{
- clrscr();
- print_character_info();
+ _print_character_info();
textcolor( CYAN );
cprintf(EOL "You have a choice of weapons:" EOL);
textcolor( LIGHTGREY );
bool prevmatch = false;
- for(int i=0; i<num_choices; i++)
+ for (int i = 0; i < num_choices; i++)
{
int x = effective_stat_bonus(startwep[i]);
cprintf("%c - %s%s" EOL, 'a' + i,
@@ -2101,7 +2100,7 @@ static bool choose_weapon()
{
Options.weapon = WPN_RANDOM;
// try to choose a decent weapon
- for(int times=0; times<50; times++)
+ for (int times = 0; times < 50; times++)
{
keyin = random2(num_choices);
int x = effective_stat_bonus(startwep[keyin]);
@@ -2112,21 +2111,19 @@ static bool choose_weapon()
ng_weapon = WPN_RANDOM;
}
else
- {
ng_weapon = startwep[keyin-'a'];
- }
you.inv[0].sub_type = startwep[keyin-'a'];
return true;
}
-static void init_player(void)
+static void _init_player(void)
{
you.init();
}
-static void give_last_paycheck(job_type which_job)
+static void _give_last_paycheck(job_type which_job)
{
switch (which_job)
{
@@ -2155,7 +2152,7 @@ static void give_last_paycheck(job_type which_job)
// requires stuff::modify_all_stats() and works because
// stats zeroed out by newgame::init_player()... recall
// that demonspawn & demigods get more later on {dlb}
-static void species_stat_init(species_type which_species)
+static void _species_stat_init(species_type which_species)
{
int sb = 0; // strength base
int ib = 0; // intelligence base
@@ -2216,7 +2213,7 @@ static void species_stat_init(species_type which_species)
modify_all_stats( sb, ib, db );
}
-static void jobs_stat_init(job_type which_job)
+static void _jobs_stat_init(job_type which_job)
{
int s = 0; // strength mod
int i = 0; // intelligence mod
@@ -2271,7 +2268,7 @@ static void jobs_stat_init(job_type which_job)
set_mp( mp, true );
}
-static void give_basic_mutations(species_type speci)
+static void _give_basic_mutations(species_type speci)
{
// We should switch over to a size-based system
// for the fast/slow metabolism when we get around to it.
@@ -2354,7 +2351,7 @@ static void give_basic_mutations(species_type speci)
you.demon_pow[i] = you.mutation[i];
}
-static void give_basic_knowledge(job_type which_job)
+static void _give_basic_knowledge(job_type which_job)
{
if (you.species == SP_VAMPIRE)
{
@@ -2397,7 +2394,7 @@ static void give_basic_knowledge(job_type which_job)
return;
} // end give_basic_knowledge()
-static void give_basic_spells(job_type which_job)
+static void _give_basic_spells(job_type which_job)
{
// wanderers may or may not already have a spell -- bwr
if (which_job == JOB_WANDERER)
@@ -2453,9 +2450,10 @@ static void give_basic_spells(job_type which_job)
} // end give_basic_spells()
// eventually, this should be something more grand {dlb}
-static void openingScreen(void)
+static void _opening_screen(void)
{
#ifdef USE_TILE
+ // more grand... Like this? ;)
if (Options.tile_title_screen)
TileDrawTitle();
#endif
@@ -2483,7 +2481,7 @@ static void openingScreen(void)
return;
}
-static void show_name_prompt(int where, bool blankOK,
+static void _show_name_prompt(int where, bool blankOK,
const std::vector<player_save_info> &existing_chars,
slider_menu &menu)
{
@@ -2519,7 +2517,7 @@ static void show_name_prompt(int where, bool blankOK,
textcolor( LIGHTGREY );
}
-static void preprocess_character_name(char *name, bool blankOK)
+static void _preprocess_character_name(char *name, bool blankOK)
{
if (!*name && blankOK && Options.prev_name.length() &&
Options.remember_name)
@@ -2533,9 +2531,9 @@ static void preprocess_character_name(char *name, bool blankOK)
*name = 0;
}
-static bool is_good_name(char *name, bool blankOK, bool verbose)
+static bool _is_good_name(char *name, bool blankOK, bool verbose)
{
- preprocess_character_name(name, blankOK);
+ _preprocess_character_name(name, blankOK);
// verification begins here {dlb}:
if (you.your_name[0] == 0)
@@ -2563,7 +2561,7 @@ static bool is_good_name(char *name, bool blankOK, bool verbose)
return (false);
}
#endif
- return (validate_player_name(verbose));
+ return (_validate_player_name(verbose));
}
static int newname_keyfilter(int &ch)
@@ -2573,9 +2571,7 @@ static int newname_keyfilter(int &ch)
return 1;
}
-static bool read_player_name(
- char *name,
- int len,
+static bool _read_player_name( char *name, int len,
const std::vector<player_save_info> &existing,
slider_menu &menu)
{
@@ -2587,7 +2583,7 @@ static bool read_player_name(
line_reader reader(name, len);
reader.set_keyproc(keyfilter);
- for (;;)
+ while (true)
{
cgotoxy(name_x, name_y);
if (name_x <= 80)
@@ -2615,12 +2611,11 @@ static bool read_player_name(
return (true);
}
}
-
// Go back and prompt the user.
