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-rw-r--r--crawl-ref/source/newgame.cc54
1 files changed, 27 insertions, 27 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index 5c24984a06..09d4c4d105 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -86,6 +86,7 @@
#include "fight.h"
#include "initfile.h"
#include "itemname.h"
+#include "itemprop.h"
#include "items.h"
#include "macro.h"
#include "player.h"
@@ -251,7 +252,7 @@ static void pick_random_species_and_class( void )
{
// we only want draconians counted once in this loop...
// we'll add the variety lower down -- bwr
- if (sp >= SP_WHITE_DRACONIAN && sp <= SP_UNK2_DRACONIAN)
+ if (sp >= SP_WHITE_DRACONIAN && sp <= SP_BASE_DRACONIAN)
continue;
for (int cl = JOB_FIGHTER; cl < NUM_JOBS; cl++)
@@ -356,9 +357,8 @@ bool new_game(void)
//jmf: NEW ASSERTS: we ought to do a *lot* of these
ASSERT(NUM_SPELLS < SPELL_NO_SPELL);
- ASSERT(NUM_DURATIONS > DUR_LAST_DUR);
ASSERT(NUM_JOBS < JOB_UNKNOWN);
- ASSERT(NUM_ATTRIBUTES < 30);
+ ASSERT(NUM_ATTRIBUTES >= 30);
init_player();
@@ -627,7 +627,7 @@ bool new_game(void)
// don't change object type modifier unless it starts plain
if (you.inv[i].base_type <= OBJ_ARMOUR
- && cmp_equip_race( you.inv[i], 0 )) // == DARM_PLAIN
+ && get_equip_race(you.inv[i]) == 0 ) // == DARM_PLAIN
{
// now add appropriate species type mod:
switch (you.species)
@@ -1805,7 +1805,7 @@ void species_stat_init(unsigned char which_species)
case SP_PALE_DRACONIAN:
case SP_UNK0_DRACONIAN:
case SP_UNK1_DRACONIAN:
- case SP_UNK2_DRACONIAN: sb = 9; ib = 6; db = 2; break; // 17
+ case SP_BASE_DRACONIAN: sb = 9; ib = 6; db = 2; break; // 17
}
modify_all_stats( sb, ib, db );
@@ -2381,7 +2381,7 @@ static bool give_wanderer_weapon( int slot, int wpn_skill )
static void create_wanderer( void )
{
const int util_skills[] =
- { SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH,
+ { SK_DARTS, SK_RANGED_COMBAT, SK_ARMOUR, SK_DODGING, SK_STEALTH,
SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT,
SK_INVOCATIONS, SK_EVOCATIONS };
const int num_util_skills = sizeof(util_skills) / sizeof(int);
@@ -2393,7 +2393,7 @@ static void create_wanderer( void )
const int fight_util_skills[] =
{ SK_FIGHTING, SK_SHORT_BLADES, SK_AXES,
SK_MACES_FLAILS, SK_POLEARMS,
- SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH,
+ SK_DARTS, SK_RANGED_COMBAT, SK_ARMOUR, SK_DODGING, SK_STEALTH,
SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT,
SK_INVOCATIONS, SK_EVOCATIONS };
const int num_fight_util_skills = sizeof(fight_util_skills) / sizeof(int);
@@ -2404,7 +2404,7 @@ static void create_wanderer( void )
SK_FIRE_MAGIC, SK_ICE_MAGIC, SK_AIR_MAGIC, SK_EARTH_MAGIC,
SK_FIGHTING, SK_SHORT_BLADES, SK_LONG_SWORDS, SK_AXES,
SK_MACES_FLAILS, SK_POLEARMS, SK_STAVES,
- SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH,
+ SK_DARTS, SK_RANGED_COMBAT, SK_ARMOUR, SK_DODGING, SK_STEALTH,
SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT,
SK_INVOCATIONS, SK_EVOCATIONS };
const int num_not_rare_skills = sizeof(not_rare_skills) / sizeof(int);
@@ -2417,7 +2417,7 @@ static void create_wanderer( void )
SK_FIRE_MAGIC, SK_ICE_MAGIC, SK_AIR_MAGIC, SK_EARTH_MAGIC,
SK_FIGHTING, SK_SHORT_BLADES, SK_LONG_SWORDS, SK_AXES,
SK_MACES_FLAILS, SK_POLEARMS, SK_STAVES,
- SK_DARTS, SK_THROWING, SK_ARMOUR, SK_DODGING, SK_STEALTH,
+ SK_DARTS, SK_RANGED_COMBAT, SK_ARMOUR, SK_DODGING, SK_STEALTH,
SK_STABBING, SK_SHIELDS, SK_TRAPS_DOORS, SK_UNARMED_COMBAT,
SK_INVOCATIONS, SK_EVOCATIONS };
const int num_all_skills = sizeof(all_skills) / sizeof(int);
@@ -2640,7 +2640,7 @@ static void create_wanderer( void )
add_spell_to_memory( spell_list[ school ] );
}
}
- else if (you.skills[ SK_THROWING ] && one_chance_in(3)) // these are rare
+ else if (you.skills[ SK_RANGED_COMBAT ] && one_chance_in(3)) // these are rare
{
// Ranger style wanderer
// Rare since starting with a throwing weapon is very good
