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authorChris Oelmueller <chris.oelmueller@gmail.com>2014-02-12 19:32:20 +0100
committerChris Campbell <chriscampbell89@gmail.com>2014-03-06 08:00:41 +0000
commit49e238f2a21cc04e99c3c945041b9d7e274b07b4 (patch)
treefb9c8db4f2a8feab049df88e63cdc404d2a5cf61 /crawl-ref/source/mon-gear.cc
parent12b0153de6c791cdc964519012ee819591b7a6f8 (diff)
downloadcrawl-ref-49e238f2a21cc04e99c3c945041b9d7e274b07b4.tar.gz
crawl-ref-49e238f2a21cc04e99c3c945041b9d7e274b07b4.zip
Don't generate racial armour
[It had much the same problems as racial weapons, with only very slightly more significant effects. Some of the old effects of racial armour could potentially be rethought and made into a new armour ego. Beogh still gives a (slightly smaller than before) bonus for armour use, without the orcish requirement. -MarvinPA]
Diffstat (limited to 'crawl-ref/source/mon-gear.cc')
-rw-r--r--crawl-ref/source/mon-gear.cc122
1 files changed, 26 insertions, 96 deletions
diff --git a/crawl-ref/source/mon-gear.cc b/crawl-ref/source/mon-gear.cc
index 057ededc14..fbee2abc43 100644
--- a/crawl-ref/source/mon-gear.cc
+++ b/crawl-ref/source/mon-gear.cc
@@ -213,7 +213,6 @@ static item_def* make_item_for_monster(
object_class_type base,
int subtype,
int level,
- item_make_species_type race,
int allow_uniques,
iflags_t flags);
@@ -1159,7 +1158,7 @@ static void _give_weapon(monster* mon, int level, bool melee_only = false,
set_item_ego_type(item, OBJ_WEAPONS, SPWPN_FREEZING);
// this might not be the best place for this logic, but:
make_item_for_monster(mon, OBJ_JEWELLERY, RING_ICE,
- 0, MAKE_ITEM_NO_RACE, 1, ISFLAG_KNOW_TYPE);
+ 0, 1, ISFLAG_KNOW_TYPE);
}
item.flags |= ISFLAG_KNOW_TYPE;
break;
@@ -1573,7 +1572,7 @@ static void _give_weapon(monster* mon, int level, bool melee_only = false,
// and subtype and create a new item. - bwr
const int thing_created =
((force_item) ? get_mitm_slot() : items(0, xitc, xitt, true,
- level, MAKE_ITEM_NO_RACE, 0, item.special));
+ level, 0, 0, item.special));
if (thing_created == NON_ITEM)
return;
@@ -1628,7 +1627,7 @@ static void _give_ammo(monster* mon, int level, bool mons_summoned)
xitt = MI_SLING_BULLET;
}
- const int thing_created = items(0, xitc, xitt, true, level, MAKE_ITEM_NO_RACE);
+ const int thing_created = items(0, xitc, xitt, true, level);
if (thing_created == NON_ITEM)
return;
@@ -1811,8 +1810,7 @@ static void _give_ammo(monster* mon, int level, bool mons_summoned)
if (weap_type == -1)
return;
- const int thing_created =
- items(0, OBJ_MISSILES, weap_type, true, level, MAKE_ITEM_NO_RACE);
+ const int thing_created = items(0, OBJ_MISSILES, weap_type, true, level);
if (thing_created != NON_ITEM)
{
@@ -1832,7 +1830,6 @@ static item_def* make_item_for_monster(
object_class_type base,
int subtype,
int level,
- item_make_species_type race = MAKE_ITEM_NO_RACE,
int allow_uniques = 0,
iflags_t flags = 0)
{
@@ -1841,7 +1838,7 @@ static item_def* make_item_for_monster(
return 0;
const int thing_created =
- items(allow_uniques, base, subtype, true, level, race);
+ items(allow_uniques, base, subtype, true, level);
if (thing_created == NON_ITEM)
return 0;
@@ -1871,12 +1868,12 @@ static void _give_shield(monster* mon, int level)
{
case MONS_ASTERION:
make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
- level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ level * 2 + 1, 1);
break;
case MONS_DAEVA:
case MONS_MENNAS:
make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD,
- level * 2 + 1, MAKE_ITEM_NO_RACE, 1);
+ level * 2 + 1, 1);
break;
case MONS_CHERUB:
@@ -1884,16 +1881,14 @@ static void _give_shield(monster* mon, int level)
&& main_weap->sub_type == WPN_SLING)
{
// Big shields interfere with ranged combat, at least theme-wise.
