diff options
Diffstat (limited to 'crawl-ref')
-rw-r--r-- | crawl-ref/source/command.cc | 1 | ||||
-rw-r--r-- | crawl-ref/source/monstuff.cc | 14 | ||||
-rw-r--r-- | crawl-ref/source/newgame.cc | 75 |
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; |