}
}
-static void enter_player_name(bool blankOK)
+static void _enter_player_name(bool blankOK)
{
int prompt_start = wherey();
bool ask_name = true;
@@ -2631,7 +2626,7 @@ static void enter_player_name(bool blankOK)
if (you.your_name[0] != 0)
ask_name = false;
- if (blankOK && (ask_name || !is_good_name(you.your_name, false, false)))
+ if (blankOK && (ask_name || !_is_good_name(you.your_name, false, false)))
{
existing_chars = find_saved_characters();
if (existing_chars.empty())
@@ -2667,10 +2662,10 @@ static void enter_player_name(bool blankOK)
// prompt for a new name if current one unsatisfactory {dlb}:
if (ask_name)
{
- show_name_prompt(prompt_start, blankOK, existing_chars, char_menu);
+ _show_name_prompt(prompt_start, blankOK, existing_chars, char_menu);
// If the player wants out, we bail out.
- if (!read_player_name(name, kNameLen, existing_chars, char_menu))
+ if (!_read_player_name(name, kNameLen, existing_chars, char_menu))
end(0);
#ifdef USE_TILE
@@ -2685,10 +2680,10 @@ static void enter_player_name(bool blankOK)
name[kNameLen - 1] = 0;
}
}
- while (ask_name = !is_good_name(you.your_name, blankOK, true));
+ while (ask_name = !_is_good_name(you.your_name, blankOK, true));
} // end enter_player_name()
-static bool validate_player_name(bool verbose)
+static bool _validate_player_name(bool verbose)
{
#if defined(DOS) || defined(WIN32CONSOLE) || defined(WIN32TILES)
// quick check for CON -- blows up real good under DOS/Windows
@@ -2725,7 +2720,7 @@ static bool validate_player_name(bool verbose)
return (true);
} // end validate_player_name()
-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)
@@ -2763,7 +2758,7 @@ static void give_random_potion( int slot )
}
}
-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;
@@ -2805,7 +2800,7 @@ static void give_random_secondary_armour( int slot )
}
// 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;
@@ -2858,7 +2853,7 @@ static bool give_wanderer_weapon( int slot, int wpn_skill )
return (ret);
}
-static void make_rod(item_def &item, stave_type rod_type)
+static void _make_rod(item_def &item, stave_type rod_type)
{
item.base_type = OBJ_STAVES;
item.sub_type = rod_type;
@@ -2869,10 +2864,10 @@ static void make_rod(item_def &item, stave_type rod_type)
init_rod_mp(item);
}
-static void newgame_make_item(int slot, equipment_type eqslot,
- object_class_type base,
- int sub_type, int qty = 1,
- int plus = 0, int plus2 = 0)
+static void _newgame_make_item(int slot, equipment_type eqslot,
+ object_class_type base,
+ int sub_type, int qty = 1,
+ int plus = 0, int plus2 = 0)
{
if (slot == -1)
{
@@ -2899,14 +2894,13 @@ static void newgame_make_item(int slot, equipment_type eqslot,
you.equip[eqslot] = slot;
}
-static void newgame_clear_item(int slot)
+static void _newgame_clear_item(int slot)
{
you.inv[slot] = item_def();
+
for (int i = EQ_WEAPON; i < NUM_EQUIP; ++i)
- {
if (you.equip[i] == slot)
you.equip[i] = -1;
- }
}
//
@@ -2919,7 +2913,7 @@ static void newgame_clear_item(int slot)
// 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,
@@ -3075,17 +3069,17 @@ static void create_wanderer( void )
// Let's try to make an appropriate weapon
// Start with a template for a weapon
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_KNIFE);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_KNIFE);
// And a default armour template for a robe (leaving slot 1 open for
// a secondary weapon).
- newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
// Wanderers have at least seen one type of potion, and if they
// don't get anything else good, they'll get to keep this one...
// Note: even if this is taken away, the knowledge of the potion
// type is still given to the character.
- give_random_potion(3);
+ _give_random_potion(3);
if (you.skills[SK_FIGHTING] || total_wpn_skills >= 3)
{
@@ -3097,25 +3091,25 @@ static void create_wanderer( void )
}
else if (you.skills[SK_SHIELDS] && wpn_skill != SK_STAVES)
{
- newgame_make_item(4, EQ_SHIELD, OBJ_ARMOUR,
+ _newgame_make_item(4, EQ_SHIELD, OBJ_ARMOUR,
(player_genus(GENPC_DRACONIAN) || you.species == SP_OGRE_MAGE) ?
ARM_SHIELD : ARM_BUCKLER);
you.inv[3].quantity = 0; // remove potion
}
else
{
- give_random_secondary_armour(5);
+ _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_random_secondary_armour(5);
+ _give_wanderer_weapon( 0, wpn_skill );
+ _give_random_secondary_armour(5);
}
you.equip[EQ_WEAPON] = 0;
@@ -3133,7 +3127,7 @@ bool choose_race()
if (Options.cls)
{
- you.char_class = get_class(letter_to_index(Options.cls));
+ you.char_class = _get_class(letter_to_index(Options.cls));
ng_cls = Options.cls;
}
@@ -3198,13 +3192,13 @@ spec_query:
int j = 0;
for (int i = 0; i < num_species; ++i)
{
- const species_type si = get_species(i);
+ const species_type si = _get_species(i);
- if (!is_species_valid_choice(si))
+ if (!_is_species_valid_choice(si))
continue;
- if (you.char_class != JOB_UNKNOWN &&
- !class_allowed(si, you.char_class))
+ if (you.char_class != JOB_UNKNOWN
+ && !_class_allowed(si, you.char_class))
{
continue;
}
@@ -3244,13 +3238,13 @@ spec_query:
if (prevraceok)
{
cprintf("Enter - %s",
- get_opt_race_name(Options.prev_race).c_str());
+ _get_opt_race_name(Options.prev_race).c_str());
}
- if (prev_startup_options_set())
+ if (_prev_startup_options_set())
{
cprintf("%sTAB - %s",
prevraceok? "; " : "",
- prev_startup_description().c_str());
+ _prev_startup_description().c_str());
}
cprintf(EOL);
}
@@ -3284,7 +3278,7 @@ spec_query:
Options.race = 0;
return true;
case '!':
- pick_random_species_and_class();
+ _pick_random_species_and_class();
Options.random_pick = true; // used to give random weapon/god as well
ng_random = true;
return false;
@@ -3294,17 +3288,17 @@ spec_query:
keyn = Options.prev_race;
break;
case '\t':
- if (prev_startup_options_set())
+ if (_prev_startup_options_set())
{
if (Options.prev_randpick ||
(Options.prev_race == '*' && Options.prev_cls == '*'))
{
Options.random_pick = true;
ng_random = true;
- pick_random_species_and_class();
+ _pick_random_species_and_class();
return false;
}
- set_startup_options();
+ _set_startup_options();
you.species = SP_UNKNOWN;
you.char_class = JOB_UNKNOWN;
return true;
@@ -3336,19 +3330,19 @@ spec_query:
{
index = random2(num_species);
}
- while (!is_species_valid_choice(get_species(index), false)
- || (you.char_class != JOB_UNKNOWN &&
- !class_allowed(get_species(index), you.char_class)));
+ while (!_is_species_valid_choice(_get_species(index), false)
+ || (you.char_class != JOB_UNKNOWN
+ && !_class_allowed(_get_species(index), you.char_class)));
keyn = index_to_letter(index);
}
if (keyn >= 'a' && keyn <= 'z' || keyn >= 'A' && keyn <= 'Z')
{
- you.species = get_species(letter_to_index(keyn));
+ you.species = _get_species(letter_to_index(keyn));
}
- if (!is_species_valid_choice( you.species ))
+ if (!_is_species_valid_choice( you.species ))
{
if (Options.race != 0)
{
@@ -3359,7 +3353,7 @@ spec_query:
}
if (you.species != SP_UNKNOWN && you.char_class != JOB_UNKNOWN
- && !class_allowed(you.species, you.char_class))
+ && !_class_allowed(you.species, you.char_class))
{
goto spec_query;
}
@@ -3369,7 +3363,7 @@ spec_query:
ng_race = (randrace? '*' : keyn);
if (you.species == SP_RED_DRACONIAN)
- you.species = random_draconian_species();
+ you.species = _random_draconian_species();
