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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-24 16:13:54 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-24 16:13:54 +0000
commit9e0e937aa69c91a0b299a8f561564776bf2ab153 (patch)
tree518a1d46db4280ac5bfd7dce034f0ebc62a251a4 /crawl-ref/source/makeitem.cc
parent9bec932ccdd73db4bab274c36acf0cb9de818b88 (diff)
downloadcrawl-ref-9e0e937aa69c91a0b299a8f561564776bf2ab153.tar.gz
crawl-ref-9e0e937aa69c91a0b299a8f561564776bf2ab153.zip
Fix 1923913: blood spattering into fountains
Fix 1923487: jewelled helmets getting the "jewelled" randart description Fix 1923471: Suppress the beholding message if only attacking. Also remove ARM_HELM since it's identical in every way with ARM_HELMET and only serves to confuse coders. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3858 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r--crawl-ref/source/makeitem.cc37
1 files changed, 25 insertions, 12 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index c4fd26ec6e..54586977fb 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -262,7 +262,6 @@ static int newwave_armour_colour(const item_def &item)
item_colour = MAGENTA;
break;
case ARM_HELMET:
- case ARM_HELM:
item_colour = DARKGREY;
break;
case ARM_BOOTS:
@@ -306,7 +305,6 @@ static int classic_armour_colour(const item_def &item)
case ARM_WIZARD_HAT:
item_colour = random_colour();
break;
- case ARM_HELM:
case ARM_HELMET:
item_colour = LIGHTCYAN;
break;
@@ -1904,7 +1902,6 @@ static item_status_flag_type determine_armour_race(const item_def& item,
rc = ISFLAG_ELVEN;
break;
- case ARM_HELM:
case ARM_HELMET:
if (one_chance_in(8))
rc = ISFLAG_ORCISH;
@@ -1981,7 +1978,6 @@ static special_armour_type determine_armour_ego(const item_def& item,
break;
case ARM_HELMET:
- case ARM_HELM:
case ARM_CAP:
rc = coinflip() ? SPARM_SEE_INVISIBLE : SPARM_INTELLIGENCE;
break;
@@ -4113,14 +4109,31 @@ armour_type get_random_armour_type(int item_level)
// secondary armours:
if (one_chance_in(5))
{
- armtype = ARM_SHIELD + random2(5);
- if ( armtype > ARM_HELMET )
- armtype += 3;
-
- if ( armtype == ARM_HELMET && one_chance_in(3) )
- armtype = ARM_HELMET + random2(4);
-
- if (armtype == ARM_SHIELD) // 33.3%
+ // same chance each
+ switch (random2(5))
+ {
+ case 0:
+ armtype = ARM_SHIELD;
+ break;
+ case 1:
+ armtype = ARM_CLOAK;
+ break;
+ case 2:
+ armtype = ARM_HELMET;
+ break;
+ case 3:
+ armtype = ARM_GLOVES;
+ break;
+ case 4:
+ armtype = ARM_BOOTS;
+ break;
+ }
+
+ if (armtype == ARM_HELMET && one_chance_in(3))
+ {
+ armtype = ARM_HELMET + random2(3);
+ }
+ else if (armtype == ARM_SHIELD) // 33.3%
{
if (coinflip())
armtype = ARM_BUCKLER; // 50.0%