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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-04 09:12:43 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-04 09:12:43 +0000
commitbabee7c35f5e34f2984f87b9494ec7b8e9fff532 (patch)
tree8701dce0b4c4c0fdb9773837fde9fcfec54e6de8 /crawl-ref/source/newgame.cc
parentc959c13985e79932ed2eddae1197091c7f7f58c5 (diff)
downloadcrawl-ref-babee7c35f5e34f2984f87b9494ec7b8e9fff532.tar.gz
crawl-ref-babee7c35f5e34f2984f87b9494ec7b8e9fff532.zip
Restrict DrMo, unrestrict DrFE and DrIE. Disallow the creation of caps
for Gladiators - species who can't wear helmets just don't get them now. Uncomment debugging option in monster placement. However useful (and necessary) it may be at the moment, it has no place in trunk. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6389 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc17
1 files changed, 11 insertions, 6 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index baa7954078..f4d8d8a779 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -1382,6 +1382,7 @@ static char_choice_restriction _class_allowed( species_type speci,
case SP_OGRE:
case SP_OGRE_MAGE:
case SP_KENKU:
+ case SP_RED_DRACONIAN:
case SP_DEMIGOD:
case SP_DEMONSPAWN:
case SP_MUMMY:
@@ -1746,7 +1747,6 @@ static char_choice_restriction _class_allowed( species_type speci,
case SP_OGRE:
case SP_TROLL:
case SP_MINOTAUR:
- case SP_RED_DRACONIAN:
case SP_GHOUL:
case SP_VAMPIRE:
return CC_RESTRICTED;
@@ -1766,7 +1766,6 @@ static char_choice_restriction _class_allowed( species_type speci,
case SP_OGRE:
case SP_TROLL:
case SP_MINOTAUR:
- case SP_RED_DRACONIAN:
case SP_GHOUL:
case SP_VAMPIRE:
return CC_RESTRICTED;
@@ -4064,6 +4063,7 @@ bool _give_items_skills()
break;
case JOB_GLADIATOR:
+ {
// Equipment.
_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
@@ -4077,17 +4077,22 @@ bool _give_items_skills()
_newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD,
ARM_BUCKLER);
- _newgame_make_item(3, EQ_HELMET, OBJ_ARMOUR, ARM_HELMET, ARM_CAP);
+ int curr = 3;
+ if (you_can_wear(EQ_HELMET))
+ {
+ _newgame_make_item(3, EQ_HELMET, OBJ_ARMOUR, ARM_HELMET);
+ curr++;
+ }
// Small races get stones, the others nets.
if (player_size(PSIZE_BODY) < SIZE_MEDIUM)
{
- _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_STONE, -1,
+ _newgame_make_item(curr, EQ_NONE, OBJ_MISSILES, MI_STONE, -1,
10 + roll_dice( 2, 10 ));
}
else
{
- _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, -1,
+ _newgame_make_item(curr, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, -1,
4);
}
@@ -4099,7 +4104,7 @@ bool _give_items_skills()
you.skills[SK_UNARMED_COMBAT] = 2;
weap_skill = 3;
break;
-
+ }
case JOB_MONK:
you.equip[EQ_WEAPON] = -1; // Monks fight unarmed.