Accurately track which items have been discovered, even if not #named

This fixes a couple of bugs: a long-standing bug in which writing a
scroll by label could fail even if you've already seen a scroll with
that label (due to the game not tracking whether or not you've seen a
scroll if it doesn't have a name); and a somewhat newer bug in which
spellbooks auto-identified by Wizard knowledge were marked as having
been encountered (rather than as known but not encountered).

Breaks save file compatibility, but not bones files.
This commit is contained in:
Alex Smith
2025-11-25 22:42:38 +00:00
parent 10a5e67478
commit 8c29b20010
38 changed files with 155 additions and 122 deletions

View File

@@ -625,7 +625,7 @@ xname_flags(
if (!nn && ocl->oc_uses_known && ocl->oc_unique)
obj->known = 0;
if (!Blind && !gd.distantname)
obj->dknown = 1;
observe_object(obj);
if (Role_if(PM_CLERIC))
obj->bknown = 1; /* avoid set_bknown() to bypass update_inventory() */
@@ -1057,6 +1057,8 @@ minimal_xname(struct obj *obj)
bareobj = cg.zeroobj;
bareobj.otyp = otyp;
bareobj.oclass = obj->oclass;
/* not observe_object, either the hero observed the object already or this
is overriding ID and shouldn't discover the object */
bareobj.dknown = (obj->dknown || iflags.override_ID) ? 1 : 0;
/* suppress known except for amulets (needed for fakes and real A-of-Y) */
bareobj.known = (obj->oclass == AMULET_CLASS)
@@ -1945,7 +1947,8 @@ killer_xname(struct obj *obj)
save_oname = ONAME(obj);
/* killer name should be more specific than general xname; however, exact
info like blessed/cursed and rustproof makes things be too verbose */
info like blessed/cursed and rustproof makes things be too verbose; set
dknown (not observe_object) because dead characters don't observe */
obj->known = obj->dknown = 1;
obj->bknown = obj->rknown = obj->greased = 0;
/* if character is a priest[ess], bknown will get toggled back on */