diff options
Diffstat (limited to 'crawl-ref/source/mon-gear.cc')
-rw-r--r-- | crawl-ref/source/mon-gear.cc | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/crawl-ref/source/mon-gear.cc b/crawl-ref/source/mon-gear.cc index a487a0f9cb..84d1f69e0b 100644 --- a/crawl-ref/source/mon-gear.cc +++ b/crawl-ref/source/mon-gear.cc @@ -111,7 +111,7 @@ static void _give_scroll(monster* mon, int level) int which_book = (one_chance_in(3) ? BOOK_TRANSFIGURATIONS : BOOK_EARTH); - thing_created = items(0, OBJ_BOOKS, which_book, true, level); + thing_created = items(false, OBJ_BOOKS, which_book, level); if (thing_created != NON_ITEM && coinflip()) { @@ -124,7 +124,7 @@ static void _give_scroll(monster* mon, int level) } else if (mons_is_unique(mon->type) && one_chance_in(3) && _should_give_unique_item(mon)) - thing_created = items(0, OBJ_SCROLLS, OBJ_RANDOM, true, level); + thing_created = items(false, OBJ_SCROLLS, OBJ_RANDOM, level); if (thing_created == NON_ITEM) return; @@ -152,7 +152,7 @@ static void _give_wand(monster* mon, int level) while (1) { - const int idx = items(0, OBJ_WANDS, OBJ_RANDOM, true, level); + const int idx = items(false, OBJ_WANDS, OBJ_RANDOM, level); if (idx == NON_ITEM) return; @@ -183,7 +183,7 @@ static void _give_potion(monster* mon, int level) { // This handles initialization of stack timer. const int thing_created = - items(0, OBJ_POTIONS, POT_BLOOD, true, level); + items(false, OBJ_POTIONS, POT_BLOOD, level); if (thing_created == NON_ITEM) return; @@ -194,8 +194,8 @@ static void _give_potion(monster* mon, int level) else if (mon->type == MONS_GNOLL_SERGEANT && one_chance_in(3)) { const int thing_created = - items(0, OBJ_POTIONS, coinflip() ? POT_HEAL_WOUNDS : POT_CURING, - true, level); + items(false, OBJ_POTIONS, + coinflip() ? POT_HEAL_WOUNDS : POT_CURING, level); if (thing_created == NON_ITEM) return; @@ -206,7 +206,7 @@ static void _give_potion(monster* mon, int level) else if (mons_is_unique(mon->type) && one_chance_in(3) && _should_give_unique_item(mon)) { - const int thing_created = items(0, OBJ_POTIONS, OBJ_RANDOM, true, + const int thing_created = items(false, OBJ_POTIONS, OBJ_RANDOM, level); if (thing_created == NON_ITEM) @@ -1533,7 +1533,7 @@ static void _give_weapon(monster* mon, int level, bool melee_only = false, // 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, 0, + ((force_item) ? get_mitm_slot() : items(false, xitc, xitt, level, item.special)); if (thing_created == NON_ITEM) @@ -1589,7 +1589,7 @@ 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); + const int thing_created = items(false, xitc, xitt, level); if (thing_created == NON_ITEM) return; @@ -1753,7 +1753,7 @@ 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); + const int thing_created = items(false, OBJ_MISSILES, weap_type, level); if (thing_created != NON_ITEM) { @@ -1780,7 +1780,7 @@ static item_def* make_item_for_monster( if (bp == NON_ITEM) return 0; - const int thing_created = items(allow_uniques, base, subtype, true, level); + const int thing_created = items(allow_uniques, base, subtype, level); if (thing_created == NON_ITEM) return 0; @@ -2460,7 +2460,7 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs, bool merc) // 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)); + ((force_item) ? get_mitm_slot() : items(false, xitc, xitt, level)); if (thing_created == NON_ITEM) return; @@ -2480,7 +2480,7 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs, bool merc) static void _give_gold(monster* mon, int level) { - const int it = items(0, OBJ_GOLD, 0, true, level); + const int it = items(false, OBJ_GOLD, 0, level); _give_monster_item(mon, it); } |