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authordploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-26 17:48:29 +0000
committerdploog <dploog@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-26 17:48:29 +0000
commit00ceeefaaee699285172941fde8fb0da51aefa5a (patch)
treebc179fca265993db6c46d94e280064ad5a52cda6 /crawl-ref/source/dungeon.cc
parentff3b2cc0075fcd828d727780a5fff7ec99938d7f (diff)
downloadcrawl-ref-00ceeefaaee699285172941fde8fb0da51aefa5a.tar.gz
crawl-ref-00ceeefaaee699285172941fde8fb0da51aefa5a.zip
Deprecate various symbols for vault making:
F (was granite statue or rarely hostile statue), P (was non-guaranteed rune), R (was chance between honeycomb and royal jelly). Patch by Zaba. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10053 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc37
1 files changed, 4 insertions, 33 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 42a5abf993..e48b56ff8d 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -4702,17 +4702,6 @@ static bool _dgn_place_one_monster( const vault_placement &place,
return (false);
}
-static monster_type _random_evil_statue()
-{
- switch (random2(3))
- {
- case 0: return MONS_ORANGE_STATUE;
- case 1: return MONS_SILVER_STATUE;
- case 2: return MONS_ICE_STATUE;
- }
- return (MONS_PROGRAM_BUG);
-}
-
// Grr, keep this in sync with vault_grid.
dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat)
{
@@ -4819,12 +4808,6 @@ static void _vault_grid( vault_placement &place,
return;
}
- if (vgrid == 'F' && one_chance_in(100))
- {
- vgrid = '.';
- create_monster(mgen_data::hostile_at(_random_evil_statue(), where));
- }
-
// First, set base tile for grids {dlb}:
grd(where) = ((vgrid == -1) ? grd(where) :
(vgrid == 'x') ? DNGN_ROCK_WALL :
@@ -4854,7 +4837,6 @@ static void _vault_grid( vault_placement &place,
static_cast<dungeon_feature_type>(
DNGN_ALTAR_FIRST_GOD + place.altar_count) :// see below
(vgrid == 'C') ? _pick_an_altar() : // f(x) elsewhere {dlb}
- (vgrid == 'F') ? DNGN_GRANITE_STATUE :
(vgrid == 'I') ? DNGN_ORCISH_IDOL :
(vgrid == 'G') ? DNGN_GRANITE_STATUE :
(vgrid == 'T') ? DNGN_FOUNTAIN_BLUE :
@@ -4893,12 +4875,10 @@ static void _vault_grid( vault_placement &place,
// yes, I know this is a bit ugly ... {dlb}
switch (vgrid)
{
- case 'R':
case '$':
case '%':
case '*':
case '|':
- case 'P': // possible rune
case 'O': // definite rune
case 'Z': // definite orb
{
@@ -4906,16 +4886,9 @@ static void _vault_grid( vault_placement &place,
object_class_type which_class = OBJ_RANDOM;
unsigned char which_type = OBJ_RANDOM;
int which_depth;
- bool possible_rune = one_chance_in(3); // lame, I know {dlb}
int spec = 250;
- if (vgrid == 'R')
- {
- which_class = OBJ_FOOD;
- which_type = (one_chance_in(3) ? FOOD_ROYAL_JELLY
- : FOOD_HONEYCOMB);
- }
- else if (vgrid == '$')
+ if (vgrid == '$')
{
which_class = OBJ_GOLD;
which_type = OBJ_RANDOM;
@@ -4930,14 +4903,12 @@ static void _vault_grid( vault_placement &place,
which_class = OBJ_ORBS;
which_type = ORB_ZOT;
}
- else if (vgrid == '|'
- || (vgrid == 'P' && (!possible_rune || place.num_runes > 0))
- || (vgrid == 'O' && place.num_runes > 0))
+ else if (vgrid == '|' || (vgrid == 'O' && place.num_runes > 0))
{
which_class = RANDOM_ELEMENT(_acquirement_item_classes);
which_type = OBJ_RANDOM;
}
- else // for 'P' (1 out of 3 times) {dlb}
+ else
{
if (place.rune_subst != -1)
{
@@ -4970,7 +4941,7 @@ static void _vault_grid( vault_placement &place,
}
which_depth = place.level_number;
- if (vgrid == '|' || vgrid == 'P' || vgrid == 'O' || vgrid == 'Z')
+ if (vgrid == '|' || vgrid == 'O' || vgrid == 'Z')
which_depth = MAKE_GOOD_ITEM;
else if (vgrid == '*')
which_depth = 5 + (place.level_number * 2);