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-rw-r--r--crawl-ref/docs/develop/level_design.txt1
-rw-r--r--crawl-ref/source/dat/zot.des1
-rw-r--r--crawl-ref/source/dungeon.cc18
-rw-r--r--crawl-ref/source/items.cc2
4 files changed, 3 insertions, 19 deletions
diff --git a/crawl-ref/docs/develop/level_design.txt b/crawl-ref/docs/develop/level_design.txt
index 6e8d63312f..8211512d66 100644
--- a/crawl-ref/docs/develop/level_design.txt
+++ b/crawl-ref/docs/develop/level_design.txt
@@ -216,7 +216,6 @@ Items
* - higher level item (good)
| - acquirement-level item (almost guaranteed excellent)
O - place an appropriate rune here. For portal vaults, place the portal here.
- Z - the Orb of Zot
d-k - item array item. See section below on ITEM: arrays for more info.
NOTE: The P (place a rune here with 1/3 chance) and R (place a honeycomb with
diff --git a/crawl-ref/source/dat/zot.des b/crawl-ref/source/dat/zot.des
index f2f1a3ce22..8a8329cc40 100644
--- a/crawl-ref/source/dat/zot.des
+++ b/crawl-ref/source/dat/zot.des
@@ -338,6 +338,7 @@ LFLOORCOL: magenta
LROCKCOL: lightmagenta
LFLOORTILE: floor_tomb
LROCKTILE: wall_zot_magenta
+KITEM: Z = Orb of Zot
#traps
SUBST: C = c:1000 =
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc
index 1a22de6180..91842b35c3 100644
--- a/crawl-ref/source/dungeon.cc
+++ b/crawl-ref/source/dungeon.cc
@@ -4984,7 +4984,6 @@ static void _vault_grid( vault_placement &place,
case '*':
case '|':
case 'O': // definite rune
- case 'Z': // definite orb
{
int item_made = NON_ITEM;
object_class_type which_class = OBJ_RANDOM;
@@ -5002,11 +5001,6 @@ static void _vault_grid( vault_placement &place,
which_class = OBJ_RANDOM;
which_type = OBJ_RANDOM;
}
- else if (vgrid == 'Z')
- {
- which_class = OBJ_ORBS;
- which_type = ORB_ZOT;
- }
else if (vgrid == '|' || (vgrid == 'O' && place.num_runes > 0))
{
which_class = RANDOM_ELEMENT(_acquirement_item_classes);
@@ -5045,7 +5039,7 @@ static void _vault_grid( vault_placement &place,
}
which_depth = place.level_number;
- if (vgrid == '|' || vgrid == 'O' || vgrid == 'Z')
+ if (vgrid == '|' || vgrid == 'O')
which_depth = MAKE_GOOD_ITEM;
else if (vgrid == '*')
which_depth = 5 + (place.level_number * 2);
@@ -5065,16 +5059,6 @@ static void _vault_grid( vault_placement &place,
if (vgrid >= 'd' && vgrid <= 'k')
_dgn_place_item_explicit(vgrid - 'd', where, place, place.level_number);
- if (vgrid == 'S' || vgrid == 'H')
- {
- const monster_type mtype = ((vgrid == 'H') ? MONS_ORANGE_STATUE
- : MONS_SILVER_STATUE);
-
- grd(where) = DNGN_FLOOR;
-
- create_monster(mgen_data::hostile_at(mtype, where));
- }
-
// Finally, handle grids that place monsters {dlb}:
if (vgrid >= '0' && vgrid <= '9')
{
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index e5e52e82fd..7433d434ee 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -2536,7 +2536,7 @@ item_def find_item_type(object_class_type base_type, std::string name)
0, // unknown II
NUM_BOOKS,
NUM_STAVES,
- 0, // Orbs -- only one, handled specially
+ 1, // Orbs -- only one, handled specially
NUM_MISCELLANY,
0, // corpses -- handled specially
0, // gold -- handled specially