diff options
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r-- | crawl-ref/source/newgame.cc | 54 |
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; |