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author | gammafunk <gammafunk@gmail.com> | 2014-05-26 05:21:20 -0500 |
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committer | gammafunk <gammafunk@gmail.com> | 2014-05-26 22:45:16 -0500 |
commit | 55d1b512e3395f07e9341ce9eae5079b581b6894 (patch) | |
tree | 811704017046d8ed62335bd1c45d36476e0dea55 /crawl-ref/source/items.h | |
parent | b364f15f4eeff0e148b6fc026c01de1327254cd2 (diff) | |
download | crawl-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/items.h')
-rw-r--r-- | crawl-ref/source/items.h | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/crawl-ref/source/items.h b/crawl-ref/source/items.h index f28414059d..a1f78fe7e7 100644 --- a/crawl-ref/source/items.h +++ b/crawl-ref/source/items.h @@ -29,18 +29,17 @@ enum item_source_type int get_max_subtype(object_class_type base_type); bool item_type_has_unidentified(object_class_type base_type); -bool dec_inv_item_quantity(int obj, int amount, bool suppress_burden = false); +bool dec_inv_item_quantity(int obj, int amount); bool dec_mitm_item_quantity(int obj, int amount); -void inc_inv_item_quantity(int obj, int amount, bool suppress_burden = false); +void inc_inv_item_quantity(int obj, int amount); void inc_mitm_item_quantity(int obj, int amount); bool move_item_to_grid(int *const obj, const coord_def& p, bool silent = false); void move_item_stack_to_grid(const coord_def& from, const coord_def& to); void note_inscribe_item(item_def &item); -int move_item_to_player(int obj, int quant_got, bool quiet = false, - bool ignore_burden = false); +int move_item_to_player(int obj, int quant_got, bool quiet = false); void mark_items_non_pickup_at(const coord_def &pos); void mark_items_non_visit_at(const coord_def &pos); void clear_item_pickup_flags(item_def &item); |