Knights start with a lance
Make Knights start with a lance. Eliminate "bashing" message if jousting. Remove obsolete code from u_init.c.
This commit is contained in:
42
src/u_init.c
42
src/u_init.c
@@ -70,8 +70,8 @@ static struct trobj Healer[] = {
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{ 0, 0, 0, 0, 0 }
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{ 0, 0, 0, 0, 0 }
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};
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};
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static struct trobj Knight[] = {
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static struct trobj Knight[] = {
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{ LONG_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ SPEAR, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ LANCE, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
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{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
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@@ -674,38 +674,6 @@ u_init()
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*/
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*/
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break;
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break;
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case PM_RANGER:
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case PM_RANGER:
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#if 0 /* superseded by inv_subs[] */
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switch (rn2(100) / 20) {
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case 0: /* Special racial bow */
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case 1:
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case 2:
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switch (Race_switch) {
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case PM_ELF:
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Ranger[RAN_BOW].trotyp = ELVEN_BOW;
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Ranger[RAN_TWO_ARROWS].trotyp =
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Ranger[RAN_ZERO_ARROWS].trotyp = ELVEN_ARROW;
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break;
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case PM_GNOME:
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Ranger[RAN_BOW].trotyp = CROSSBOW;
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Ranger[RAN_TWO_ARROWS].trotyp =
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Ranger[RAN_ZERO_ARROWS].trotyp = CROSSBOW_BOLT;
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break;
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case PM_ORC:
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Ranger[RAN_BOW].trotyp = ORCISH_BOW;
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Ranger[RAN_TWO_ARROWS].trotyp =
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Ranger[RAN_ZERO_ARROWS].trotyp = ORCISH_ARROW;
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break;
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default: break; /* Use default bow + arrow */
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}
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break;
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case 3: /* Missiles */
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Ranger[RAN_BOW].trotyp = BOOMERANG;
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Ranger[RAN_TWO_ARROWS].trotyp =
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Ranger[RAN_ZERO_ARROWS].trotyp = DART;
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break;
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default: break; /* Use default bow + arrow */
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}
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#endif /*0*/
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Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
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Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
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Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
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Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
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ini_inv(Ranger);
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ini_inv(Ranger);
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@@ -748,7 +716,6 @@ u_init()
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break;
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break;
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#endif
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#endif
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case PM_VALKYRIE:
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case PM_VALKYRIE:
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flags.female = TRUE;
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ini_inv(Valkyrie);
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ini_inv(Valkyrie);
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if(!rn2(6)) ini_inv(Lamp);
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if(!rn2(6)) ini_inv(Lamp);
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knows_class(WEAPON_CLASS);
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knows_class(WEAPON_CLASS);
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@@ -1044,9 +1011,10 @@ register struct trobj *trop;
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discover_object(POT_OIL, TRUE, FALSE);
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discover_object(POT_OIL, TRUE, FALSE);
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if(obj->oclass == ARMOR_CLASS){
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if(obj->oclass == ARMOR_CLASS){
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if (is_shield(obj) && !uarms)
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if (is_shield(obj) && !uarms) {
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setworn(obj, W_ARMS);
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setworn(obj, W_ARMS);
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else if (is_helmet(obj) && !uarmh)
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if (uswapwep) setuswapwep((struct obj *) 0);
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} else if (is_helmet(obj) && !uarmh)
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setworn(obj, W_ARMH);
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setworn(obj, W_ARMH);
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else if (is_gloves(obj) && !uarmg)
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else if (is_gloves(obj) && !uarmg)
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setworn(obj, W_ARMG);
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setworn(obj, W_ARMG);
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@@ -110,8 +110,11 @@ register struct obj *obj;
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if (obj) {
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if (obj) {
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unweapon = (obj->oclass == WEAPON_CLASS) ?
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unweapon = (obj->oclass == WEAPON_CLASS) ?
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is_launcher(obj) || is_ammo(obj) ||
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is_launcher(obj) || is_ammo(obj) ||
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is_missile(obj) || is_pole(obj) :
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is_missile(obj) || (is_pole(obj)
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!is_weptool(obj);
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#ifdef STEED
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&& !u.usteed
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#endif
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) : !is_weptool(obj);
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} else
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} else
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unweapon = TRUE; /* for "bare hands" message */
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unweapon = TRUE; /* for "bare hands" message */
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update_inventory();
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update_inventory();
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