return true;
}
@@ -3430,7 +3424,7 @@ job_query:
for (int i = 0; i < num_classes; i++)
{
if (you.species != SP_UNKNOWN
- && !class_allowed(you.species, get_class(i)))
+ && !_class_allowed(you.species, _get_class(i)))
{
continue;
}
@@ -3440,7 +3434,7 @@ job_query:
if (letter == Options.prev_cls)
prevclassok = true;
- cprintf( "%c - %s", letter, get_class_name(get_class(i)) );
+ cprintf( "%c - %s", letter, get_class_name(_get_class(i)) );
if (j % 2)
cprintf(EOL);
@@ -3471,12 +3465,15 @@ job_query:
if (Options.prev_cls)
{
if (prevclassok)
- cprintf("Enter - %s", get_opt_class_name(Options.prev_cls).c_str());
- if (prev_startup_options_set())
+ {
+ cprintf("Enter - %s",
+ _get_opt_class_name(Options.prev_cls).c_str());
+ }
+ if (_prev_startup_options_set())
{
cprintf("%sTAB - %s",
prevclassok? "; " : "",
- prev_startup_description().c_str());
+ _prev_startup_description().c_str());
}
cprintf(EOL);
}
@@ -3514,7 +3511,7 @@ job_query:
case 'T':
return pick_tutorial();
case '!':
- pick_random_species_and_class();
+ _pick_random_species_and_class();
// used to give random weapon/god as well
Options.random_pick = true;
ng_random = true;
@@ -3525,17 +3522,17 @@ job_query:
keyn = Options.prev_cls;
break;
case '\t':
- if (prev_startup_options_set())
+ if (_prev_startup_options_set())
{
if (Options.prev_randpick ||
(Options.prev_race == '*' && Options.prev_cls == '*'))
{
Options.random_pick = true;
ng_random = true;
- pick_random_species_and_class();
+ _pick_random_species_and_class();
return true;
}
- set_startup_options();
+ _set_startup_options();
// Toss out old species selection, if any.
you.species = SP_UNKNOWN;
@@ -3564,8 +3561,8 @@ job_query:
for (int i = 0; i < NUM_JOBS; i++)
{
- if (you.species == SP_UNKNOWN ||
- class_allowed(you.species, static_cast<job_type>(i)))
+ if (you.species == SP_UNKNOWN
+ || _class_allowed(you.species, static_cast<job_type>(i)))
{
job_count++;
if (one_chance_in( job_count ))
@@ -3578,7 +3575,7 @@ job_query:
}
else if (keyn >= 'a' && keyn <= 'z' || keyn >= 'A' && keyn <= 'Z')
{
- chosen_job = get_class(letter_to_index(keyn));
+ chosen_job = _get_class(letter_to_index(keyn));
}
if (chosen_job == JOB_UNKNOWN)
@@ -3592,7 +3589,7 @@ job_query:
}
if (you.species != SP_UNKNOWN
- && !class_allowed(you.species, chosen_job))
+ && !_class_allowed(you.species, chosen_job))
{
if (Options.cls != 0)
{
@@ -3609,7 +3606,7 @@ job_query:
return (you.char_class != JOB_UNKNOWN && you.species != SP_UNKNOWN);
}
-bool give_items_skills()
+bool _give_items_skills()
{
char keyn;
int weap_skill = 0;
@@ -3619,48 +3616,47 @@ bool give_items_skills()
switch (you.char_class)
{
case JOB_FIGHTER:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
if (you.species == SP_OGRE || you.species == SP_TROLL)
{
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);
if (you.species == SP_OGRE)
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
else if (you.species == SP_TROLL)
- newgame_clear_item(0);
+ _newgame_clear_item(0);
}
else if (player_genus(GENPC_DRACONIAN))
{
- if (!choose_weapon())
+ if (!_choose_weapon())
return (false);
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
}
- else if (you.species == SP_HALFLING || you.species == SP_KOBOLD ||
- you.species == SP_GNOME || you.species == SP_VAMPIRE)
+ else if (you.species == SP_HALFLING || you.species == SP_KOBOLD
+ || you.species == SP_GNOME || you.species == SP_VAMPIRE)
{
- if (!choose_weapon())
+ if (!_choose_weapon())
return false;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,
- ARM_LEATHER_ARMOUR);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,
+ ARM_LEATHER_ARMOUR);
if (you.species != SP_VAMPIRE)
- newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_DART,
- 10 + roll_dice( 2, 10 ));
+ {
+ _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 10 + roll_dice( 2, 10 ));
+ }
}
else
{
- if (!choose_weapon())
