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}
static void newgame_make_item(int slot, equipment_type eqslot,
object_class_type base,
int sub_type, int qty = 1,
int plus = 0, int plus2 = 0)
{
item_def &item(you.inv[slot]);
item.base_type = base;
item.sub_type = sub_type;
item.quantity = qty;
item.plus = plus;
item.plus2 = plus2;
item.special = 0;
if (slot != EQ_NONE)
you.equip[eqslot] = slot;
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_KNIFE;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_KNIFE);
you.inv[4].quantity = 1;
you.inv[4].base_type = OBJ_ARMOUR;
you.inv[4].sub_type = ARM_BUCKLER;
you.inv[4].plus = 0;
you.inv[4].special = 0;
you.equip[EQ_SHIELD] = 4;
newgame_make_item(4, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
you.inv[4].base_type = OBJ_MISSILES;
you.inv[4].sub_type = MI_DART;
you.inv[4].quantity = 10 + roll_dice( 2, 6 );
you.inv[4].plus = 0;
you.inv[4].plus2 = 0;
you.inv[4].special = 0;
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
10 + roll_dice( 2, 6 ));
{
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_ANCUS;
you.inv[0].plus = 0;
you.inv[0].special = 0;
}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
if (you.species != SP_TROLL)
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
if (you.species != SP_KOBOLD && you.species != SP_OGRE
&& you.species != SP_TROLL && you.species != SP_GHOUL
&& you.species != SP_VAMPIRE)
{
you.equip[EQ_SHIELD] = 2;
}
if (you.species == SP_OGRE_MAGE)
you.inv[0].sub_type = WPN_QUARTERSTAFF;
else if (player_genus(GENPC_DWARVEN))
you.inv[0].sub_type = WPN_HAMMER;
else
you.inv[0].sub_type = WPN_DAGGER;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_MACE; //jmf: moved from "case 'b'" below
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_MACE);
{
you.inv[2].base_type = OBJ_POTIONS;
you.inv[2].sub_type = POT_HEALING;
you.inv[2].quantity = 2;
you.inv[2].plus = 0;
}
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, 2);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_SHORT_SWORD;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_WEAPONS;
you.inv[1].sub_type = WPN_DAGGER;
you.inv[1].plus = 0;
you.inv[1].plus2 = 0;
you.inv[1].special = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_ROBE;
you.inv[2].plus = 0;
you.inv[2].special = 0;
you.inv[3].quantity = 1;
you.inv[3].base_type = OBJ_ARMOUR;
you.inv[3].sub_type = ARM_CLOAK;
you.inv[3].plus = 0;
you.inv[3].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_DAGGER);
newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
10 + roll_dice( 2, 10 ));
you.inv[4].base_type = OBJ_MISSILES;
you.inv[4].sub_type = MI_DART;
you.inv[4].quantity = 10 + roll_dice( 2, 10 );
you.inv[4].plus = 0;
you.inv[4].special = 0;
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 2;
you.equip[EQ_CLOAK] = 3;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ANIMAL_SKIN;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_SHIELD;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);
newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_LEATHER_ARMOUR;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_BUCKLER;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,
ARM_LEATHER_ARMOUR);
newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_DAGGER;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
you.inv[2].base_type = OBJ_BOOKS;
you.inv[2].sub_type = BOOK_NECROMANCY;
you.inv[2].quantity = 1;
you.inv[2].plus = 0; // = 127
you.inv[2].special = 0; // = 1;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_FALCHION;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_SHIELD;
you.inv[2].plus = 0;
you.inv[2].special = 0;
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
you.equip[EQ_SHIELD] = 2;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_FALCHION);
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEALING);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_DAGGER;
to_hit_bonus = random2(3);
you.inv[0].plus = 1 + to_hit_bonus;
you.inv[0].plus2 = 1 + (2 - to_hit_bonus);
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_WEAPONS;
you.inv[1].sub_type = WPN_BLOWGUN;
you.inv[1].plus = 0;
you.inv[1].plus2 = 0;
you.inv[1].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BLOWGUN);
newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_ROBE;
you.inv[2].plus = 0;
you.inv[2].special = 0;
you.inv[3].quantity = 1;
you.inv[3].base_type = OBJ_ARMOUR;
you.inv[3].sub_type = ARM_CLOAK;
you.inv[3].plus = 0;
you.inv[3].special = 0;
you.inv[4].base_type = OBJ_MISSILES;
you.inv[4].sub_type = MI_DART;
you.inv[4].quantity = 10 + roll_dice( 2, 10 );
you.inv[4].plus = 0;
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
10 + roll_dice( 2, 10 ));
{
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_ANCUS;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.equip[EQ_WEAPON] = 0;
}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_HAND_AXE;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.equip[EQ_WEAPON] = 0;
for (unsigned char i = 2; i <= 4; i++)
{
you.inv[i].quantity = 1;
you.inv[i].base_type = OBJ_WEAPONS;
you.inv[i].sub_type = WPN_SPEAR;
you.inv[i].plus = 0;
you.inv[i].plus2 = 0;
you.inv[i].special = 0;
}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_HAND_AXE);
for (int i = 2; i <= 4; i++)
newgame_make_item(i, EQ_NONE, OBJ_WEAPONS, WPN_SPEAR);
