Commit Graph

259 Commits

Author SHA1 Message Date
PatR
f114675739 containers in shops
Fix a couple of bugs I stumbled across while testing something else.
The sell prompt for a container dropped in a shop had phrasing issues.
This fixes a couple but there are more.  The message composition
assumes that contents fall into two categories:  those already owned
by the shop and those the shopkeeper is offering to buy from the hero.
But there is a third:  stuff the shopkeeper doesn't care about so
won't buy.  The count_contents() routine can supply total contents or
shop-owned contents.  Subtracting one from the other yields combined
hero-owned without any way to separate out shk-cares and don't-care.
2019-10-18 15:00:16 -07:00
PatR
ba3004d6e2 W_WEAPON -> W_WEAPONS
Report #H9243 misinterpreted W_WEAPON as W_WEP and attributed a
hypothetical ball and chain sanity checking problem to that.
Rename the former to W_WEAPONS to emphasize that it includes
alternate/secondary weapon and quivered stack as well as wielded
weapon.
2019-10-08 13:26:39 -07:00
PatR
f11f4de057 sortloot of tools
Fix the first part of github issue 229.  sortloot_classify() tries to
group musical instruments separately from other tools, but missing
'break' in a 'switch' prevented that from happening--they were mixed
together.

Since that grouping isn't documented anywhere, only source divers
would ever notice that it wasn't working as intended.
2019-10-04 16:37:14 -07:00
PatR
3e0d029a45 fix #H9164 - crash during restore when swallowed
Subject was "display crash while in curses mode".  Restoring with
perm_invent set in config file or NETHACKOPTIONS when the save was
made while swallowed (regardless of perm_invent at that time) resulted
in a crash when invalid u.ustuck was referenced before restoration had
done its pointer fixups.

init_nhwindows() is called with perm_invent On;
restgamestate() temporarily turns it Off (3.6.2 restore hack);
if/when update_inventory() gets called, curses notices that the
persistent window has been disabled so it tears down all its windows
in order to redraw the screen without that one;
docrt() sees non-Null u.ustuck and calls swallowed();
swallowed() tries to use the value of that pointer rather than just
Null/non-Null but the value is from the previous game session, not
valid for the current session;
crash.

Make yet another attempt to prevent update_inventory() from being
called during restore.  curses won't try to redraw and the crash
won't happen.  But the invalid pointer is still lurking (until an
eventual fixup later during restore).

An earlier fix for update_inventory() during restore actually handled
this problem (for the most common trigger, setworn(), but not in
general), so the 3.6.2 behavior is a regression.
2019-08-30 18:11:43 -07:00
PatR
79ff4cd9c3 fix github issue #202 - worn items inside engulfer
Fixes #202

When swallowed, you can take things from the engulfer's inventory, if
there are any, via pickup.  Items might be worn by the engulfer and
when "picked up" those weren't being unworn before being added to
hero's inventory.  Then they would be formatted as "(being worn)" and
could trigger warnings or worse.

Conceptually they should be worn on the outside and not be accessible
from the inside, so I've made attempts to pick up worn items fail
rather than fix up the unwearing.

Using ':' when swallowed to look at the engulfer's inventory describes
that inventory as "contents of <mon>'s stomach".  That's weird for any
worn items, but the situation is so rare I haven't made any attempt to
deal with it.
2019-07-03 18:30:55 -07:00
PatR
7013563415 ^I vs perm_invent again
A recent fix for #wizidentify showing "Not carrying anything" after
listing inventory items still showed "Not carrying anything" after
"(all items are already identified)".  Fix is easy.

