diff options
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r-- | crawl-ref/source/dungeon.cc | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index 99b621df93..c5538fcb7a 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -2439,7 +2439,7 @@ static void special_room(int level_number, spec_room &sr) : OBJ_POTIONS); // 1 in 11 thing_created = items( 1, obj_type, OBJ_RANDOM, true, - level_number * 3, 250 ); + level_number * 3, MAKE_ITEM_RANDOM_RACE); if (thing_created != NON_ITEM) { @@ -3458,9 +3458,9 @@ static int vault_grid( vault_placement &place, || vgrid == 'Z') ? MAKE_GOOD_ITEM : (vgrid == '*') ? 5 + (level_number * 2) : level_number); - + item_made = items( 1, which_class, which_type, true, - which_depth, spec ); + which_depth, spec ); if (item_made != NON_ITEM) { @@ -3946,16 +3946,14 @@ void place_spec_shop( int level_number, item_level = level_number + random2((level_number + 1) * 3); } - if (one_chance_in(4)) - item_level = MAKE_GOOD_ITEM; - // don't generate gold in shops! This used to be possible with // General Stores (see item_in_shop() below) (GDL) - while(true) + while (true) { const int subtype = representative? j : OBJ_RANDOM; orb = items( 1, item_in_shop(env.shop[i].type), subtype, true, - item_level, 250 ); + one_chance_in(4)? MAKE_GOOD_ITEM : item_level, + MAKE_ITEM_RANDOM_RACE ); if (orb != NON_ITEM && mitm[orb].base_type != OBJ_GOLD @@ -4781,7 +4779,7 @@ static void labyrinth_level(int level_number) /* (temp_rand == 8) */ : OBJ_STAVES); const int treasure_item = items( 1, glopop, OBJ_RANDOM, true, - level_number * 3, 250 ); + level_number * 3, MAKE_ITEM_RANDOM_RACE ); if (treasure_item != NON_ITEM) { @@ -5070,7 +5068,7 @@ static bool treasure_area(int level_number, unsigned char ta1_x, continue; item_made = items( 1, OBJ_RANDOM, OBJ_RANDOM, true, - random2( level_number * 2 ), 250 ); + random2( level_number * 2 ), MAKE_ITEM_RANDOM_RACE ); if (item_made != NON_ITEM) { |