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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-30 14:32:21 +0000
commit0e65534b50e40a32611842551af39a089eff48af (patch)
treebd03973481f7ac07748fc1d15a119d680982f0ac /crawl-ref/source/makeitem.cc
parentf69da63b88187593335b68ac29356b561662997c (diff)
downloadcrawl-ref-0e65534b50e40a32611842551af39a089eff48af.tar.gz
crawl-ref-0e65534b50e40a32611842551af39a089eff48af.zip
Enable Chaos Knights of Lugonu starting out in the Abyss.
I've marked these characters with GDT_GAME_START, so that * the player starts out on an altar to Lugonu * there's an exit back to the Dungeon near-by * returning into the Dungeon always places them into the entry vault on level 1 * no abyssal runes are ever generated * item generation matches that of level 1 * monster spawn rates are that of the orb run to enforce a quick return into the Dungeon Once the player returns to the Dungeon (via an exit or with Lugonu's first power) char_direction is properly set to GDT_DESCENDING and from then on the game continues as if they had started in the Dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6245 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r--crawl-ref/source/makeitem.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index 238b3adefb..0824c476c2 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -2677,7 +2677,7 @@ static void _generate_misc_item(item_def& item, int force_type, int item_race)
item.plus = item_race;
}
-// Returns item slot or NON_ITEM if it fails
+// Returns item slot or NON_ITEM if it fails.
int items( int allow_uniques, // not just true-false,
// because of BCR acquirement hack
object_class_type force_class, // desired OBJECTS class {dlb}
@@ -2699,7 +2699,7 @@ int items( int allow_uniques, // not just true-false,
|| force_class == OBJ_MISSILES)
&& force_type != OBJ_RANDOM);
- // find an empty slot for the item (with culling if required)
+ // Find an empty slot for the item (with culling if required).
int p = get_item_slot(10);
if (p == NON_ITEM)
return (NON_ITEM);