Mines Malingerer
Posts: 51
Joined: Friday, 10th June 2011, 05:10
Strange behaviour when giving messages about god sacrifices
- flips a coin to decide whether or not you get the piety
- flips another coin to set relative_piety_gain, which determines what kind of message the player sees ("the corpse slowly burns to ash" vs. "the corpse is consumed by flame" etc.).
In other words, it's possible to gain piety and get the negative message, or to not gain piety but get the positive message. Is this an intentional design decision? When I saw it, I found it quite shocking, since it contradicts how I interpreted those sacrifice messages as a player. It seems awfully misleading (though, admittedly, not terribly harmful).
It would seem logical to me to have gain_piety return the amount of piety gained and then base the message to the player on that value.
While I'm here, a small unrelated observation: what's up with line 1649 in shopping.cc in the function item_value? As far as I can tell, both fresh and rotten chunks are going to fall through and have their value set to 1, so why have the if statement checking whether the chunk is rotted?
(By the way, sorry if this is the wrong subforum - feel free to move it if it is)