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author | Jude Brown <bookofjude@users.sourceforge.net> | 2009-12-31 22:29:01 +1000 |
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committer | Jude Brown <bookofjude@users.sourceforge.net> | 2009-12-31 23:21:11 +1000 |
commit | bdef58ca99e4b4239bbd98b7057218231625e378 (patch) | |
tree | cac0aad15ac5cbf2a819c7182f93a79012500283 /crawl-ref/source/quiver.cc | |
parent | 03293efdcadea4df1bdb90b649f811c95d0285cb (diff) | |
download | crawl-ref-bdef58ca99e4b4239bbd98b7057218231625e378.tar.gz crawl-ref-bdef58ca99e4b4239bbd98b7057218231625e378.zip |
Remove hand crossbows.
This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
Diffstat (limited to 'crawl-ref/source/quiver.cc')
-rw-r--r-- | crawl-ref/source/quiver.cc | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/crawl-ref/source/quiver.cc b/crawl-ref/source/quiver.cc index f31b7b76dd..e9a24c534c 100644 --- a/crawl-ref/source/quiver.cc +++ b/crawl-ref/source/quiver.cc @@ -162,8 +162,7 @@ void choose_item_for_quiver() t == AMMO_BLOWGUN ? "blowgun" : t == AMMO_SLING ? "sling" : t == AMMO_BOW ? "bow" : - t == AMMO_CROSSBOW ? "crossbow" - : "hand crossbow"); + "crossbow"); return; } else if (slot == you.equip[EQ_WEAPON] @@ -202,8 +201,7 @@ void choose_item_for_quiver() t == AMMO_BLOWGUN ? "blowguns" : t == AMMO_SLING ? "slings" : t == AMMO_BOW ? "bows" : - t == AMMO_CROSSBOW ? "crossbows" - : "hand crossbows"); + "crossbows"); } // Notification that item was fired with 'f'. @@ -606,8 +604,6 @@ static ammo_t _get_weapon_ammo_type(const item_def* weapon) return AMMO_BOW; case WPN_CROSSBOW: return AMMO_CROSSBOW; - case WPN_HAND_CROSSBOW: - return AMMO_HAND_CROSSBOW; default: return AMMO_THROW; } |