Moved weapon acquirement probability numbers into itemprop.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@980 c06c8d41-db1a-0410-9941-cceddc491573
RZLMIEOHITWGYNVBHDVVWS24YQ5SD5HG3T3JCMIBCD2VA5TEPHCQC // skipping clubs, knives, blowgunsfor (int i = WPN_MACE; i < NUM_WEAPONS; i++){// FIXME: Add a flag to itemprop.cc to do these exclusions// skipping giant clubsif (i == WPN_GIANT_CLUB || i == WPN_GIANT_SPIKED_CLUB)continue;
item_def item_considered;item_considered.base_type = OBJ_WEAPONS;for (int i = 0; i < NUM_WEAPONS; ++i){item_considered.sub_type = i;
// "rare" weapons are only considered some of the time...// still, the chance is higher than actual random creationint wskill = range_skill(OBJ_WEAPONS, i);if (wskill == SK_RANGED_COMBAT)wskill = weapon_skill(OBJ_WEAPONS, i);if (wskill == skill&& (i < WPN_EVENINGSTAR || i > WPN_BROAD_AXE|| (i >= WPN_HAMMER && i <= WPN_SABRE)|| one_chance_in(4))){count++;if (one_chance_in( count ))type_wanted = i;}}
if (wskill == skill && random2(count += acqweight) < acqweight)type_wanted = i;