+ if (!_choose_weapon())
return false;
- newgame_make_item(1, EQ_BODY_ARMOUR,
- OBJ_ARMOUR,
- ARM_SCALE_MAIL);
-
- newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_SCALE_MAIL);
+ _newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
}
you.skills[SK_FIGHTING] = 3;
@@ -3695,7 +3691,7 @@ bool give_items_skills()
// for this function to work)
// Elven armour is light, we need to know this up front.
- racialise_starting_equipment();
+ _racialise_starting_equipment();
you.skills[(player_light_armour()? SK_DODGING : SK_ARMOUR)] = 2;
@@ -3712,12 +3708,12 @@ bool give_items_skills()
break;
case JOB_WIZARD:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS,
- you.species == SP_OGRE_MAGE? WPN_QUARTERSTAFF :
- player_genus(GENPC_DWARVEN)? WPN_HAMMER :
- WPN_DAGGER);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS,
+ you.species == SP_OGRE_MAGE? WPN_QUARTERSTAFF :
+ player_genus(GENPC_DWARVEN)? WPN_HAMMER :
+ WPN_DAGGER);
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
switch (random2(7))
{
@@ -3740,8 +3736,8 @@ bool give_items_skills()
}
// extra items being tested:
- if (!choose_book( you.inv[2], BOOK_MINOR_MAGIC_I, 3 ))
- return false;
+ if (!_choose_book( you.inv[2], BOOK_MINOR_MAGIC_I, 3 ))
+ return false;
you.skills[SK_DODGING] = 1;
you.skills[SK_STEALTH] = 1;
@@ -3763,14 +3759,14 @@ bool give_items_skills()
case JOB_PRIEST:
you.piety = 45;
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_MACE);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_MACE);
if (you.species == SP_KOBOLD || you.species == SP_HALFLING)
you.inv[0].sub_type = WPN_KNIFE;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
if (you.is_undead != US_UNDEAD)
- newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, 2);
+ _newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, 2);
you.skills[SK_FIGHTING] = 2;
you.skills[SK_DODGING] = 1;
@@ -3802,8 +3798,7 @@ bool give_items_skills()
}
else
{
- clrscr();
- print_character_info();
+ _print_character_info();
textcolor( CYAN );
cprintf(EOL "Which god do you wish to serve?" EOL);
@@ -3882,7 +3877,8 @@ bool give_items_skills()
default:
break;
}
- } while (you.religion == GOD_NO_GOD);
+ }
+ while (you.religion == GOD_NO_GOD);
ng_pr = (keyn == '*'? GOD_RANDOM : you.religion);
}
@@ -3890,12 +3886,12 @@ bool give_items_skills()
break;
case JOB_THIEF:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
- newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_DAGGER);
- newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
- newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
- 10 + roll_dice( 2, 10 ));
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_DAGGER);
+ _newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
+ _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 10 + roll_dice( 2, 10 ));
you.skills[SK_FIGHTING] = 1;
you.skills[SK_SHORT_BLADES] = 2;
@@ -3909,25 +3905,26 @@ bool give_items_skills()
break;
case JOB_GLADIATOR:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
- if (!choose_weapon())
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+
+ if (!_choose_weapon())
return false;
if (player_genus(GENPC_DRACONIAN) || you.species == SP_OGRE)
{
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);
- newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);
+ _newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
}
else
{
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,
- ARM_LEATHER_ARMOUR);
- newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,
+ ARM_LEATHER_ARMOUR);
+ _newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
}
if (you.species != SP_KOBOLD)
{
- newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, 4);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, 4);
you.skills[SK_THROWING] = 1;
}
else
@@ -3943,9 +3940,9 @@ bool give_items_skills()
