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author | Chris Oelmueller <chris.oelmueller@gmail.com> | 2014-04-11 05:03:21 +0200 |
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committer | Nicholas Feinberg <pleasingfung@gmail.com> | 2014-06-14 23:00:53 -0700 |
commit | c9d9781072485459e38ff57c97428b82801c0d31 (patch) | |
tree | 472195f48b8308c50f81702329bdb042ba45d8d3 /crawl-ref/source/ng-setup.cc | |
parent | 1d2420bf267a70c4c379992b6665f997d00b70d2 (diff) | |
download | crawl-ref-c9d9781072485459e38ff57c97428b82801c0d31.tar.gz crawl-ref-c9d9781072485459e38ff57c97428b82801c0d31.zip |
Plus2: Merge plusses in items given at new-game setup.
Diffstat (limited to 'crawl-ref/source/ng-setup.cc')
-rw-r--r-- | crawl-ref/source/ng-setup.cc | 40 |
1 files changed, 18 insertions, 22 deletions
diff --git a/crawl-ref/source/ng-setup.cc b/crawl-ref/source/ng-setup.cc index 8aa5fc56f2..18c5356d72 100644 --- a/crawl-ref/source/ng-setup.cc +++ b/crawl-ref/source/ng-setup.cc @@ -34,7 +34,7 @@ #define MIN_START_STAT 3 static void _newgame_give_item(object_class_type base, int sub_type, - int qty = 1, int plus = 0, int plus2 = 0); + int qty = 1, int plus = 0); static void _init_player() { @@ -350,10 +350,10 @@ void give_basic_mutations(species_type speci) static void _newgame_make_item_tutorial(int slot, equipment_type eqslot, object_class_type base, int sub_type, int replacement = -1, - int qty = 1, int plus = 0, int plus2 = 0) + int qty = 1, int plus = 0) { newgame_make_item(slot, eqslot, base, sub_type, replacement, qty, plus, - plus2, true); + true); } // Creates an item of a given base and sub type. @@ -362,7 +362,7 @@ static void _newgame_make_item_tutorial(int slot, equipment_type eqslot, void newgame_make_item(int slot, equipment_type eqslot, object_class_type base, int sub_type, int replacement, - int qty, int plus, int plus2, bool force_tutorial) + int qty, int plus, bool force_tutorial) { // Don't set normal equipment in the tutorial. if (!force_tutorial && crawl_state.game_is_tutorial()) @@ -399,7 +399,6 @@ void newgame_make_item(int slot, equipment_type eqslot, item.sub_type = sub_type; item.quantity = qty; item.plus = plus; - item.plus2 = plus2; item.special = 0; if (is_deck(item)) @@ -439,9 +438,9 @@ void newgame_make_item(int slot, equipment_type eqslot, } static void _newgame_give_item(object_class_type base, int sub_type, - int qty, int plus, int plus2) + int qty, int plus) { - newgame_make_item(-1, EQ_NONE, base, sub_type, -1, qty, plus, plus2); + newgame_make_item(-1, EQ_NONE, base, sub_type, -1, qty, plus); } static void _newgame_clear_item(int slot) @@ -488,7 +487,7 @@ static void _update_weapon(const newgame_def& ng) } break; case WPN_SHORTBOW: - newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SHORTBOW, -1, 1, plus, plus); + newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SHORTBOW, -1, 1, plus); newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_ARROW, -1, 20); autopickup_starting_ammo(MI_ARROW); @@ -496,7 +495,7 @@ static void _update_weapon(const newgame_def& ng) you.equip[EQ_WEAPON] = 1; break; case WPN_CROSSBOW: - newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_CROSSBOW, -1, 1, plus, plus); + newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_CROSSBOW, -1, 1, plus); newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_BOLT, -1, 20); autopickup_starting_ammo(MI_BOLT); @@ -504,7 +503,7 @@ static void _update_weapon(const newgame_def& ng) you.equip[EQ_WEAPON] = 1; break; case WPN_SLING: - newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING, -1, 1, plus, plus); + newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING, -1, 1, plus); newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_SLING_BULLET, -1, 20); autopickup_starting_ammo(MI_SLING_BULLET); @@ -643,8 +642,7 @@ static void _give_items_skills(const newgame_def& ng) you.religion = GOD_YREDELEMNUL; you.piety = 35; - newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, - 1, 1); + newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, +1); _update_weapon(ng); newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR, @@ -663,8 +661,7 @@ static void _give_items_skills(const newgame_def& ng) you.char_direction = GDT_GAME_START; you.piety = 38; - newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, - 1, 1); + newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, +1); _update_weapon(ng); newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR, @@ -688,7 +685,7 @@ static void _give_items_skills(const newgame_def& ng) you.equip[EQ_WEAPON] = -1; - newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1, 1, 1); + newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1, 1, +1); newgame_make_item(1, EQ_NONE, OBJ_POTIONS, POT_CURING); newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEAL_WOUNDS); @@ -698,7 +695,7 @@ static void _give_items_skills(const newgame_def& ng) break; case JOB_SKALD: - newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, 0, 0); + newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, -1, 1, +0); _update_weapon(ng); newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR, @@ -775,9 +772,8 @@ static void _give_items_skills(const newgame_def& ng) break; case JOB_ENCHANTER: - newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, -1, 1, 1, - 1); - newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1, 1, 1); + newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, -1, 1, +1); + newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1, 1, +1); newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_MALEDICT); if (you.species == SP_OGRE || you.species == SP_TROLL) @@ -887,7 +883,7 @@ static void _give_items_skills(const newgame_def& ng) break; case JOB_ASSASSIN: - newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, -1, 1, 2, 2); + newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, -1, 1, +2); newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BLOWGUN); newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE); @@ -927,7 +923,7 @@ static void _give_items_skills(const newgame_def& ng) if (you.species == SP_OGRE) { you.inv[0].sub_type = WPN_CLUB; - you.inv[0].plus = you.inv[0].plus2 = 1; + you.inv[0].plus = 1; } // Skills. @@ -964,7 +960,7 @@ static void _give_items_skills(const newgame_def& ng) if (you.species == SP_OGRE) { you.inv[0].sub_type = WPN_CLUB; - you.inv[0].plus = you.inv[0].plus2 = 1; + you.inv[0].plus = 1; } // Skills |