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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-07 22:05:28 +0000
commit0473b6c1ce5ab39ea900266d84429266769b8b90 (patch)
tree08b87a386e4093f78f82c3435c8af90de3b1f36d /crawl-ref
parent6f4e8d8799abda4540693769d4c96af328858027 (diff)
downloadcrawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.tar.gz
crawl-ref-0473b6c1ce5ab39ea900266d84429266769b8b90.zip
Don't equip pure spellcasters with a knife at game start. Finding any
butchering weapon is easy enough, and even more so if it being cursed or negatively enchanted doesn't even matter. Arguably, Earth Elementalists (occasionally wielding stones) and Summoners (wielding sticks) might start out with a butchering tool, after all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6793 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/source/command.cc1
-rw-r--r--crawl-ref/source/monstuff.cc14
-rw-r--r--crawl-ref/source/newgame.cc75
3 files changed, 29 insertions, 61 deletions
diff --git a/crawl-ref/source/command.cc b/crawl-ref/source/command.cc
index e01ee93724..3e1d27eb3a 100644
--- a/crawl-ref/source/command.cc
+++ b/crawl-ref/source/command.cc
@@ -1869,6 +1869,7 @@ static void _add_formatted_keyhelp(column_composer &cols)
"<w>[</w> : display worn armour\n"
"<w>)</w> : display current weapons\n"
"<w>\"</w> : display worn jewellery\n"
+ "<w>$</w>: display gold in possession\n"
"<w>E</w> : display experience info\n"
"<w>V</w> : list monsters in sight\n",
true, true, _cmdhelp_textfilter);
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index 174bca3f0d..f8330fee69 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -392,9 +392,9 @@ static void _check_kill_milestone(const monsters *mons,
}
#endif // DGL_MILESTONES
-static void _give_monster_experience( monsters *victim,
+static void _give_monster_experience(monsters *victim,
int killer_index, int experience,
- bool victim_was_born_friendly )
+ bool victim_was_born_friendly)
{
if (invalid_monster_index(killer_index))
return;
@@ -930,7 +930,7 @@ void monster_die(monsters *monster, killer_type killer,
bool passive = (killer == KILL_YOU_CONF
&& (killer_index == ANON_FRIENDLY_MONSTER
|| !invalid_monster_index(killer_index)));
-
+
if ( passive )
{
mprf(MSGCH_MONSTER_DAMAGE, MDAM_DEAD, "%s is %s!",
@@ -3474,7 +3474,7 @@ monsters *choose_random_monster_on_level(int weight,
// level.
radius_iterator ri(you.pos(), near_by ? 9 : std::max(GXM,GYM),
true, in_sight);
-
+
for ( ; ri; ++ri )
{
if ( mgrd(*ri) != NON_MONSTER )
@@ -3596,7 +3596,7 @@ static void _maybe_set_patrol_route(monsters *monster)
//
//---------------------------------------------------------------
static void _handle_movement(monsters *monster)
-{
+{
coord_def delta;
_maybe_set_patrol_route(monster);
@@ -7033,7 +7033,7 @@ static bool _monster_move(monsters *monster)
{
const int targ_x = monster->pos().x + count_x - 1;
const int targ_y = monster->pos().y + count_y - 1;
-
+
// Bounds check - don't consider moving out of grid!
if (targ_x < 0 || targ_x >= GXM || targ_y < 0 || targ_y >= GYM)
{
@@ -7044,7 +7044,7 @@ static bool _monster_move(monsters *monster)
if (target_grid == DNGN_DEEP_WATER)
deep_water_available = true;
-
+
const monsters* mons = dynamic_cast<const monsters*>(monster);
good_move[count_x][count_y] =
_mon_can_move_to_pos(mons, coord_def(count_x-1, count_y-1));
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index f0c2973a96..0e7e9cbec2 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -4948,14 +4948,10 @@ bool _give_items_skills()
break;
case JOB_WIZARD:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_HELMET, OBJ_ARMOUR, ARM_WIZARD_HAT);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_HELMET, OBJ_ARMOUR, ARM_WIZARD_HAT);
- if (!_choose_book( you.inv[3], BOOK_MINOR_MAGIC_I, 3 ))
+ if (!_choose_book( you.inv[2], BOOK_MINOR_MAGIC_I, 3 ))
return (false);
you.skills[SK_DODGING] = 2;
@@ -4965,7 +4961,7 @@ bool _give_items_skills()
you.skills[SK_TRANSLOCATIONS] = 1;
// The other two schools depend on the chosen book.
- switch (you.inv[3].sub_type)
+ switch (you.inv[2].sub_type)
{
case BOOK_MINOR_MAGIC_I:
you.skills[SK_CONJURATIONS] = 1;
@@ -4983,13 +4979,9 @@ bool _give_items_skills()
break;
case JOB_CONJURER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- if (!_choose_book( you.inv[2], BOOK_CONJURATIONS_I, 2 ))
+ if (!_choose_book( you.inv[1], BOOK_CONJURATIONS_I, 2 ))
return (false);
you.skills[SK_CONJURATIONS] = 4;
@@ -5028,12 +5020,8 @@ bool _give_items_skills()
break;
case JOB_SUMMONER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_CALLINGS);
you.skills[SK_SUMMONINGS] = 4;
you.skills[SK_SPELLCASTING] = 1;
@@ -5042,12 +5030,8 @@ bool _give_items_skills()
break;
case JOB_NECROMANCER:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.skills[SK_SPELLCASTING] = 1;
you.skills[SK_NECROMANCY] = 4;
@@ -5089,12 +5073,8 @@ bool _give_items_skills()
break;
case JOB_FIRE_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_FLAMES);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_FIRE_MAGIC] = 3;
@@ -5104,12 +5084,8 @@ bool _give_items_skills()
break;
case JOB_ICE_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_FROST);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_ICE_MAGIC] = 3;
@@ -5119,12 +5095,8 @@ bool _give_items_skills()
break;
case JOB_AIR_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
+ _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(1, EQ_NONE, OBJ_BOOKS, BOOK_AIR);
you.skills[SK_CONJURATIONS] = 1;
you.skills[SK_AIR_MAGIC] = 3;
@@ -5134,21 +5106,16 @@ bool _give_items_skills()
break;
case JOB_EARTH_ELEMENTALIST:
- // The knife is a tool, not a weapon, so don't start wielding it.
- if (_needs_butchering_tool())
- _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
-
- _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
- _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
- _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, -1, 20);
-
if (you.species == SP_GNOME)
{
- _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
- _newgame_make_item(4, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(0, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
you.skills[SK_SLINGS] = 1;
}
+ _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
+ _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_GEOMANCY);
+ _newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE, -1, 20);
+
you.skills[SK_TRANSMIGRATION] = 1;
you.skills[SK_EARTH_MAGIC] = 3;
you.skills[SK_SPELLCASTING] = 1;