- make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
- level, MAKE_ITEM_NO_RACE, 1);
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER, level, 1);
}
break;
case MONS_DEEP_ELF_FIGHTER:
if (one_chance_in(6))
{
- make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
- level, MAKE_ITEM_ELVEN);
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER, level);
}
break;
@@ -1911,15 +1906,12 @@ static void _give_shield(monster* mon, int level)
make_item_for_monster(mon, OBJ_ARMOUR,
one_chance_in(3) ? ARM_LARGE_SHIELD
: ARM_SHIELD,
- level, MAKE_ITEM_NO_RACE);
+ level);
}
break;
case MONS_OCTOPODE:
if (coinflip())
- {
- make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
- level, MAKE_ITEM_NO_RACE);
- }
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD, level);
break;
case MONS_DRACONIAN_KNIGHT:
case MONS_IRONHEART_PRESERVER:
@@ -1927,7 +1919,7 @@ static void _give_shield(monster* mon, int level)
{
make_item_for_monster(mon, OBJ_ARMOUR,
coinflip() ? ARM_LARGE_SHIELD : ARM_SHIELD,
- level, MAKE_ITEM_NO_RACE);
+ level);
}
break;
case MONS_TENGU_WARRIOR:
@@ -1941,25 +1933,17 @@ static void _give_shield(monster* mon, int level)
break;
make_item_for_monster(mon, OBJ_ARMOUR,
coinflip() ? ARM_BUCKLER : ARM_SHIELD,
- level, MAKE_ITEM_NO_RACE);
+ level);
break;
case MONS_TENGU_REAVER:
if (one_chance_in(3))
level = MAKE_GOOD_ITEM;
- // deliberate fall-through
- case MONS_TENGU_CONJURER:
- if (mon->type == MONS_TENGU_REAVER || one_chance_in(3))
- {
- make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
- level, MAKE_ITEM_NO_RACE);
- }
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER, level);
break;
+ case MONS_TENGU_CONJURER:
case MONS_DEEP_ELF_KNIGHT:
if (one_chance_in(3))
- {
- make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
- level, MAKE_ITEM_ELVEN);
- }
+ make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER, level);
break;
case MONS_SPRIGGAN:
case MONS_SPRIGGAN_RIDER:
@@ -1972,7 +1956,7 @@ static void _give_shield(monster* mon, int level)
shield = make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
mon->type == MONS_THE_ENCHANTRESS ? MAKE_GOOD_ITEM :
mon->type == MONS_SPRIGGAN_DEFENDER ? level * 2 + 1 :
- level, MAKE_ITEM_NO_RACE);
+ level);
if (shield && !is_artefact(*shield)) // ineligible...
{
shield->props["item_tile_name"] = "buckler_spriggan";
@@ -1982,15 +1966,15 @@ static void _give_shield(monster* mon, int level)
break;
case MONS_NORRIS:
make_item_for_monster(mon, OBJ_ARMOUR, ARM_BUCKLER,
- level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ level * 2 + 1, 1);
break;
case MONS_WIGLAF:
make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
- level * 2 + 1, MAKE_ITEM_DWARVEN, 1);
+ level * 2 + 1, 1);
break;
case MONS_LOUISE:
shield = make_item_for_monster(mon, OBJ_ARMOUR, ARM_LARGE_SHIELD,
- level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ level * 2 + 1, 1);
if (shield && !is_artefact(*shield))
{
shield->props["item_tile_name"] = "lshield_louise";
@@ -2000,7 +1984,7 @@ static void _give_shield(monster* mon, int level)
break;
case MONS_DONALD:
shield = make_item_for_monster(mon, OBJ_ARMOUR, ARM_SHIELD,
- level * 2 + 1, MAKE_ITEM_RANDOM_RACE, 1);
+ level * 2 + 1, 1);
if (shield)
{
@@ -2020,7 +2004,7 @@ static void _give_shield(monster* mon, int level)