Trickier bug was that ^I performs object ID on selected items while
the inventory routine is still in progress (but after it has processed
every item) and the ID routine will call update_inventory() which
will call the inventory routine to reformat invent.  So the inventory
display routine was called recursively without having returned to
wizidentify where iflags.override_ID gets cleared to revert to normal
inventory.  The nested call was unintentionally narrowing the contents
of persistent inventory window to whatever items were still unIDed.
(Any inventory update, including ^R, restored it to full inventory.)
2019-06-28 12:50:08 -07:00
PatR
83410a3d4f \#wizidentify bug - 'Not carrying anything.'
when carrying things.  The fuzzer toggled on 'perm_invent' and after
interrupting it I used ^I.  Having 'perm_invent' enabled makes the
inventory code avoid having a totally empty inventory display (by
supplying "Not carrying anything" instead--in the menu rather than
via normal pline) so that interface code will see a change and know
that an update is needed.  But to decide whether the menu was empty,
the inventory code was testing union 'any' field 'a_char' to check
whether some item had used the union (implying that something had
been passed to add_menu()), but wizidentify (^I) uses field 'a_obj'
instead.  Apparently the a_char bits stayed 0 because the menu ended
up with "Not carrying anything" after a list of inventory items.
Switch to a separate variable to track whether anything has been put
into the menu instead of trying to rely on the union.

Unrelated but noticed when checking other "Not carrying anything"
instances, the #adjust command ends early when there's no inventory
but it was asking for a letter to adjust even when the only thing in
inventory was gold in '$' slot, which isn't allowed to be adjusted
away from that slot.  Treat gold-only like no-invent.
2019-06-23 11:31:21 -07:00
nhmall
8aac36c073 don't merge globs with differing BUC status 2019-05-18 22:56:27 -04:00
nhmall
670fc9ca34 further improve additional glob interaction scenarios within a shop
Scenarios:
1. shop_owned glob merging into shop_owned glob
2. player_owned glob merging into shop_owned glob
3. shop_owned glob merging into player_owned glob
4. player_owned glob merging into player_owned glob
2019-05-18 16:24:48 -04:00
nhmall
2aee73642d fix some billing and pricing issues when globs coalesce
payment issue caused by glob coalescing
glob pricing did not consider coalesced weight
2019-05-17 12:04:01 -04:00
PatR
5534eab514 probing fix
For the inventory of a probed monster, if the probing took place in
a shop the inventory display would have selling price appended to
all the items.  That wouldn't really be a problem if it was just for
a pet who was carrying one shop item, but it applied to every item
being carried by any probed monster (including shopkeeper) with no
regard for whether the shop actually claimed ownership.
2019-04-13 15:57:16 -07:00
PatR
b43b3f617c object classes for wizard mode identify
When ^I was changed to allow picking more than one item to make
its temporary identification become persistent, group accelators got
left out.  So to pick all potions, you needed to select them letter
by letter (or via '.' to select everything, then deselect non-potions
letter by letter).  Now you can use '!' to select all potions.
2019-02-01 18:40:45 -08:00
Alex Smith
ce5184c3da Don't advance the main RNG during hallucination
This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
2019-01-28 04:45:26 +00:00
PatR
dd13b10cf2 make zeroany, zeromonst, zeroobj 'const'
They're never modified.  Minor complication:  &zeroobj is used as
a special not-Null-but-not-an-object value in multiple places and
needs to have 'const' removed with a cast in that situation.
2019-01-09 01:13:01 -08:00
PatR
a1fd4622f2 get_cost_of_shop_item() crash
More shop price determination fallout.  After the most recent change
to get_cost_of_shop_item(), using ':' inside an engulfer carrying at
least one item while inside a shop would try to follow the item's
obj->ocontainer back-link and crash when that led to the engulfing
monster rather than to a container.
2019-01-06 02:36:41 -08:00
PatR
b2ad4651f3 sortloot vs gems
Some object classes (such as armor and weapons) are split into
"subclasses" when sortloot applies an ordering (for armor, all helms,
then all gloves, then all boots, and so on).  Give gem class subsets.
Simple (1) valueable gem, (2) worthless glass, (3) gray stone, (4) rock
would give away information; instead, factor in discovery state and use
(1) unseen gems and glass ("gem")
(2) seen but undiscovered gems and glass ("blue gem"),
(3) discovered gems ("sapphire"),
(4) discovered glass ("worthless pieced of blue glass"),
(5) unseen gray stones and rocks ("stone"),
(6) seen but undiscovered gray stones ("gray stone"),
(7) discovered gray stones ("touchstone"),
(8) seen rocks ("rock").
If everything happens to be identified, the simpler ordering happens
(via 3, 4, 7, and 8) because the other subsets will be empty.
2019-01-02 14:20:53 -08:00
PatR
f8b4ad3fdc mines luckstone as achievement marker
It was possible to have the guaranteed luckstone at Mines' End become
merged with a random one and lose its specialness for achievement
tracking.  Mark it 'nomerge' when created and clear that if/when the
achievement is recorded.
2018-12-27 13:31:42 -08:00
PatR
5f5f7f63f1 stolen_value() vs containers
stolen_value() treated hero-owned container holding shop-owned goods
as free for the taking.

