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<blockquote data-quote="Celebrim" data-source="post: 9455730" data-attributes="member: 4937"><p>Well, also a software Dev, and also have read the Nethack code, but don't agree with you here. You seem to have a very different idea of what it means to have special handling. </p><p></p><p>For example, you can try to 'eat' everything in your inventory, and yes there are specific categories, but think how much special cases there are just in eating things and how much needs to be checked by the code. Is the object vegan? Are you a metalvore? Is the object your same species and thus violates the provision on cannibalism? Is the object a cockatrice part? Does it cause poison? Disease? Confusion? Blindness? </p><p></p><p>Consider the specificity of the following code just to determine if you can eat something:</p><p></p><p>[Code]is_edible(obj)</p><p>register struct obj *obj;</p><p>{</p><p> /* protect invocation tools but not Rider corpses (handled elsewhere)*/</p><p>/* if (obj->oclass != FOOD_CLASS && obj_resists(obj, 0, 0)) */</p><p> if (objects[obj->otyp].oc_unique)</p><p> return FALSE;</p><p> /* above also prevents the Amulet from being eaten, so we must never</p><p> allow fake amulets to be eaten either [which is already the case] */</p><p></p><p> if (metallivorous(youmonst.data) && is_metallic(obj) &&</p><p> (youmonst.data != &mons[PM_RUST_MONSTER] || is_rustprone(obj)))</p><p> return TRUE;</p><p>Rust monsters can only eat metallic items if the item is also rustable. Other metallivorous monsters (rock moles, xorn) can eat any metallic item.</p><p></p><p> if (u.umonnum == PM_GELATINOUS_CUBE && is_organic(obj) &&</p><p> /* [g.cubes can eat containers and retain all contents</p><p> as engulfed items, but poly'd player can't do that] */</p><p> !Has_contents(obj))</p><p> return TRUE;</p><p>Gelatinous cubes can eat any organic object except containers.</p><p></p><p>/* return((boolean)(!!index(comestibles, obj->oclass))); */</p><p> return (boolean)(obj->oclass == FOOD_CLASS);</p><p>Otherwise, the player can only eat food objects.</p><p></p><p>}[/Code]</p><p></p><p>This is testing for the specific case of a player being polymorphed into specific monsters. Without teaching the program how to handle that, a rust monster couldn't eat a dagger. </p><p></p><p>If you fall down the stairs the code checks what is in your inventory to see if something breaks or if you put your hand on a cockatrice part. </p><p></p><p>And then there are the scores of special messages that the code provides for when you die in unusual ways.</p><p></p><p></p><p></p><p>Honestly, I wasn't even thinking about rules improvisation. I wouldn't require an RPG to support rules improvisation. There are 'move' based systems where there is never a need to improvise rules per se, as everything maps to a definable move much like in nethack. I was thinking rather than Nethack can't suddenly provide hew regions to explore that it hasn't been programmed to provide, or suddenly decide that the shop keeper is going to give the player a quest unless it's been taught how to do that.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9455730, member: 4937"] Well, also a software Dev, and also have read the Nethack code, but don't agree with you here. You seem to have a very different idea of what it means to have special handling. For example, you can try to 'eat' everything in your inventory, and yes there are specific categories, but think how much special cases there are just in eating things and how much needs to be checked by the code. Is the object vegan? Are you a metalvore? Is the object your same species and thus violates the provision on cannibalism? Is the object a cockatrice part? Does it cause poison? Disease? Confusion? Blindness? Consider the specificity of the following code just to determine if you can eat something: [Code]is_edible(obj) register struct obj *obj; { /* protect invocation tools but not Rider corpses (handled elsewhere)*/ /* if (obj->oclass != FOOD_CLASS && obj_resists(obj, 0, 0)) */ if (objects[obj->otyp].oc_unique) return FALSE; /* above also prevents the Amulet from being eaten, so we must never allow fake amulets to be eaten either [which is already the case] */ if (metallivorous(youmonst.data) && is_metallic(obj) && (youmonst.data != &mons[PM_RUST_MONSTER] || is_rustprone(obj))) return TRUE; Rust monsters can only eat metallic items if the item is also rustable. Other metallivorous monsters (rock moles, xorn) can eat any metallic item. if (u.umonnum == PM_GELATINOUS_CUBE && is_organic(obj) && /* [g.cubes can eat containers and retain all contents as engulfed items, but poly'd player can't do that] */ !Has_contents(obj)) return TRUE; Gelatinous cubes can eat any organic object except containers. /* return((boolean)(!!index(comestibles, obj->oclass))); */ return (boolean)(obj->oclass == FOOD_CLASS); Otherwise, the player can only eat food objects. }[/Code] This is testing for the specific case of a player being polymorphed into specific monsters. Without teaching the program how to handle that, a rust monster couldn't eat a dagger. If you fall down the stairs the code checks what is in your inventory to see if something breaks or if you put your hand on a cockatrice part. And then there are the scores of special messages that the code provides for when you die in unusual ways. Honestly, I wasn't even thinking about rules improvisation. I wouldn't require an RPG to support rules improvisation. There are 'move' based systems where there is never a need to improvise rules per se, as everything maps to a definable move much like in nethack. I was thinking rather than Nethack can't suddenly provide hew regions to explore that it hasn't been programmed to provide, or suddenly decide that the shop keeper is going to give the player a quest unless it's been taught how to do that. [/QUOTE]
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