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_LEATHER_ARMOUR;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
if (you.species == SP_OGRE || you.species == SP_TROLL
|| player_genus(GENPC_DRACONIAN))
{
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
if (!can_wear_armour(you.inv[1], false, true))
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_DAGGER;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.equip[EQ_WEAPON] = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_LEATHER_ARMOUR;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);
if (!can_wear_armour(you.inv[2], false, true))
{
you.inv[2].sub_type =
player_genus(GENPC_DRACONIAN)? ARM_ROBE : ARM_ANIMAL_SKIN;
}
you.equip[EQ_BODY_ARMOUR] = 2;
you.inv[3].quantity = 15 + random2avg(21, 5);
you.inv[3].base_type = OBJ_MISSILES;
you.inv[3].sub_type = MI_ARROW;
you.inv[3].plus = 0;
you.inv[3].plus2 = 0;
you.inv[3].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_WEAPONS;
you.inv[1].sub_type = WPN_BOW;
you.inv[1].plus = 0;
you.inv[1].plus2 = 0;
you.inv[1].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_ARROW,
15 + random2avg(21, 5));
newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_DAGGER;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[3].quantity = random2avg(12, 2) + 6;
you.inv[3].base_type = OBJ_MISSILES;
you.inv[3].sub_type = MI_STONE;
you.inv[3].plus = 0;
you.inv[3].plus2 = 0;
you.inv[3].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE,
random2avg(12, 2) + 6);
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_WEAPONS;
you.inv[1].sub_type = WPN_SLING;
you.inv[1].plus = 0;
you.inv[1].plus2 = 0;
you.inv[1].special = 0;
you.inv[4].quantity = 1;
you.inv[4].base_type = OBJ_ARMOUR;
you.inv[4].sub_type = ARM_ROBE;
you.inv[4].plus = 0;
you.inv[4].plus2 = 0;
you.inv[4].special = 0;
you.equip[EQ_BODY_ARMOUR] = 4;
newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);
newgame_make_item(4, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[1].quantity = 6 + roll_dice( 3, 4 );
you.inv[1].base_type = OBJ_MISSILES;
you.inv[1].sub_type = MI_ARROW;
you.inv[1].plus = 0;
you.inv[1].plus2 = 0;
you.inv[1].special = 0;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_ROBE;
you.inv[2].plus = 0;
you.inv[2].special = 0;
you.inv[2].quantity = 1;
newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_ARROW,
6 + roll_dice( 3, 4 ));
newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_CHANGES);
you.inv[4].base_type = OBJ_POTIONS;
you.inv[4].sub_type = POT_CONFUSION;
you.inv[4].quantity = 2;
you.inv[4].plus = 0;
// some more ammo for evaporate:
you.inv[5].base_type = OBJ_POTIONS;
you.inv[5].sub_type = POT_POISON;
you.inv[5].quantity = 1;
you.inv[5].plus = 0;
newgame_make_item(4, EQ_NONE, OBJ_POTIONS, POT_CONFUSION, 2);
newgame_make_item(5, EQ_NONE, OBJ_POTIONS, POT_POISON);
you.inv[2].base_type = OBJ_BOOKS;
you.inv[2].sub_type = BOOK_SPATIAL_TRANSLOCATIONS;
you.inv[2].quantity = 1;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_SPATIAL_TRANSLOCATIONS);
you.inv[3].base_type = OBJ_SCROLLS;
you.inv[3].sub_type = SCR_BLINKING;
you.inv[3].quantity = 1;
you.inv[3].plus = 0;
you.inv[3].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING);
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,
10 + roll_dice( 2, 10 ));
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_SHORT_SWORD;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_WAR_CHANTS);
you.inv[2].base_type = OBJ_BOOKS;
you.inv[2].sub_type = BOOK_NECROMANCY;
you.inv[2].quantity = 1;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_SHORT_SWORD;
you.inv[0].plus = random2(3);
you.inv[0].plus2 = random2(3);
you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, 1,
random2(3), random2(3));
// Robe
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_QUARTERSTAFF);
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING);
newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEAL_WOUNDS);
you.inv[2].base_type = OBJ_POTIONS;
you.inv[2].sub_type = POT_HEALING;
you.inv[2].quantity = 1;
you.inv[2].plus = 0;
you.inv[3].base_type = OBJ_POTIONS;
you.inv[3].sub_type = POT_HEAL_WOUNDS;
you.inv[3].quantity = 1;
you.inv[3].plus = 0;
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
you.inv[0].quantity = 1;
you.inv[0].base_type = OBJ_WEAPONS;
you.inv[0].sub_type = WPN_SHORT_SWORD;
you.inv[0].plus = 0;
you.inv[0].plus2 = 0;
you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, give_first_conjuration_book());
you.inv[0].plus = 1 + to_hit_bonus;
you.inv[0].plus2 = 1 + (2 - to_hit_bonus);
you.inv[0].special = 0;
you.inv[1].quantity = 1;
you.inv[1].base_type = OBJ_ARMOUR;
you.inv[1].sub_type = ARM_ROBE;
you.inv[1].plus = 0;
you.inv[1].special = 0;
you.inv[2].quantity = 1;
you.inv[2].base_type = OBJ_ARMOUR;
you.inv[2].sub_type = ARM_CLOAK;
you.inv[2].plus = 0;
you.inv[2].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,
1 + to_hit_bonus, 1 + (2 - to_hit_bonus));
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
newgame_make_item(2, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_STALKING);
you.inv[3].base_type = OBJ_BOOKS;
you.inv[3].sub_type = BOOK_STALKING; //jmf: new book!
you.inv[3].quantity = 1;
you.inv[3].plus = 0;
you.inv[3].special = 0;
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
you.equip[EQ_CLOAK] = 2;