now has a greater nutrition (1500) compared to coagulated blood (1000, as before). Give Ogres the Spellcasting title of "Ogre-Mage".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7042 c06c8d41-db1a-0410-9941-cceddc491573
Y7OLUKMA5BUL2F7TAJXFX7MK75OSISVABIWHB5PGU6F22D32VQRAC
WEFNLSQ7HRLNHIKFH46FIBBZNAORSXGOVIJWZGVVEHL36MICAUAAC
TRWPSFTO32PTSWMTZ476HJER6NTJIFRRMDSKHLJ7JLDRIOVQL6BAC
ITPBO5CMA5CGHGRHMF2X4BE2EC62UAESMXWZK42L3BRO33B6NBTAC
SR6UWZ4GCPJO4D66CWXTXJVKO3ST2YUDEAGY32GTVLXRONPGHTEQC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
3ZWALZFSTSIVYXY4BAY6ANGINTDACZC6RSSJTEMQSTSUIE66YOBQC
52XHD5LKS6UVLXBYUXMPTMVMTXQ6FBUFXJ2TAW6R7CSJY7OXWVJAC
TFNFP2YQA4EOVE4VIXBEQSGACZSXHWIQ2T4TIPQ46R2MJW2C4B5AC
M2HMYLYYXSP5XGX6MCI77IT6UW5K4YSEUJWHPQPYXVSW5L36BJ2AC
HBHSPU3KPX3XREFJ7HSIRA3EZNULYAXMMJDXCUEO5RWQI4IQBP7QC
4IYLLCZVA4PPEHF2XINH2OOATKNK7LCZNG6DA7OEK52QL5O4J6ZQC
HKQTMQVLLOBG2VO47TUGSTQALA3D2YLMEVADXXYNR4RGGKD3F2ZAC
PI5BATR2SER3RFE76IUGHM2AGXVFOUM3PLU7WC2K2Q2BA5K2E73QC
PCPH4EUFXZQY5SB2R3REGG2HTQ4M7M5AW4TDBLMXBOD247IDCJKQC
G7CTMQ3VNTAB73ZI3LNZHKTAJ5LEQEGG772MVFQQ5XXLCMJVORTQC
PFQAR3EWCVJXCXU7VHWZOXA2FSYLFJ6EE3WG5FVOVYTXASCAXWEAC
RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC
MDU5W4IEH6B47SYDORGGI7ZD73DMO6DYEP3XJF6ZJ5G5PNNJDGXQC
lessen_hunger(1000, true);
// healing depends on thirst
if (you.hunger_state < HS_SATIATED) // !heal wounds
{
inc_hp((10 + random2avg(30,2)) / factor, false);
mpr("You feel much better.");
}
else
{
if (you.hunger_state <= HS_FULL)
inc_hp(5 + random2(10), false); // !healing
else
inc_hp(2 + random2(5), false);
mpr("You feel better.");
}
lessen_hunger(value, true);
// Iterate over viewport and get all the itemsin view.
// Iterate over viewport and get all the items in view.
// FIXME: This includes unknown stashes. I guess for stashes never
// seen before I could simply only add the top item (though I don't
// know how to do that) but what about stashes that changed since
// you last saw them? Just list the old content?
/*
std::string col_string;
int specialness = item_name_specialness(*(list_items[i]));
switch (specialness)
{
case 2: col_string = "yellow"; break; // artefact
case 1: col_string = "white"; break; // glowing/runed
case 0: col_string = "darkgrey"; break; // mundane
}
*/