The fix I'm working on which led to discovering this first added
stolen_value() then eventually stopped using it so I don't have an
example of where it is giving the wrong result.
2018-12-25 16:45:41 -08:00
PatR
7bc36ddef4 fix #H6942 - dropx vs hold_another_object
Dropping an existing fragile item while levitating will usually
break it.  Getting a new wished-for fragile item and dropping it
because of fumbling or overfull inventory never would.

Some callers of hold_another_object() held on to its return value,
others discarded that.  That return value was unsafe if the item
was dropped and fell down a hole (or broke [after this change]).
Return Null if we can't be sure of the value, and make sure all
callers are prepared to deal with Null.
2018-12-23 12:37:26 -08:00
PatR
f9cef53758 yet more dropping while inside engulfer
I don't know why we have two different functions which do exactly
the same thing (checking whether an item is unpaid or is a container
that holds at least one unpaid item), but switch the #H2504 fix to
use 'the other one' and reverse one of the changes made when using
the inventory one.
2018-12-17 02:49:38 -08:00
PatR
a3a676a6bd more dropping unpaid shop items inside engulfer
I thought that the earlier fix for #H2504 was too easy for anything
shop related.  It didn't deal sensibly with containers owned by hero
but holding unpaid shop goods.
2018-12-17 00:45:00 -08:00
Bart House
d1cd20998f Added initialization if ilet to quite compiler warnings. 2018-11-20 10:27:35 -08:00
PatR
89a3f4a3fd ^X again
Add a new line for one last missing status field:  gold.
Also add one for proficiency with current weapon.

Move a few lines from 'characteristics' to 'background' and a few
more from 'characteristics' to new 'basics', leaving characteristics
with the six original characteristics:  Str, Con, Dec, &c.
2018-11-02 00:59:01 -07:00
PatR
14bef9a02d formatting cleanup src/*.c
Remove trailing spaces, and remove tabs from the files that had
trailing spaces.

Also, rndorcname() was using a random value to terminate a loop
and was recalculating a new one each iteration.
2018-10-02 16:53:22 -07:00
PatR
d119eca297 simplify #wizidentify
Get rid of bold/non-bold distinction in #wizidentify inventory menu
by only showing items which aren't yet fully identified instead of
full inventory with bold for unID'd.  Support for bold text might
be lacking.

I was considering this even before the report that X11 menus ignore
attribute.  The "_ - (use ^I for all)" menu entry is still present,
but it could be discarded in favor of '.' to pick everything via
ordinary menu selection.
2018-09-24 17:06:04 -07:00
PatR
3eded06669 fix #H7156 - perm_invent
Bug report #H7156 listed three items, all relating to perm_invent:
1) it shouldn't persist across save/restore since restore might be
   on a system which doesn't have enough room to display it (report
   actually complained that config file setting was ignored when
   restoring old games, which is an expected side-effect for options
   that persist across save/restore);
2) permanent inventory wasn't updated when using scroll of charging;
3) attempts to update permanent inventory during restore could lead
   to crash if it tries to access shop cost for unpaid items.
Items (2) and (3) have already been fixed.  This fixes (1).

Replace 'flags.perm_invent' with a dummy flag, preserving save files
while removing it from flags.  Add 'iflags.perm_invent' to hold the
value of the perm_invent option.

