diff --git a/src/item_builder.c b/src/item_builder.c index e4be90e..80b3e78 100644 --- a/src/item_builder.c +++ b/src/item_builder.c @@ -116,13 +116,14 @@ create_treasure(int current_level) unsigned int value; amt = (unsigned int) 1 + get_random(5*current_level) % 40; + amt = amt == 0 ? 1 : amt; if (current_level > 9) { - highest_treasure = TREASURE_COUNT; - } else if (current_level > 3) { highest_treasure = PLATINUM; - } else { + } else if (current_level > 3) { highest_treasure = GOLD; + } else { + highest_treasure = SILVER; } value = get_random(highest_treasure); diff --git a/src/player.c b/src/player.c index 9be7a7b..fb9427d 100644 --- a/src/player.c +++ b/src/player.c @@ -105,12 +105,6 @@ action_spent(Player *p) } } -static void -player_step(Player *p) -{ - action_spent(p); -} - static void on_monster_collision(Player *player, Monster *monster, @@ -267,7 +261,7 @@ move(Player *player, RoomMatrix *matrix, Vector2d direction) player->sprite->pos.y += TILE_DIMENSION * (int) direction.y; if (!has_collided(player, matrix, direction)) { - player_step(player); + action_spent(player); } } @@ -340,7 +334,7 @@ use_skill(Skill *skill, SkillData *skillData) skill->active = false; skill->use(skill, skillData); if (skill->actionRequired) - player_step(skillData->player); + action_spent(skillData->player); skill->resetCountdown = skill->resetTime; }