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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-05-28 08:47:30 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2007-05-28 08:47:30 +0000
commit20a6609453ee2b51c388c296516c1abc1beab1d2 (patch)
tree201d735a3a4d66471005cb763078a6c05056752c /crawl-ref/source/dungeon.cc
parent7aed4c41d7fa0f9d70df56a82abbe69061e56269 (diff)
downloadcrawl-ref-20a6609453ee2b51c388c296516c1abc1beab1d2.tar.gz
crawl-ref-20a6609453ee2b51c388c296516c1abc1beab1d2.zip
Preliminary integration of Zooko's Xom patch (untested).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1489 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r--crawl-ref/source/dungeon.cc18
1 files changed, 8 insertions, 10 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 99b621df93..c5538fcb7a 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -2439,7 +2439,7 @@ static void special_room(int level_number, spec_room &sr)
: OBJ_POTIONS); // 1 in 11
thing_created = items( 1, obj_type, OBJ_RANDOM, true,
- level_number * 3, 250 );
+ level_number * 3, MAKE_ITEM_RANDOM_RACE);
if (thing_created != NON_ITEM)
{
@@ -3458,9 +3458,9 @@ static int vault_grid( vault_placement &place,
|| vgrid == 'Z') ? MAKE_GOOD_ITEM :
(vgrid == '*') ? 5 + (level_number * 2)
: level_number);
-
+
item_made = items( 1, which_class, which_type, true,
- which_depth, spec );
+ which_depth, spec );
if (item_made != NON_ITEM)
{
@@ -3946,16 +3946,14 @@ void place_spec_shop( int level_number,
item_level = level_number + random2((level_number + 1) * 3);
}
- if (one_chance_in(4))
- item_level = MAKE_GOOD_ITEM;
-
// don't generate gold in shops! This used to be possible with
// General Stores (see item_in_shop() below) (GDL)
- while(true)
+ while (true)
{
const int subtype = representative? j : OBJ_RANDOM;
orb = items( 1, item_in_shop(env.shop[i].type), subtype, true,
- item_level, 250 );
+ one_chance_in(4)? MAKE_GOOD_ITEM : item_level,
+ MAKE_ITEM_RANDOM_RACE );
if (orb != NON_ITEM
&& mitm[orb].base_type != OBJ_GOLD
@@ -4781,7 +4779,7 @@ static void labyrinth_level(int level_number)
/* (temp_rand == 8) */ : OBJ_STAVES);
const int treasure_item = items( 1, glopop, OBJ_RANDOM, true,
- level_number * 3, 250 );
+ level_number * 3, MAKE_ITEM_RANDOM_RACE );
if (treasure_item != NON_ITEM)
{
@@ -5070,7 +5068,7 @@ static bool treasure_area(int level_number, unsigned char ta1_x,
continue;
item_made = items( 1, OBJ_RANDOM, OBJ_RANDOM, true,
- random2( level_number * 2 ), 250 );
+ random2( level_number * 2 ), MAKE_ITEM_RANDOM_RACE );
if (item_made != NON_ITEM)
{