The win32 files that are updated here haven't been tested.  Whichever
branch contains the curses interface needs to be updated; ditto for
any other pending/potential interfaces which support perm_invent.
2018-09-14 17:34:33 -07:00
nhmall
cd9c0e880a adjust wizidentify title and prompt 2018-09-01 11:16:08 -04:00
nhmall
5a44a34420 wizidentify suppress unnecessary prompt; allow individual items for perm ID
Don't display the selection to identify all items if there are none.

Complete an item marked ToDo in cmd.c: allow selection of one or more
particular items to permanently identify rather than just all or nothing.
2018-09-01 10:43:26 -04:00
PatR
f1d0636ba0 fix wiz identify bugs
Fixes #124

Fix github pull request #124 which was also reported directly (but not
through the contact form so #Hxxx number).  Using ^I or #wizidentify
displays inventory with everything ID'd for that command only and adds
a menu entry "_ - use '^I' to identify" that can be chosen to make
those ID's persistent.  Picking underscore would work but picking the
alternate '^I' wouldn't work if the platform had unsigned characters
for plain 'char'.  Switch the return value from magic number -1 to
magic number ^I which isn't a valid inventory letter and isn't subject
to sign conversion.  Casting -1 to '(char) -1' would have worked too
despite some confusion expressed in discussion of the pull request.

If ^I has been bound to some other command and #wizidentify hasn't
been bound to any keystroke, temporary ID didn't disclose any extra
information (ie, acted like ordinary inventory display) and the extra
menu entry to make temporary ID become persistent wasn't available.
This fixes that too.
2018-08-29 19:19:49 -07:00
PatR
8c2bd75ce4 fix github issue #110 - sortloot segfault
Fixes #110

NetHack dumped core while qsort was executing for sortloot.  Fix a
logic error introduced by adding filtering capability to sortloot()
which could result in a sparsely populated array instead of having
the number of elements be less than the list size.

I don't know why this didn't show up sooner.
2018-06-21 12:09:12 -07:00
nhmall
78fca9bef0 build fix, avoid use of 'class'
Build fix, avoid use of 'class'

include\hack.h(199): error C2236: unexpected token 'class'. Did you forget a ';'?
include\hack.h(199): error C2332: 'class': missing tag name
include\hack.h(199): error C2027: use of undefined type 'sortloot_item::<unnamed-tag>'
2018-06-15 22:35:32 -04:00
PatR
3eb452ad94 another sortloot tweak
The code that formats an object for use in alphabetic comparisons
during sorting is forcing off wizard mode to avoid any alternate
formatting that might produce.  Add a guarantee that doing this can't
be used as a backdoor to create a normal mode panic file if someone
figures out a way to make xname() panic.
2018-06-14 17:29:59 -07:00
PatR
0b93d26269 sortloot - enhanced sorting [re-revamp anyone?]
When objects are in the same class, sortloot orders them by their
formatted name.  It was reformatting each object every time it got
compared to another object.  Change that to remember the formatted
name so that any given object is formatted at most once (during the
current sort; future sorts will need to format it again).

Armor and weapon classes are subdivided into smaller subclasses
and the formatting plus alpha compare is only done for items in
the same subclass, so helms come out before cloaks and don't get
their names compared, for instance.  [That was from my 'revamp'
rather than the original implementation.]  This adds a couple more
subclass sets:  food (named fruit, 'other' food, tins, eggs, corpses,
globs) and tools (containers, pseudo-containers [bag of tricks and
horn of plenty once those have become discovered; prior to discovery,
bag of tricks is classified as a container and horn of plenty as an
instrument], instruments, 'other' tools).

The main difference, aside from the formatting efficiency improvement,
is to change the previous sort order
| pink potion
| potion of enlightenment
| purple-red potion
to be
| pink potion
| purple-red potion
| potion of enlightenment
by grouping undiscovered items before discovered items when class and
subclass match.  So discovery state is essentially a sub-subclass and
formatting plus string comparison is only done for members of the
same sub-subclass.  There are actually four state values:  unseen
(which applies to particular objects rather than to their type),
unknown (not discovered and not named), named (not discovered but has
player-assigned type name), and discovered (either fully discovered
or considered not interesting to discover [no alternate description,
not nameable]).

