'w-' object lost panic
After the "make 'w' parallel with 'Q'" patch, wielding bare hands was erroneously treating object id 0 as a split of zeroobj. That isn't in inventory so seems 'lost'. Fixed by testing for nonzero. There was another bug: you could wield a partial stack even if your current weapon was cursed. Fixed by reordering if/else-if/end-if.
This commit is contained in:
25
src/wield.c
25
src/wield.c
@@ -1,4 +1,4 @@
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/* NetHack 3.6 wield.c $NHDT-Date: 1577055058 2019/12/22 22:50:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.68 $ */
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/* NetHack 3.6 wield.c $NHDT-Date: 1577186790 2019/12/24 11:26:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.69 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2009. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -275,16 +275,6 @@ dowield()
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if (!(wep = getobj(wield_objs, "wield"))) {
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/* Cancelled */
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return 0;
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} else if (wep->o_id == g.context.objsplit.child_oid) {
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/* if wep is the result of supplying a count to getobj()
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we don't want to split something already wielded; for
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any other item, we need to give it its own inventory slot */
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if (uwep && uwep->o_id == g.context.objsplit.parent_oid) {
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unsplitobj(wep);
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goto already_wielded;
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}
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finish_splitting = TRUE;
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goto wielding;
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} else if (wep == uwep) {
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already_wielded:
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You("are already wielding that!");
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@@ -295,7 +285,20 @@ dowield()
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weldmsg(uwep);
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/* previously interrupted armor removal mustn't be resumed */
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reset_remarm();
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/* if player chose a partial stack but can't wield it, undo split */
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if (wep->o_id && wep->o_id == g.context.objsplit.child_oid)
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unsplitobj(wep);
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return 0;
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} else if (wep->o_id && wep->o_id == g.context.objsplit.child_oid) {
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/* if wep is the result of supplying a count to getobj()
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we don't want to split something already wielded; for
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any other item, we need to give it its own inventory slot */
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if (uwep && uwep->o_id == g.context.objsplit.parent_oid) {
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unsplitobj(wep);
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goto already_wielded;
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}
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finish_splitting = TRUE;
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goto wielding;
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}
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/* Handle no object, or object in other slot */
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