summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/effects.cc
diff options
context:
space:
mode:
authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-31 07:21:30 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-31 07:23:39 -0500
commit77b9d999ee0718111a4f72c9440351a42b45eb45 (patch)
treeacd7b0e2c3670fc74cf4a7abec12f34d4d9f6b28 /crawl-ref/source/effects.cc
parentd57059f214fcee7e3258cafce6a6131f8558d45b (diff)
downloadcrawl-ref-77b9d999ee0718111a4f72c9440351a42b45eb45.tar.gz
crawl-ref-77b9d999ee0718111a4f72c9440351a42b45eb45.zip
After some thought, allow mundane items to be artefacts again, but more
rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r--crawl-ref/source/effects.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index b3dbbc2602..9cf8840c41 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1962,7 +1962,7 @@ int acquirement_create_item(object_class_type class_wanted,
if (eq == EQ_BODY_ARMOUR || you.equip[eq] != -1)
{
const special_armour_type sparm = get_armour_ego_type(doodad);
- bool is_mundane = (sparm == SPARM_NORMAL);
+ bool is_plain = (sparm == SPARM_NORMAL);
bool is_redundant = false;
// If the created item is an ego item, check whether we're
@@ -1970,7 +1970,7 @@ int acquirement_create_item(object_class_type class_wanted,
// whether the enchantment is worse than that of the current
// item. (For armour, only consider items of the same subtype.)
// If so, try filling an unfilled equipment slot after all.
- if (!is_mundane && agent != GOD_XOM)
+ if (!is_plain && agent != GOD_XOM)
{
if (you.equip[eq] != -1
&& (eq != EQ_BODY_ARMOUR
@@ -1983,23 +1983,23 @@ int acquirement_create_item(object_class_type class_wanted,
}
}
- if (is_mundane || is_redundant)
+ if (is_plain || is_redundant)
{
if (_try_give_mundane_armour(doodad))
{
- // Make sure the item is mundane.
+ // Make sure the item is plain.
doodad.special = SPARM_NORMAL;
// Okawaru shouldn't hand out negatively enchanted
- // mundane items.
+ // plain items.
if (agent == GOD_OKAWARU && doodad.plus < 0)
doodad.plus = 0;
else if (agent == GOD_XOM && doodad.plus > 0)
doodad.plus *= -1;
}
- else if (is_mundane && agent != GOD_XOM && one_chance_in(3))
+ else if (is_plain && agent != GOD_XOM && one_chance_in(3))
{
- // If the item is mundane and there aren't any
+ // If the item is plain and there aren't any
// unfilled slots, we might want to roll again.
destroy_item(thing_created, true);
thing_created = NON_ITEM;