My testing was primarily done with pickup ('m,' with menustyle:T)
and sortloot:Loot (the default) plus !sortpack (not the default and
not a setting I ordinarily use, but less verbose without the class
separators).  It won't astonish me if oddities crop up with other
usage combinations.
2018-06-12 16:33:35 -07:00
PatR
595ad9a5e9 more sortloot - picking up cockatrice corpses
Yesterday's sortloot() overhaul didn't include some cockatrice corpse
handling for pickup.  If there's an object class filter in place and
pickup has been told to care about cockatrice corpses, have sortloot()
include them in the loot array even if food class isn't accepted by
the filter.  In the pre-sortloot days, and in 3.6.[01] which didn't
attempt to deliver a filtered subset of loot, the check for such
corpses was done before pickup checks the filter.  They need to be in
the loot array to retain the same behavior.
2018-06-11 16:32:34 -04:00
PatR
77d478c939 fix #H7205, #H7120, #H5216 - sortloot
H7205 - full-pack identify might skip items if perm_invent is on
        because updating the inventory window might reorder 'invent'
        while the identify code is in the midst of traversing it;
H7120 - pickup that doesn't pick anything up can change the glyph
        shown on the map because the pile might be reordered such
        that a different item is on top;
H5216 - performing a sortloot operation on a pile and then switching
        back to sortloot:none doesn't restore pile's original order.

The 'revamp' that changed the contributed sortloot feature to switch
to simpler usage (object list itself was sorted rather than having a
parallel array that needed to be constructed, sorted, traversed, and
discarded) turns out to have too many problems.  This reverts to a
hybrid solution that constructs an array for traversal, leaving the
linked list in its original order, but hides most of the details of
that from sortloot() callers.  The 'revamp' benefit of being able to
use normal list traversal is lost, as is the potential to skip
sorting when the list turns out to already be in the desired order.

This could stand to have a lot more testing than it's had so far.
2018-06-11 16:31:58 -04:00
keni
d8c49ec9d1 Add updated copyright lines, part 1. 2018-04-25 15:00:13 -04:00
Pasi Kallinen
2548d68dd3 Fix some warnings
Remove an unused variable, add missing FALLTHRUs, and use the same
FALLTHRU wording where it wasn't recognized by gcc
2018-03-30 19:42:50 +03:00
Pasi Kallinen
94ad7512a6 Compile-time option to allow some prompts remember the input
Define EDIT_GETLIN to make the tty, X11, and Qt4 windowports to
remember the input strings for wishing and annotation.
2018-03-26 23:04:53 +03:00
PatR
b73d45fd66 throw-and-return for aklys
The comment I added to data.base--to explain that despite what the
short description says, an aklys wouldn't return to sender after being
thrown--was bugging me, so I've made aklyses behave like Mjollnir.
If thrown when wielded as primary weapon, it will usually return and
usually be re-wielded.  I also added a new message when either thrown
Mjollnir or thrown aklys is expected to return and fails to do so.

Most of the diff to dothrow.c is a change in indentation level.  The
amount of code needed was quite small.

Autopickup for thrown Mjollnir which had failed to return was putting
it into the quiver slot if that was empty.  Note quite an outright bug,
but it started wielded and can't be thrown if quivered, so exclude it
from the stuff that will auto-fill the quiver slot when added to invent
(post-3.6.0 issue).
2018-02-26 11:18:29 -08:00
PatR
b5b513fb44 'Iu' vs unknown container contents
An inventory of unpaid items where more than one was present would
show
|> bag's contents    N zorkmids
if any of the items were inside a container whose contents aren't
known.  But if there was only one item (so container must be owned
by hero) the 'Iu' output menu was skipped for pline and yielded
|> scroll of magic mapping   133 zorkmids
Force the menu display if the lone unpaid item is inside a container
whose contents are unknown.

