instead of checking for wearing the amulet and gourmand duration, account for gourmand (both the amulet and the mutation) in the output screen, and treat gourmand (both the amulet and the mutation) consistently with regard to potions of blood.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9153 c06c8d41-db1a-0410-9941-cceddc491573
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if (!player_mutation_level(MUT_GOURMAND)
&& player_mutation_level(MUT_CARNIVOROUS) < 3)
{
if (!player_wearing_slot(EQ_AMULET))
return (0);
const item_def& amu(you.inv[you.equip[EQ_AMULET]]);
if (item_type_known(amu) && amu.sub_type != AMU_THE_GOURMAND)
return (0);
}
if (!player_likes_chunks(true))
return (0);
return (false);
}
static bool _check_amu_the_gourmand(bool reqid)
{
if (wearing_amulet(AMU_THE_GOURMAND, !reqid))
{
const int amulet = you.equip[EQ_AMULET];
ASSERT(amulet != -1);
if (!item_type_known(you.inv[amulet]))
{
// For artefact amulets, this will tell you its name and
// subtype. Other properties may still be hidden.
set_ident_flags(you.inv[amulet], ISFLAG_KNOW_TYPE);
set_ident_type(OBJ_JEWELLERY, AMU_THE_GOURMAND, ID_KNOWN_TYPE);
mpr(you.inv[amulet].name(DESC_INVENTORY, false).c_str());
}
return (true);
}
if (!item_type_known(you.inv[amulet]))
{
// For artefact amulets, this will tell you its name
// and subtype. Other properties may still be hidden.
set_ident_flags(you.inv[amulet], ISFLAG_KNOW_TYPE);
set_ident_type(OBJ_JEWELLERY, AMU_THE_GOURMAND,
ID_KNOWN_TYPE);
mpr(you.inv[amulet].name(DESC_INVENTORY, false).c_str());
}
if (_check_amu_the_gourmand(reqid))