break;
case MONS_NIKOLA:
shield = make_item_for_monster(mon, OBJ_ARMOUR, ARM_GLOVES,
- level * 2 + 1, MAKE_ITEM_NO_RACE, 1);
+ level * 2 + 1, 1);
if (shield) // gauntlets
{
@@ -2035,15 +2019,13 @@ static void _give_shield(monster* mon, int level)
if (one_chance_in(3))
{
armour_type shield_type = coinflip() ? ARM_BUCKLER : ARM_SHIELD;
-
- shield = make_item_for_monster(mon, OBJ_ARMOUR, shield_type,
- level, MAKE_ITEM_NO_RACE);
+ shield = make_item_for_monster(mon, OBJ_ARMOUR, shield_type, level);
}
break;
case MONS_WARMONGER:
make_item_for_monster(mon, OBJ_ARMOUR,
coinflip() ? ARM_LARGE_SHIELD : ARM_SHIELD,
- MAKE_GOOD_ITEM, MAKE_ITEM_NO_RACE);
+ MAKE_GOOD_ITEM);
break;
default:
break;
@@ -2053,7 +2035,6 @@ static void _give_shield(monster* mon, int level)
static void _give_armour(monster* mon, int level, bool spectral_orcs)
{
item_def item;
- item_make_species_type item_race = MAKE_ITEM_RANDOM_RACE;
item.base_type = OBJ_UNASSIGNED;
item.quantity = 1;
@@ -2068,11 +2049,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
{
case MONS_DEEP_ELF_BLADEMASTER:
case MONS_DEEP_ELF_MASTER_ARCHER:
- item_race = MAKE_ITEM_ELVEN;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_LEATHER_ARMOUR;
break;
+ case MONS_IJYB:
case MONS_DUVESSA:
case MONS_ELF:
case MONS_DEEP_ELF_ANNIHILATOR:
@@ -2086,16 +2067,9 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_DEEP_ELF_PRIEST:
case MONS_DEEP_ELF_SORCERER:
case MONS_DEEP_ELF_SUMMONER:
- if (item_race == MAKE_ITEM_RANDOM_RACE)
- item_race = MAKE_ITEM_ELVEN;
- // deliberate fall through {dlb}
-
- case MONS_IJYB:
case MONS_ORC:
case MONS_ORC_HIGH_PRIEST:
case MONS_ORC_PRIEST:
- if (item_race == MAKE_ITEM_RANDOM_RACE)
- item_race = MAKE_ITEM_ORCISH;
if (x_chance_in_y(2, 5))
{
item.base_type = OBJ_ARMOUR;
@@ -2116,17 +2090,14 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
level = MAKE_GOOD_ITEM;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
- item_race = MAKE_ITEM_NO_RACE;
break;
case MONS_HAROLD:
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_RING_MAIL;
- item_race = MAKE_ITEM_NO_RACE;
break;
case MONS_GNOLL_SHAMAN:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = coinflip() ? ARM_ROBE : ARM_LEATHER_ARMOUR;
break;
@@ -2136,7 +2107,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
// deliberate fall-through
case MONS_GNOLL_SERGEANT:
case MONS_TENGU_REAVER:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = coinflip() ? ARM_RING_MAIL : ARM_SCALE_MAIL;
if (type == MONS_TENGU_REAVER && one_chance_in(3))
@@ -2166,9 +2136,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
break;
case MONS_URUG:
- item_race = MAKE_ITEM_ORCISH;
- // deliberate fall through {dlb}
-
case MONS_ASTERION:
case MONS_EDMUND:
case MONS_FRANCES:
@@ -2183,7 +2150,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_WIGLAF:
if (one_chance_in(3))
level = MAKE_GOOD_ITEM;
- item_race = MAKE_ITEM_DWARVEN;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted(8, ARM_CHAIN_MAIL,
10, ARM_PLATE_ARMOUR,
@@ -2194,7 +2160,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_JORGRUN:
if (one_chance_in(3))
level = MAKE_GOOD_ITEM;
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
@@ -2203,7 +2168,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
// Don't pre-equip the Lab minotaur.
