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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-26 16:31:22 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-26 16:31:22 +0000
commitc96ad74301106bbc2163c96ae96590c23feb4a59 (patch)
treef75dc7bee9ed7ebe65990b1a01ce2a61e243f9f9 /crawl-ref/source/makeitem.cc
parent2f6db23aaa3fcd1984982e0962151ef2003a9b4a (diff)
downloadcrawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.tar.gz
crawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.zip
Split potions of blood and potions of coagulated blood into two
distinct potion types to make stacking easier. Coagulated blood is not created randomly, and aging potions of blood turn into potions of coagulated blood, so none of that changed. Well, except the name: congealed -> coagulated. This also means that they now have distinct descriptions, though seeing potions in your inventory coagulate will identify both of them. And I checked: potions in shops will coagulate as well and disappear. Coagulated blood is cheaper, but if you need it you won't want to wait around, right? git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r--crawl-ref/source/makeitem.cc12
1 files changed, 7 insertions, 5 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index 54586977fb..4fb6754eb9 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -2258,8 +2258,7 @@ static void generate_food_item(item_def& item, int force_quant, int force_type)
}
}
-static void generate_potion_item(item_def& item, int force_type,
- int item_level)
+static void generate_potion_item(item_def& item, int force_type, int item_level)
{
item.quantity = 1;
@@ -2274,7 +2273,8 @@ static void generate_potion_item(item_def& item, int force_type,
else
{
int stype;
- do {
+ do
+ {
stype = random_choose_weighted( 1407, POT_HEAL_WOUNDS,
2815, POT_HEALING,
222, POT_CURE_MUTATION,
@@ -2301,8 +2301,9 @@ static void generate_potion_item(item_def& item, int force_type,
278, POT_DEGENERATION,
10, POT_DECAY,
0);
- } while ( (stype == POT_POISON && item_level < 1) ||
- (stype == POT_STRONG_POISON && item_level < 11) );
+ }
+ while ( stype == POT_POISON && item_level < 1
+ || stype == POT_STRONG_POISON && item_level < 11 );
if ( stype == POT_GAIN_STRENGTH || stype == POT_GAIN_DEXTERITY ||
stype == POT_GAIN_INTELLIGENCE || stype == POT_EXPERIENCE ||
@@ -2312,6 +2313,7 @@ static void generate_potion_item(item_def& item, int force_type,
}
item.sub_type = stype;
}
+
if (item.sub_type == POT_BLOOD)
item.special = 1200;
else