@@ -2846,10 +2846,10 @@ static char letter_to_species(int keyn)
static char species_to_letter(int spec)
{
- if (spec > SP_RED_DRACONIAN && spec <= SP_UNK2_DRACONIAN)
+ if (spec > SP_RED_DRACONIAN && spec <= SP_BASE_DRACONIAN)
spec = SP_RED_DRACONIAN;
- else if (spec > SP_UNK2_DRACONIAN)
- spec -= SP_UNK2_DRACONIAN - SP_RED_DRACONIAN;
+ else if (spec > SP_BASE_DRACONIAN)
+ spec -= SP_BASE_DRACONIAN - SP_RED_DRACONIAN;
return 'a' + spec - 1;
}
@@ -2920,7 +2920,7 @@ spec_query:
*linebuf = 0;
for (int i = SP_HUMAN; i < NUM_SPECIES; ++i)
{
- if (i > SP_RED_DRACONIAN && i <= SP_UNK2_DRACONIAN)
+ if (i > SP_RED_DRACONIAN && i <= SP_BASE_DRACONIAN)
continue;
if (you.char_class != JOB_UNKNOWN &&
@@ -3401,7 +3401,7 @@ void give_items_skills()
if (you.species == SP_KOBOLD)
{
- you.skills[SK_THROWING] = 1;
+ you.skills[SK_RANGED_COMBAT] = 1;
you.skills[SK_DARTS] = 1;
you.skills[SK_DODGING] = 1;
you.skills[SK_STEALTH] = 1;
@@ -3427,7 +3427,7 @@ void give_items_skills()
you.skills[(player_light_armour()? SK_DODGING : SK_ARMOUR)] = 2;
you.skills[SK_SHIELDS] = 2;
- you.skills[SK_THROWING] = 2;
+ you.skills[SK_RANGED_COMBAT] = 2;
you.skills[(coinflip() ? SK_STABBING : SK_SHIELDS)]++;
}
break;
@@ -3654,7 +3654,7 @@ void give_items_skills()
you.skills[SK_STEALTH] = 2;
you.skills[SK_STABBING] = 1;
you.skills[SK_DODGING + random2(3)]++;
- you.skills[SK_THROWING] = 1;
+ you.skills[SK_RANGED_COMBAT] = 1;
you.skills[SK_DARTS] = 1;
you.skills[SK_TRAPS_DOORS] = 2;
break;
@@ -3858,12 +3858,12 @@ void give_items_skills()
you.skills[SK_DODGING] = 1;
you.skills[SK_STEALTH] = 3;
you.skills[SK_STABBING] = 2;
- you.skills[SK_THROWING] = 1;
+ you.skills[SK_RANGED_COMBAT] = 1;
you.skills[SK_DARTS] = 1;
if (you.species == SP_DEEP_ELF)
you.skills[SK_CROSSBOWS] = 1;
else
- you.skills[SK_THROWING] += 1;
+ you.skills[SK_RANGED_COMBAT] += 1;
break;
@@ -3956,7 +3956,7 @@ void give_items_skills()
you.skills[SK_POLEARMS] = 1;
you.skills[SK_ARMOUR] = 2;
you.skills[SK_DODGING] = 2;
- you.skills[SK_THROWING] = 2;
+ you.skills[SK_RANGED_COMBAT] = 2;
}
break;
@@ -4019,7 +4019,7 @@ void give_items_skills()
you.equip[EQ_BODY_ARMOUR] = 4;
you.skills[SK_FIGHTING] = 2;
- you.skills[SK_THROWING] = 3;
+ you.skills[SK_RANGED_COMBAT] = 3;
// Removing spellcasting -- bwr
// you.skills[SK_SPELLCASTING] = 1;
@@ -4066,7 +4066,7 @@ void give_items_skills()
you.skills[SK_POLEARMS] = 2;
you.skills[SK_DODGING] = 2;
- you.skills[SK_THROWING] += 1;
+ you.skills[SK_RANGED_COMBAT] += 1;
break;
default:
@@ -4285,7 +4285,7 @@ void give_items_skills()
you.skills[SK_STEALTH] = 1;
if (you.species == SP_GNOME && you.char_class == JOB_EARTH_ELEMENTALIST)
- you.skills[SK_THROWING]++;
+ you.skills[SK_RANGED_COMBAT]++;
else
you.skills[ coinflip() ? SK_DODGING : SK_STEALTH ]++;
break;
@@ -4334,7 +4334,7 @@ void give_items_skills()
you.skills[SK_FIGHTING] = 1;
you.skills[SK_UNARMED_COMBAT] = 3;
- you.skills[SK_THROWING] = 2;
+ you.skills[SK_RANGED_COMBAT] = 2;
you.skills[SK_DODGING] = 2;
you.skills[SK_SPELLCASTING] = 2;
you.skills[SK_TRANSMIGRATION] = 2;
@@ -4421,7 +4421,7 @@ void give_items_skills()
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
- you.skills[SK_THROWING] = 1;
+ you.skills[SK_RANGED_COMBAT] = 1;
you.skills[SK_DARTS] = 2;
you.skills[SK_DODGING] = 2;
you.skills[SK_STEALTH] = 1;
@@ -4724,7 +4724,7 @@ void give_items_skills()
you.skills[SK_FIGHTING] = 2;
you.skills[SK_DODGING] = 1;
you.skills[SK_SHIELDS] = 1;
- you.skills[SK_THROWING] = 2;
+ you.skills[SK_RANGED_COMBAT] = 2;
you.skills[SK_STAVES] = 3;
you.skills[SK_INVOCATIONS] = 2;
break;
@@ -4808,7 +4808,7 @@ void give_items_skills()
you.skills[SK_STEALTH] = 2;
you.skills[SK_STABBING] = 2;
you.skills[SK_DODGING + random2(3)]++;
- //you.skills[SK_THROWING] = 1; //jmf: removed these, added magic below
+ //you.skills[SK_RANGED_COMBAT] = 1; //jmf: removed these, added magic below
//you.skills[SK_DARTS] = 1;
you.skills[SK_SPELLCASTING] = 1;
you.skills[SK_ENCHANTMENTS] = 1;