Preparing for 4.2 release
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Spell of Nicely Half-full Stomach
Make Belly Comfy
Satisfy Stomach
Alleviate digestion nuisances. (But "alleviate" would suggest you go up or down to some reasonable value, not that you get to a set middle state)
Reinitialize/reinstate/rejuvenate/revitalize Stomach/Digestion
I find "Rejuvenate Stomach" suggestive
or maybe just have a spell of Fill Stomach/Magical Food (adds some constant food), then have a way to vomit at monsters when your stomach is above some value (cone attack dealing acidic damage + makes player stunned)
("Slow Digestion" isn't great either: it looks like regen will be slowed too, while it's not the case AFAIK. Low Food Wastage? Sustainable Metabolism? Just plain Save Food?)Comment
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Scroll of Tasty Victuals
Scroll of Sustenance
Scroll of Bilbo's LarderIn the halls of Angband, Melkor discovers cupcakes and is changed forever.
He commands his servant Sauron to create the One Cupcake of Doom!Comment
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I've just tried to patch the game to extend the @[cmd][key] syntax so that "key" can also be a-zA-Z, and it's really great. Try it and you'll wonder how you could play without it!
Engrave default food with @EE, the most useful rod with @aa, wand with @zz, arrow with @tt etc. (roguelike keyset examples) Then other things with whatever is easy to type, and probably use an upper-case key for things you don't want to mistype and launch by mistake.
If I have a potion engraved with @qe then another potion at slot e does get hidden but I don't think it's a problem. I didn't allow for the general @[key] syntax to get extended of course, since this would conflit with the @[cmd][key] syntax.
(The engraving check code doesn't use an efficient algorithm so it's slowed by a factor 6.2 (each @ was checked 10 times, now it's 10+26+26))
ui-object.cCode:/* old code in 4.1.3 if (quiver_tags) { */ /* new code */ if (quiver_tags && '0'<=tag && tag<='9') { /* end of new code */ i = tag - '0';
Code:/* Old code */ ///* Check the normal tags */ //if (s[1] == tag) { /* new code */ /* Check the normal tags when '0'<=tag<='9' */ if (s[1] == tag && '0'<=tag && tag<='9') { /* end of new code */ /* Save the actual object */ *tagged_obj = obj;
Code:/* Get inscriptions */ /* old code */ //m->inscriptions = mem_zalloc(10 * sizeof(char)); //for (inscrip = 0; inscrip < 10; inscrip++) { ///* Look up the tag */ //if (get_tag(&obj, (char)inscrip + '0', item_cmd, //item_mode & QUIVER_TAGS)) { /* new code */ /* inscriptions: '0'-'9', 'a'-'z', 'A'-'Z' */ m->inscriptions = mem_zalloc((10+2*26) * sizeof(char)); for (inscrip = 0; inscrip < 10+2*26; inscrip++) { /* Look up the tag */ char tag; if (inscrip < 10) tag = (char)inscrip + '0'; else if (inscrip < 10+26) tag = (char)(inscrip-10) + 'a'; else tag = (char)(inscrip-10-26) + 'A'; if (get_tag(&obj, tag, item_cmd, item_mode & QUIVER_TAGS)) { /* end of new code */ int i; for (i = 0; i < num_obj; i++) if (items[i].object == obj) break;
Code:/* Old code: we don't touch the first if but we need to swap the ifs if (menu->flags & MN_CASELESS_TAGS) key.code = toupper((unsigned char) key.code); if ((menu->flags & MN_INSCRIP_TAGS) && isdigit((unsigned char)key.code) && menu->inscriptions[D2I(key.code)]) key.code = menu->inscriptions[D2I(key.code)]; */ /* new code */ if (menu->flags & MN_INSCRIP_TAGS) { unsigned char keyc = (unsigned char)key.code; int index = -1; if ('0'<=keyc && keyc<='9') index = keyc-'0'; if ('a'<=keyc && keyc<='z') index = (keyc-'a')+10; if ('A'<=keyc && keyc<='Z') index = (keyc-'A')+10+26; if (index>=0 && menu->inscriptions[index]) key.code = menu->inscriptions[index]; } if (menu->flags & MN_CASELESS_TAGS) key.code = toupper((unsigned char) key.code); /* end of new code */
Well above all I hope it doesn't break things. I made a beginner warrior and whatever I tought I'd try worked...Comment
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I've just tried to patch the game to extend the @[cmd][key] syntax so that "key" can also be a-zA-Z, and it's really great. Try it and you'll wonder how you could play without it!
Engrave default food with @EE, the most useful rod with @aa, wand with @zz, arrow with @tt etc. (roguelike keyset examples) Then other things with whatever is easy to type, and probably use an upper-case key for things you don't want to mistype and launch by mistake.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Also thanks for all the helpful suggestions on a new name for Satisfy Hunger. My current thinking is to go with Derakon's idea of Remove Hunger, and change it to not reset food downward. This means it will not be a cure for fullness, which seems more in keeping with the philosophy of the changes. Also makes ,Purging and !Salt Water more usefulOne for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Poslikes have that; and my experience is that the situation jml34 described (an item being left without a letter slot because its natural letter was claimed by another item's inscription) was actually a fairly serious problem that occurred repeatedly and equally repeatedly produced headaches (especially for new players who hadn't seen it happen before) until code was written to make sure every item always has a letter.The Complainer worries about the lack of activity here these days.Comment
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It's cool that this is working, but I think a cleaner way to do this would be to set the 'key' member of struct object_menu_data differently when you're building the menu in build_obj_list(). textui_get_item() would have to pass along the 'command key' which can be found from the command via cmd_lookup_key(cmd, mode). This would have the advantage of not touching the menu code at all, and you keep all the logic in the one function. You could keep track of what letters are assigned when you build the list, and mark those that have no letter with '-', or just assign them using uppercase letters starting from A-Z I guess.takkaria whispers something about options. -more-Comment
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What does that code do? For each hidden item, assign the first free letter?