case JOB_NECROMANCER:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
- 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_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.skills[SK_DODGING] = 1;
you.skills[SK_STEALTH] = 1;
you.skills[(coinflip()? SK_DODGING : SK_STEALTH)]++;
@@ -3959,10 +3956,10 @@ bool give_items_skills()
you.religion = GOD_SHINING_ONE;
you.piety = 28;
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_FALCHION);
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
- newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEALING);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_FALCHION);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
+ _newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEALING);
you.skills[SK_FIGHTING] = 2;
you.skills[SK_ARMOUR] = 1;
@@ -3974,11 +3971,11 @@ bool give_items_skills()
break;
case JOB_ASSASSIN:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
- 1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
- newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BLOWGUN);
- newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
+ 1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
+ _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BLOWGUN);
+ _newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
// deep elves get hand crossbows, everyone else gets blowguns
// (deep elves tend to suck at melee and need something that
@@ -3986,17 +3983,17 @@ bool give_items_skills()
if (you.species == SP_DEEP_ELF)
{
you.inv[1].sub_type = WPN_HAND_CROSSBOW;
- newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
- 10 + roll_dice( 2, 10 ));
+ _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 10 + roll_dice( 2, 10 ));
set_item_ego_type( you.inv[4], OBJ_MISSILES, SPMSL_POISONED );
}
else
{
- newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_NEEDLE,
- 5 + roll_dice(2, 5));
+ _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_NEEDLE,
+ 5 + roll_dice(2, 5));
set_item_ego_type(you.inv[4], OBJ_MISSILES, SPMSL_POISONED);
- newgame_make_item(5, EQ_NONE, OBJ_MISSILES, MI_NEEDLE,
- 1 + random2(4));
+ _newgame_make_item(5, EQ_NONE, OBJ_MISSILES, MI_NEEDLE,
+ 1 + random2(4));
set_item_ego_type(you.inv[5], OBJ_MISSILES, SPMSL_CURARE);
}
@@ -4021,18 +4018,18 @@ bool give_items_skills()
// WEAPONS
if (you.species == SP_OGRE)
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
else if (you.species == SP_TROLL)
you.equip[EQ_WEAPON] = -1;
else
{
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_HAND_AXE);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_HAND_AXE);
for (int i = 2; i <= 4; i++)
- newgame_make_item(i, EQ_NONE, OBJ_WEAPONS, WPN_SPEAR);
+ _newgame_make_item(i, EQ_NONE, OBJ_WEAPONS, WPN_SPEAR);
}
// ARMOUR
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
if (!can_wear_armour(you.inv[1], false, true))
you.inv[1].sub_type = ARM_ANIMAL_SKIN;
@@ -4061,8 +4058,8 @@ bool give_items_skills()
break;
case JOB_HUNTER:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
- newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
+ _newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
if (!can_wear_armour(you.inv[2], false, true))
{
you.inv[2].sub_type =
@@ -4075,13 +4072,13 @@ bool give_items_skills()
// possibly allow choice between javelin and net
you.inv[1] = you.inv[2];
you.equip[EQ_BODY_ARMOUR] = 1;
- newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_JAVELIN, 6);
+ _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_JAVELIN, 6);
}
else
{
- newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_ARROW,
- 15 + random2avg(21, 5));
- newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_ARROW,
+ 15 + random2avg(21, 5));
+ _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);
}
you.skills[SK_FIGHTING] = 2;
@@ -4138,7 +4135,7 @@ bool give_items_skills()
you.skills[SK_THROWING] += 3;
// And a hunting knife.
