new container flags
[Attention: This patch increments EDITLEVEL in patchlevel.h, rendering all
previous save and bones files obsolete.]
Here's the first cut at the two recommended flags lknown and cknown.
I've attempted to stay close to Pat's recommendations:
"Containers ought to have two new flags: lknown for lock status known,
and cknown for contents known (ie, `secret'). Formatted box and chest
descriptions should include locked/unlocked/broken when that is known
and empty/nonempty (or something like "holds N items") when contents
are known. The contents indicator would also apply to nonlockable
containers."
I probably overlooked a place where a flag should be adjusted, but this
should give us a good starting point.
I wasn't sure what to do with the case of the auditory feedback for
magical locking "Click" and "Clunk". The question that came to my mind
was: Should those reveal the locked or unlocked status of a box?
I suppose if you knew the type of wand you were zapping or the spell
you were casting, you could argue that they should.
In the end, I opted for setting lknown right off the zap/cast effect
for anyone playing a Wizard role, and not setting it for anyone else,
thus advancing class differentiation a little bit too.
I haven't checked the cknown results under all flags.menu_style options
at this point, only MENU_FULL.
This commit is contained in:
@@ -516,12 +516,14 @@ xchar x, y;
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You("break open the lock!");
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kickobj->olocked = 0;
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kickobj->obroken = 1;
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kickobj->lknown = 1;
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if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
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return(1);
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}
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} else {
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if (!rn2(3) || (martial() && !rn2(2))) {
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pline_The("lid slams open, then falls shut.");
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kickobj->lknown = 1;
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if (otrp) (void) chest_trap(kickobj, LEG, FALSE);
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return(1);
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}
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