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-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;