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authorJude Brown <bookofjude@users.sourceforge.net>2009-12-31 22:29:01 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2009-12-31 23:21:11 +1000
commitbdef58ca99e4b4239bbd98b7057218231625e378 (patch)
treecac0aad15ac5cbf2a819c7182f93a79012500283 /crawl-ref/source/quiver.cc
parent03293efdcadea4df1bdb90b649f811c95d0285cb (diff)
downloadcrawl-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 Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows.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.cc8
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;
}