- newgame_make_item(-1, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
+ _newgame_make_item(-1, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
break;
default:
@@ -4159,8 +4156,8 @@ bool give_items_skills()
case JOB_AIR_ELEMENTALIST:
case JOB_EARTH_ELEMENTALIST:
case JOB_VENOM_MAGE:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
if (you.char_class == JOB_ENCHANTER)
{
you.inv[0].plus = 1;
@@ -4170,18 +4167,18 @@ bool give_items_skills()
if ( you.char_class == JOB_CONJURER )
{
- if (!choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
+ if (!_choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
return false;
}
switch (you.char_class)
{
case JOB_SUMMONER:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
you.skills[SK_SUMMONINGS] = 4;
// gets some darts - this class is difficult to start off with
- newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_DART,
- 8 + roll_dice( 2, 8 ));
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 8 + roll_dice( 2, 8 ));
break;
case JOB_CONJURER:
@@ -4189,51 +4186,51 @@ bool give_items_skills()
break;
case JOB_ENCHANTER:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CHARMS);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CHARMS);
you.skills[SK_ENCHANTMENTS] = 4;
// gets some darts - this class is difficult to start off with
- newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_DART,
- 8 + roll_dice( 2, 8 ), 1);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 8 + roll_dice( 2, 8 ), 1);
if (you.species == SP_SPRIGGAN)
- make_rod(you.inv[0], STAFF_STRIKING);
+ _make_rod(you.inv[0], STAFF_STRIKING);
break;
case JOB_FIRE_ELEMENTALIST:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_FIRE_MAGIC] = 3;
break;
case JOB_ICE_ELEMENTALIST:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_ICE_MAGIC] = 3;
break;
case JOB_AIR_ELEMENTALIST:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_AIR_MAGIC] = 3;
break;
case JOB_EARTH_ELEMENTALIST:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
- newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, 20);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, 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(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
+ _newgame_make_item(4, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
}
you.skills[SK_TRANSMIGRATION] = 1;
you.skills[SK_EARTH_MAGIC] = 3;
break;
case JOB_VENOM_MAGE:
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_YOUNG_POISONERS);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_YOUNG_POISONERS);
you.skills[SK_POISON_MAGIC] = 4;
break;
@@ -4291,17 +4288,17 @@ bool give_items_skills()
case JOB_TRANSMUTER:
// some sticks for sticks to snakes:
- newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_ARROW,
- 6 + roll_dice( 3, 4 ));
- newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_CHANGES);
+ _newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_ARROW,
+ 6 + roll_dice( 3, 4 ));
+ _newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_CHANGES);
// A little bit of starting ammo for evaporate... don't need too
// much now that the character can make their own. -- bwr
//
// some ammo for evaporate:
- newgame_make_item(4, EQ_NONE, OBJ_POTIONS, POT_CONFUSION, 2);
- newgame_make_item(5, EQ_NONE, OBJ_POTIONS, POT_POISON);
+ _newgame_make_item(4, EQ_NONE, OBJ_POTIONS, POT_CONFUSION, 2);
+ _newgame_make_item(5, EQ_NONE, OBJ_POTIONS, POT_POISON);
you.equip[EQ_WEAPON] = -1;
@@ -4314,7 +4311,7 @@ bool give_items_skills()
if (you.species == SP_SPRIGGAN)
{
- make_rod(you.inv[0], STAFF_STRIKING);
+ _make_rod(you.inv[0], STAFF_STRIKING);
you.skills[SK_EVOCATIONS] = 2;
you.skills[SK_FIGHTING] = 0;
@@ -4326,13 +4323,13 @@ bool give_items_skills()
case JOB_WARPER:
if (you.species == SP_SPRIGGAN)
{
- make_rod(you.inv[0], STAFF_STRIKING);
+ _make_rod(you.inv[0], STAFF_STRIKING);
you.skills[SK_EVOCATIONS] = 3;
}
else
{
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
if (you.species == SP_OGRE_MAGE)
you.inv[0].sub_type = WPN_QUARTERSTAFF;
@@ -4340,19 +4337,19 @@ bool give_items_skills()
you.skills[SK_FIGHTING] = 1;
}
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
if (you.species == SP_SPRIGGAN || you.species == SP_OGRE_MAGE
- || player_genus(GENPC_DRACONIAN))
+ || player_genus(GENPC_DRACONIAN))
{
you.inv[1].sub_type = ARM_ROBE;
}
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_SPATIAL_TRANSLOCATIONS);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_SPATIAL_TRANSLOCATIONS);
// one free escape:
- newgame_make_item(3, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING);
- newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
- 10 + roll_dice( 2, 10 ));
