Here, walls will always be golden (yellow) and the floor will be any of blue, red, lightgreen, lightblue, magenta or green, depending on the dungeon depth (modulo 6). This might be a bit weird, but guarantees the same colour regardless how often the map is redrawn. Also, bazaars should be sufficiently rare for that not to matter.
Removed all SHUFFLE statements in bazaar.des about wall type - it's all rock now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2072 c06c8d41-db1a-0410-9941-cceddc491573
V2SIR47DZF52SZOVRUTQKTSJ4H7LKOFK654JGGHFZQWR64CLNAUQC
}
else if (you.level_type == LEVEL_PORTAL_VAULT
&& you.level_type_name == "bazaar")
{
// bazaars get gold walls
env.rock_colour = YELLOW;
// bazaar floor is colourful
const char floorcolours_bzr[] =
{ BLUE, RED, LIGHTGREEN, LIGHTBLUE, MAGENTA, GREEN };
// set colour according to current level
// randomization would reset between save/reload and after showing map
env.floor_colour = floorcolours_bzr[player_branch_depth() % 6];