| Commit message (Collapse) | Author | Age | Files | Lines |
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...when there's a chunk on the floor, but you aren't hungry
enough to eat it. (This was erroneously introduced by 2a0806f3.)
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Specifically, when considering whether to warn vampires that
they could drain blood instead. (The presence of Sublimation
is no longer relevant.)
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Now, if the corpse or chunk has an orig_monnum, we use that rather
than the mon_type (which is just the species) for determining the
intelligence of the monster from which it came.
Mixing chunks from Xtahua and a normal fire dragon could result in a
stack that is either all edible, or all inedible (depending on which
stack was the source of the merge and which the target). Furthermore,
these chunks are only marked by the forbidden tag, and only if you
worship Zin. This could be improved, but it is not clear how worthwhile
that would be. On the other hand, preserving names on chunks might be
"fun" for some players (even if that is kind of creepy).
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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If there is no state, function objects are usually just extra verbosity
compared to a function pointer.
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This was my fault for not splitting up the code cleanup from the actual
gameplay changes, of course.
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It was enormously inconvenient, especially now that weightless
means that everyone's running around with 52-item inventories,
and didn't offer any strong benefits beyond the ideological.
It would be better to have a unified "use items from the floor"
interface, which would essentially turn this into a special case,
but until then, let players eat in however unsanitary a manner
they please.
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It makes the 'e' key less consistent for no obvious benefit. Not to
mention that it's incredibly unsanitary.
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"This chunk gives you less nutrition" is not a very interesting effects,
and most of the time the only real effect is that you have to press 'e' a
few more times. If chunks on the whole are too common (which in the
current food environment is very hard to define) monsters in general can
give fewer chunks, or chunks can be less nutritious; no reason to make
some monsters special.
A good deal of code is still around because of the other less-nutrition
case, non-ghoul saprovores eating rotten chunks.
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Wieldability, usefulness of butchery and chunks, tile wield tip, and
monster food pickup.
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This reverts commit 51bfb8de72b7fe848c31fa6ce10e2c94b959eb64.
It turns out player_mutation_level() is not just a wrapper for
you.mutation, so this could cause some odd bugs like being transformed
influencing acquirement or not properly updating saves, it's probably
best to just reapply places where we know the usage is correct.
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It's still inconsistant, but at least some more non setting uses are now
using player_mutation_level().
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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.
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Sausages, snozzcumbers, oranges, bananas, lemons, pears, apples,
apricots, chokos, rambutans, lychees, strawberries, grapes, sultanas,
and cheese.
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It took quite a bit of code and was probably scummable by dropping food.
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The name works just as well with bee themes, but also fits with the
occasional jelly theme that vaults have. I also feel that it's a bit
more iconic.
Thankfully the bikeshed doesn't even have to change colour -- they
were always both yellow.
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Not removing DUR_AMBROSIA yet because ideas on ##crawl-dev such as
giving the effect to !magic have been proposed.
Once again, somebody might want to review my vault edits. I mostly
replaced ambrosia with honeycombs.
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Somebody else might want to review my vault changes - I mostly replaced
them with honeycombs, which might be a problem, for example, in the
Jiyva vaults.
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The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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Since they all eat normally now.
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Eating limitations added nothing but complication, and potion
restrictions were excessive for badforms that already had many
significant restrictions.
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While the motivation for not allowing auto_eat makes sense, there's
no reason to force them to use an extra 'e' to eat a chunk.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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Now prompt in those cases even if `easy_eat = true`.
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They don't give nutrition and player can usually get hungry by spamming
spells/rods/abilities anyway.
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Remove eat_item() from l_food.cc (code inserted in unique caller
food_eat()), and use it in food.cc in place of the 2 duplicated
functions eat_floor_item() and eat_inventory_item()
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Without poison resistance that is.
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Added a parameter to _determine_chunk_effect to check unided poison
resist (default case for eating) or not. Plus increased badness for
poisoned corpse because poisoned corpse got same badness as contam
corpses.
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Butchery is always allowed except in a few forms (bat, wisp, fungus).
Removes a lot of unnecessary/unused code for swapping weapons and removing
equipment when butchering.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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