restrict it to about 25, but "The Shining One's" needs 20 letters, so that's out.)
Don't automatically regard unID'd jewellery randarts as {tried}, instead use a (very) rough estimate: if you know at least one property, the item will be marked as tried, otherwise (e.g. if the only property is +Dam, or prevents spellcasting) it won't be marked at all. I'm not actually sure this is better than never outputting {tried} for randarts, but we'll see…
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4374 c06c8d41-db1a-0410-9941-cceddc491573
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if (name.find("@player_death@", 0) != std::string::npos|| name.find("@player_doom@", 0) != std::string::npos)
// simply overwrite the name with one of type "god's Favour"name = "of ";name += god_name(god_gift, false);name += "'s ";name += getRandNameString("divine_esteem");
if (god_gift == GOD_NO_GOD || god_gift == GOD_XOM){name = replace_all(name, "@player_death@","@player_name@'s "+ getRandNameString("killer_name"));name = replace_all(name, "@player_doom@","@player_name@'s "+ getRandNameString("death_or_doom"));}else{// simply overwrite the name with one of type "god's Favour"name = "of ";name += god_name(god_gift, false);name += "'s ";name += getRandNameString("divine_esteem");}
std::string name = getRandNameString(lookup);
int tries = 100;std::string name = "";do{name = getRandNameString(lookup);if (name.empty() && god_gift){// if nothing found, try god name alonename = getRandNameString(god_name(static_cast<god_type>(item_orig), false));if (name.empty()){// if still nothing found, try base type alonename = getRandNameString(get_artefact_type(item.base_type).c_str());}}
if (name.empty()) // if still nothing found, try base type alonename = getRandNameString(get_artefact_type(item.base_type).c_str());
if (name.length() > 30){mprf(MSGCH_DIAGNOSTICS,"over-long name: %s (length: %d)",name.c_str(), name.length());}
// Types of damage a weapon can do... currently assuming that anything// with BLUDGEON always does "AND" with any other specified types,
// Types of damage a weapon can do... currently assuming that anything// with BLUDGEON always does "AND" with any other specified types,
if ( !teleport &&!item_ident(you.inv[throw_2], ISFLAG_KNOW_PLUSES) &&random2(100) < shoot_skill )
if ( !teleport&& !item_ident(you.inv[throw_2], ISFLAG_KNOW_PLUSES)&& random2(100) < shoot_skill )
if ( !teleport &&!item_ident(you.inv[throw_2], ISFLAG_KNOW_PLUSES) &&random2(100) < you.skills[SK_THROWING] )
if ( !teleport&& !item_ident(you.inv[throw_2], ISFLAG_KNOW_PLUSES)&& random2(100) < you.skills[SK_THROWING] )