My quick patch doesn't update the menu keys, which is indeed pretty confusing.
I'll look into that as soon as I'm done with trying to get stacking limits to work
EDIT Ah, so many posts while I was thinking. Er, do I still need to look into it or are knowledgeable people going to do it? Never mind , looks like the big boss is on it...Last edited by jml34; July 17, 2019, 04:51.Comment
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I guess it's OK to double-post for unrelated matters?
I'm playing around with inscriptions for stacking limits and auto_pickup. So {!L25} would only stack up to 25 when walking over a stackable stack of objects.
The get command happily ignores this so far. I think it should prompt for a quantity when picking the most it can would overshoot the limit.
It's not thoroughly tested at all but I thought I'd ask for an opinion. I don't exactly get how the code is organized (lots of similar code in several places) so I'm afraid I'm adding to the mess. It's just a bit annoying when the game keeps stacking things, espacially when it uses a new slot, but no major problem there.
I think it's sane to ignore !Lxx when xx>40. Do people really want to have 60 or 80 of something? It would take more coding to check this out, since as it is, only the first stackable slot is checked out, so if it says !L42, then it will pickup until "it's at 42" which means 2 will go to the next stack each time. I guess I could just check what happens with the next inventory slot...
There's potential for confusion if you manually overshoot the limit, then drop some of them, then change your mind about the limit, then manually pickup items with the previous inscription etc., you end up with several stacks with different inscriptions. Only the first stack is taken into account so if you have 8 items {!L08} then 2 items {!L05}, you won't pickup anything when walking over uninscribed items. Not sure what to make of that. What if there was 7 items !L08, would I have to add 1 item to this stack then again several items to the next? Huh...
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So the patch I'm trying is in cmd-pickup.c
There's something weird with player_pickup_aux. There are 3 calls to this function. Parameter auto_max is unused 2 times (=0), and is set to inven_carry_num(obj,true) in the 3d, in the do_autopickup function. Now in obj-gear.c we can see that, for the inven_carry_num function, stack=true only serves to return 0 when obj can't be stacked to an existing inventory item.
So either auto_max=0, or the first thing player_pickup_aux does, calling inven_carry_num(obj,false), is to recompute its value.
So auto_max should perhaps be a bool then. But I don't really get in what situation we get to that part of the code with the call to get_quantity so meh.
I need to set a pickup limit somewhere though, so I just added a new parameter :
Code:static void player_pickup_aux(struct player *p, struct object *obj, int auto_max, int pickup_limit, bool domsg) { int max = inven_carry_num(obj, false); /* Confirm at least some of the object can be picked up */ if (max == 0) quit_fmt("Failed pickup of %s", obj->kind->name); /* Set ignore status */ p->upkeep->notice |= PN_IGNORE; /* new code */ if(pickup_limit && max>pickup_limit) max = pickup_limit; /* end of new code */ /* Carry the object, prompting for number if necessary */ if (max == obj->number) { if (obj->known) { square_excise_object(p->cave, p->py, p->px, obj->known); delist_object(p->cave, obj->known); } square_excise_object(cave, p->py, p->px, obj); delist_object(cave, obj); inven_carry(p, obj, true, domsg); } else { int num; bool dummy; struct object *picked_up; /* old code if (auto_max) num = auto_max; else num = get_quantity(NULL, max); */ /* new code */ if (!auto_max) num = get_quantity(NULL, max); else num = max; /* end of new code */ if (!num) return; picked_up = floor_object_for_use(obj, num, false, &dummy); inven_carry(p, picked_up, true, domsg); } } [...] /* We're given an object - pick it up */ if (obj) { player_pickup_aux(p, obj, 0, 0, domsg); // new code: add a 0 param [...] /* Pick up object, if legal */ if (current) { /* Pick up the object */ player_pickup_aux(p, current, 0, 0, domsg); // new code: add a 0 parameter [...] int do_autopickup(struct player *p) { [...] if (auto_pickup_okay(obj)) { /* Pick up the object (as much as possible) with message */ /* Old code player_pickup_aux(p, obj, inven_carry_num(obj, true), true); objs_picked_up++; End of old code */ /* New code */ int num_to_pickup = inven_carry_num(obj, true); /* Check first if there's a stacking limit however */ const struct object *gear_obj = find_stack_object_in_inventory(obj); int stack_limit = -1; if (check_for_inscrip(gear_obj, "!L")) { const char *s = quark_str(gear_obj->note); // gear_obj->note is not 0 while (s) { s = strstr(s, "!L"); /* The stacking limit tag is !L<digit><digit> */ if (s && '0'<=s[2] && s[2]<='9' && '0'<=s[3] && s[3]<='9') { stack_limit = (int)10*(s[2]-'0') + s[3] - '0'; /* TODO ignore staking limits > 40? */ break; } if (s) s++; } if (stack_limit>=0) num_to_pickup = MIN(num_to_pickup, stack_limit - gear_obj->number); } if (num_to_pickup>0) { player_pickup_aux(p, obj, num_to_pickup, num_to_pickup, true); objs_picked_up++; } /* End of new code */ }
On a side note, I probably won't have much time until next monthLast edited by jml34; July 17, 2019, 08:53.Comment
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