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authorAdam Borowski <kilobyte@angband.pl>2012-10-23 04:24:02 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-10-23 04:30:16 +0200
commit93e47c4cd769153ac7679753bf69c57618ee9493 (patch)
tree201339cc5c5e373b67e7d39206018975e9c0d266 /crawl-ref/source/startup.cc
parent3632009360f9d77762291492765b76ae2c92e70e (diff)
downloadcrawl-ref-93e47c4cd769153ac7679753bf69c57618ee9493.tar.gz
crawl-ref-93e47c4cd769153ac7679753bf69c57618ee9493.zip
Refactor choosing random mutations.
This fixes races that don't support some mutations being more resistant to mutating attempts: there will be rerolls in such a case. Conflicts with other regular mutations still decrease the chance, in line with deliberately failing such attempts when heavily mutated. The code is also quite a bit faster in all practical cases, although slower in pathological wizmode scenarios that can't possibly happen in real games.
Diffstat (limited to 'crawl-ref/source/startup.cc')
-rw-r--r--crawl-ref/source/startup.cc3
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/startup.cc b/crawl-ref/source/startup.cc
index d96acfe002..3e74d076de 100644
--- a/crawl-ref/source/startup.cc
+++ b/crawl-ref/source/startup.cc
@@ -192,8 +192,7 @@ static void _post_init(bool newc)
{
ASSERT(strwidth(you.your_name) <= kNameLen);
- // Fix the mutation definitions for the species we're playing.
- fixup_mutations();
+ // Sanitize skills, init can_train[].
fixup_skills();
// Load macros