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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-30 14:32:21 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-30 14:32:21 +0000 |
commit | 0e65534b50e40a32611842551af39a089eff48af (patch) | |
tree | bd03973481f7ac07748fc1d15a119d680982f0ac /crawl-ref/source/makeitem.cc | |
parent | f69da63b88187593335b68ac29356b561662997c (diff) | |
download | crawl-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.cc | 4 |
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); |