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author | Shmuale Mark <shm.mark@gmail.com> | 2014-06-11 09:54:49 -0400 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-06-11 09:54:49 -0400 |
commit | 2cf48292452445b275df5d685341c721aadafa5e (patch) | |
tree | 1c4fce0323717e30e26e89d2eeeb17e9f5c35eb7 /crawl-ref/source/monster.h | |
parent | 3208b8c6f14b47ebc069ae040432dc5f15435bfb (diff) | |
parent | e9415a749937a864f07066d4fd07b66b538b3f5c (diff) | |
download | crawl-ref-2cf48292452445b275df5d685341c721aadafa5e.tar.gz crawl-ref-2cf48292452445b275df5d685341c721aadafa5e.zip |
Merge branch 'mon-pickup'
The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
Diffstat (limited to 'crawl-ref/source/monster.h')
-rw-r--r-- | crawl-ref/source/monster.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/monster.h b/crawl-ref/source/monster.h index 668306a33c..fba97955b7 100644 --- a/crawl-ref/source/monster.h +++ b/crawl-ref/source/monster.h @@ -276,6 +276,7 @@ public: bool unequip(item_def &item, int slot, int near = -1, bool force = false); void steal_item_from_player(); + item_def* take_item(int steal_what, int mslot); bool can_use_missile(const item_def &item) const; |