+ _newgame_make_item(3, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING);
+ _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
+ 10 + roll_dice( 2, 10 ));
you.skills[SK_THROWING] = 1;
you.skills[SK_DARTS] = 2;
@@ -4363,14 +4360,14 @@ bool give_items_skills()
break;
case JOB_CRUSADER:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
- if (!choose_weapon())
+ if (!_choose_weapon())
return false;
weap_skill = 2;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_WAR_CHANTS);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_WAR_CHANTS);
you.skills[SK_FIGHTING] = 3;
you.skills[SK_ARMOUR] = 1;
@@ -4382,15 +4379,15 @@ bool give_items_skills()
case JOB_DEATH_KNIGHT:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
- if (!choose_weapon())
+ if (!_choose_weapon())
return false;
weap_skill = 2;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
choice = DK_NO_SELECTION;
@@ -4409,8 +4406,7 @@ bool give_items_skills()
}
else
{
- clrscr();
- print_character_info();
+ _print_character_info();
textcolor( CYAN );
cprintf(EOL "From where do you draw your power?" EOL);
@@ -4470,7 +4466,8 @@ bool give_items_skills()
default:
break;
}
- } while (choice == DK_NO_SELECTION);
+ }
+ while (choice == DK_NO_SELECTION);
ng_dk = (keyn == '*'? DK_RANDOM : choice);
}
@@ -4501,8 +4498,8 @@ bool give_items_skills()
break;
case JOB_CHAOS_KNIGHT:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, 1,
- random2(3), random2(3));
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, 1,
+ random2(3), random2(3));
if (one_chance_in(5))
set_equip_desc( you.inv[0], ISFLAG_RUNED );
@@ -4510,12 +4507,12 @@ bool give_items_skills()
if (one_chance_in(5))
set_equip_desc( you.inv[0], ISFLAG_GLOWING );
- if (!choose_weapon())
+ if (!_choose_weapon())
return false;
weap_skill = 2;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, 1,
- random2(3));
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, 1,
+ random2(3));
you.skills[SK_FIGHTING] = 3;
you.skills[SK_ARMOUR] = 1;
@@ -4536,8 +4533,7 @@ bool give_items_skills()
}
else
{
- clrscr();
- print_character_info();
+ _print_character_info();
textcolor( CYAN );
cprintf(EOL "Which god of chaos do you wish to serve?" EOL);
@@ -4599,9 +4595,11 @@ bool give_items_skills()
default:
break;
}
- } while (you.religion == GOD_NO_GOD);
+ }
+ while (you.religion == GOD_NO_GOD);
- ng_ck = (keyn == '*'? GOD_RANDOM : you.religion);
+ ng_ck = (keyn == '*') ? GOD_RANDOM
+ : you.religion;
}
if (you.religion == GOD_XOM)
@@ -4626,10 +4624,10 @@ bool give_items_skills()
you.religion = GOD_ELYVILON;
you.piety = 45;
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_QUARTERSTAFF);
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING);
- newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEAL_WOUNDS);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_QUARTERSTAFF);
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING);
+ _newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEAL_WOUNDS);
you.skills[SK_FIGHTING] = 2;
you.skills[SK_DODGING] = 1;
@@ -4639,14 +4637,14 @@ bool give_items_skills()
break;
case JOB_REAVER:
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
- if (!choose_weapon())
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
+ if (!_choose_weapon())
return false;
weap_skill = 3;
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- if (!choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ if (!_choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
return false;
you.skills[SK_FIGHTING] = 2;
@@ -4659,11 +4657,11 @@ bool give_items_skills()
case JOB_STALKER:
to_hit_bonus = random2(3);
- newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
- 1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
- newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- newgame_make_item(2, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
- newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_STALKING);
+ _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
+ 1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
+ _newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_STALKING);
you.skills[SK_FIGHTING] = 1;
you.skills[SK_SHORT_BLADES] = 1;
@@ -4677,7 +4675,7 @@ bool give_items_skills()
break;
case JOB_MONK:
- newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.equip[EQ_WEAPON] = -1;
you.skills[SK_FIGHTING] = 3;
@@ -4687,7 +4685,7 @@ bool give_items_skills()
break;
case JOB_WANDERER:
- create_wanderer();
+ _create_wanderer();
break;
default:
@@ -4699,7 +4697,7 @@ bool give_items_skills()
you.skills[SK_UNARMED_COMBAT] = 2;
if (weap_skill)
- you.skills[weapon_skill(OBJ_WEAPONS, you.inv[0].sub_type)]=weap_skill;
+ you.skills[weapon_skill(OBJ_WEAPONS, you.inv[0].sub_type)] = weap_skill;
init_skill_order();