fixed:
dragon generation breaking the game seed validation wrong
This commit is contained in:
20
src/pc.cc
20
src/pc.cc
@ -8,38 +8,38 @@
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#include "player/vampire.h"
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#include "player/t_800.h"
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void init_player(RNG *rng, std::unique_ptr<player_base> &pc,
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const feature enabled_features, const enum race &r) {
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std::unique_ptr<player_base> init_player(RNG *rng,
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const feature enabled_features, const enum race &r) {
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using std::make_unique;
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pc = nullptr;
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switch (r) {
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case rgoblin:
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pc = make_unique<goblin>(rng, enabled_features);
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return make_unique<goblin>(rng, enabled_features);
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break;
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case rdrow:
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pc = make_unique<drow>(rng, enabled_features);
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return make_unique<drow>(rng, enabled_features);
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break;
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case rshade:
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pc = make_unique<shade>(rng, enabled_features);
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return make_unique<shade>(rng, enabled_features);
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break;
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case rtroll:
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pc = make_unique<troll>(rng, enabled_features);
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return make_unique<troll>(rng, enabled_features);
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break;
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case rvampire:
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pc = make_unique<vampire>(rng, enabled_features);
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return make_unique<vampire>(rng, enabled_features);
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break;
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case rt_800:
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pc = make_unique<t_800>(rng, enabled_features);
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return make_unique<t_800>(rng, enabled_features);
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break;
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default:
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break;
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}
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return nullptr;
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}
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