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authorgammafunk <gammafunk@gmail.com>2014-05-26 05:21:20 -0500
committergammafunk <gammafunk@gmail.com>2014-05-26 22:45:16 -0500
commit55d1b512e3395f07e9341ce9eae5079b581b6894 (patch)
tree811704017046d8ed62335bd1c45d36476e0dea55 /crawl-ref/source/exercise.cc
parentb364f15f4eeff0e148b6fc026c01de1327254cd2 (diff)
downloadcrawl-ref-55d1b512e3395f07e9341ce9eae5079b581b6894.tar.gz
crawl-ref-55d1b512e3395f07e9341ce9eae5079b581b6894.zip
Remove player burden and carrying capacity
Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
Diffstat (limited to 'crawl-ref/source/exercise.cc')
-rw-r--r--crawl-ref/source/exercise.cc5
1 files changed, 1 insertions, 4 deletions
diff --git a/crawl-ref/source/exercise.cc b/crawl-ref/source/exercise.cc
index 0787e441f2..bab81a6ce3 100644
--- a/crawl-ref/source/exercise.cc
+++ b/crawl-ref/source/exercise.cc
@@ -291,7 +291,6 @@ static void _check_train_sneak(bool invis)
const item_def *body_armour = you.slot_item(EQ_BODY_ARMOUR, false);
const int armour_mass = body_armour? item_mass(*body_armour) : 0;
if (!x_chance_in_y(armour_mass, 1000)
- && you.burden_state == BS_UNENCUMBERED
&& !you.attribute[ATTR_SHADOWS]
// If invisible, training happens much more rarely.
&& (!invis && one_chance_in(25) || one_chance_in(100)))
@@ -307,9 +306,7 @@ static void _exercise_passive()
// Armour trained in check_train_armour
}
// Exercise stealth skill:
- else if (you.burden_state == BS_UNENCUMBERED
- && !you.berserk()
- && !you.attribute[ATTR_SHADOWS])
+ else if (!you.berserk() && !you.attribute[ATTR_SHADOWS])
{
const item_def *body_armour = you.slot_item(EQ_BODY_ARMOUR, false);
const int armour_mass = body_armour? item_mass(*body_armour) : 0;