if (player_in_branch(BRANCH_LABYRINTH) && !(mon->flags & MF_NO_REWARD))
break;
- item_race = MAKE_ITEM_NO_RACE;
// deliberate fall through
case MONS_ORC_WARLORD:
@@ -2215,10 +2179,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_ORC_KNIGHT:
case MONS_ORC_WARRIOR:
- if (item_race == MAKE_ITEM_RANDOM_RACE)
- item_race = MAKE_ITEM_ORCISH;
- // deliberate fall through {dlb}
-
case MONS_HELL_KNIGHT:
case MONS_LOUISE:
case MONS_DONALD:
@@ -2260,13 +2220,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_FORMICID_VENOM_MAGE:
case MONS_HELLBINDER:
case MONS_SALAMANDER_MYSTIC:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
case MONS_FORMICID:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted(5, ARM_SCALE_MAIL,
3, ARM_CHAIN_MAIL,
@@ -2277,7 +2235,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_DWARF:
case MONS_DEEP_DWARF:
case MONS_DEEP_DWARF_DEATH_KNIGHT:
- item_race = MAKE_ITEM_DWARVEN;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted(7, ARM_CHAIN_MAIL,
1, ARM_PLATE_ARMOUR,
@@ -2285,7 +2242,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
break;
case MONS_MERFOLK_IMPALER:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted(100, ARM_ROBE,
60, ARM_LEATHER_ARMOUR,
@@ -2295,13 +2251,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
break;
case MONS_MERFOLK_JAVELINEER:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_LEATHER_ARMOUR;
break;
case MONS_OCTOPODE:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_HAT;
break;
@@ -2310,14 +2264,12 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_CHERUB:
case MONS_SIGMUND:
case MONS_WIGHT:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
case MONS_SERAPH:
level = MAKE_GOOD_ITEM;
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
// obscenely good, don't ever place them randomly
item.sub_type = coinflip() ? ARM_PEARL_DRAGON_ARMOUR
@@ -2352,7 +2304,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
mon->type == MONS_GREATER_NAGA ? 100
: 200))
{
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_NAGA_BARDING;
}
@@ -2360,7 +2311,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
|| mon->type == MONS_NAGA_RITUALIST
|| one_chance_in(3))
{
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
}
@@ -2369,7 +2319,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
break;
case MONS_VASHNIA:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_NAGA_BARDING;
level = MAKE_GOOD_ITEM;
@@ -2377,7 +2326,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_TENGU_WARRIOR:
case MONS_DEMONSPAWN:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = coinflip() ? ARM_LEATHER_ARMOUR : ARM_RING_MAIL;
break;
@@ -2390,7 +2338,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
}
else
{
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_HAT;
@@ -2401,7 +2348,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_MAURICE:
case MONS_CRAZY_YIUF:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_CLOAK;
break;
@@ -2413,14 +2359,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
item.sub_type = ARM_ROBE;
item.plus = 1 + coinflip();
set_item_ego_type(item, OBJ_ARMOUR, SPARM_COLD_RESISTANCE);
- set_equip_race(item, ISFLAG_ELVEN);
item.flags |= ISFLAG_KNOW_TYPE;
break;
}
case MONS_DOWAN:
- item_race = MAKE_ITEM_ELVEN;
- // intentional fall-through
case MONS_JESSICA:
case MONS_KOBOLD_DEMONOLOGIST:
case MONS_OGRE_MAGE:
@@ -2434,8 +2377,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_SPRIGGAN_ASSASSIN:
case MONS_SPRIGGAN_ENCHANTER:
case MONS_SPRIGGAN_DEFENDER:
- if (item_race == MAKE_ITEM_RANDOM_RACE)
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
@@ -2457,13 +2398,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_DRACONIAN_MONK:
case MONS_DRACONIAN_ZEALOT:
case MONS_DRACONIAN_KNIGHT:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_CLOAK;
break;
case MONS_SPRIGGAN_DRUID:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
@@ -2484,7 +2423,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_ORC_WIZARD:
case MONS_BLORK_THE_ORC:
case MONS_NERGALLE:
- item_race = MAKE_ITEM_ORCISH;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
@@ -2501,19 +2439,16 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
break;
case MONS_EUSTACHIO:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_LEATHER_ARMOUR;
break;
case MONS_NESSOS:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_CENTAUR_BARDING;
break;
case MONS_NIKOLA:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_CLOAK;
break;
@@ -2525,7 +2460,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_TORTUROUS_DEMONSPAWN:
case MONS_CORRUPTER:
case MONS_BLACK_SUN:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted(2, ARM_LEATHER_ARMOUR,
3, ARM_RING_MAIL,
@@ -2538,13 +2472,11 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_BLOOD_SAINT:
if (one_chance_in(3))
level = MAKE_GOOD_ITEM;
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = ARM_ROBE;
break;
case MONS_CHAOS_CHAMPION:
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
if (one_chance_in(30))
{
@@ -2571,7 +2503,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_WARMONGER:
if (coinflip())
level = MAKE_GOOD_ITEM;
- item_race = MAKE_ITEM_NO_RACE;
item.base_type = OBJ_ARMOUR;
item.sub_type = random_choose_weighted( 50, ARM_CHAIN_MAIL,
100, ARM_PLATE_ARMOUR,
@@ -2604,8 +2535,7 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
// force_item is set... otherwise we're just going to take the base
// and subtype and create a new item. - bwr
const int thing_created =
- ((force_item) ? get_mitm_slot() : items(0, xitc, xitt, true,
- level, item_race));
+ ((force_item) ? get_mitm_slot() : items(0, xitc, xitt, true, level));
if (thing_created == NON_ITEM)
return;