I'm not sure whether a hero-owned container can have both unknown
contents and an unpaid item in normal play.  I managed it while
trying to fix a reported problem--except I can no longer find the
relevant report--where itemized shop billing also revealed unseen
container contents (for any number of items, not just 1).  That isn't
fixed yet, but I want to get the simpler 'Iu' part out of the way.
2018-02-07 17:31:44 -08:00
PatR
d7f26afba8 more #adjust (#H6571)
Make the suggested change that only adjusting something into its own
slot be the way to collect/merge compatible stacks with it, instead
of any #adjust without a split count.  This removes the previous
special case for a count that matches the stack size.  Having to
know the exact count was not a burden on the player, but being able
to move things around without merging with other stacks makes more
sense than the original behavior or the hack to work-around that
behavior.
2017-12-05 03:38:23 -08:00
PatR
90405235e5 address #H6552 - #adjust behavior
The report stated that '#adjust a c' after '#adjust 1a b' moved all
the original 'a' to 'c' instead of leaving the one in 'b' alone.
That's true, but it is also the intended behavior.  Splitting off
with a count explicitly avoids gathering compatible stacks (but
does merge into the destination if compatible, instead of swapping).
Moving a whole stack gathers compatible ones and puts the whole
merged group into the destination.

But that leaves a gap in functionality:  there's no way to get the
don't-collect-other-stacks without splitting; there ought to be.
So, allow the player to specify full count to move a stack from one
slot to another without collecting compatible stacks (the behavior
when no count is given) or splitting (the behavior when count is
less than full amount).  In the example above, if 'a' started with
5 doodads and had 4 left after splitting one to 'b', '#adjust 4a c'
will move those 4 (all of 'a') to 'c' without merging 'b' into them.
The method is a bit obscure but it's also something which doesn't
come up very often.
2017-11-30 19:15:45 -08:00
PatR
72978d69fa fix #6284 - empty perm_invent
Report was for tty, but X11 exhibited the same behavior.  With the
perm_invent option enabled, when the permanent inventory window is
displayed, it would be empty if not carrying anything.  For tty, that
meant a naked "(end) " selection prompt.  Put a separator line of "Not
carrying anything" into the menu so that it won't be completely empty.
The selection prompt is still present but it is attached to something.
(The behavior is different from !perm_invent, where you get that same
text via pline without any menu at all.)
2017-10-28 14:12:50 -07:00
PatR
58477b33f4 more fix for #H5056 - achievement tracking
The followup message about the fix for #5056 was trapped by the spam
filter so didn't reach us for a while.

xlogfile has an extra field to track various achievements made during
the game it logs, two of which are fully exploring the gnomish mines
and fully exploring sokoban.  Those are accomplished by finding the
special 'prize' item on the final level of their branch:  luckstone
for mines and bag of holding or amulet of reflecition for sokoban.
3.6.0 had a bug where any item of the target type found anywhere in
the dungeon resulted in achieving the relevant goal.  A post-3.6.1 fix
for that required that the item be found on the end level of the branch
and attempted to require that it an item explicitly placed there by the
special level loader, but the latter aspect had a bug which meant that
random items of the appropriate type placed on final level would count
as the prize.  Chance of extra luckstones on mines' end is fairly high,
so potential for false completion of the achievement was also high.

The second complaint was that since the achievement was only recorded
if the special prize item was found on final level, then if a monster
took it to another level then the achievement became impossible.  (Not
true, the player could take it back, drop it, and pick it up again, but
that is admittedly a pretty silly hoop to jump through.)  On the other
hand, if a monster removed the item before the hero found it, then a
case could be made that the hero hadn't really fully explored the
level.  However, this fix records the achievement no matter where the
hero picks up the item.  The final level must be entered--otherwise no
monster could possibly acquire and transport the item--but it isn't
guaranteed to have been fully explored.  Big deal....

The prize could also be acquired in bones data.  Before the second
portion of this fix, that wouldn't have mattered.  But now it does, so
clear the prize indicator when saving bones unless it happens to be the
same level where that item is created (impossible for sokoban, where no
bones are left; not sure offhand about mines' end).  The former prize
stone or bag or amulet becomes an ordinary one of its type.

This can all be done in a much cleaner fashion once we give up on the
current save file compatability.  Putting obj->o_id values into new
context.mines_prize and context.soko_prize, plus a hack to mkobj() to
not reuse those two values if the o_id counter ever wraps back to 0,
would cover most of the details.  Adding an achievement tracking flag
to lev_comp's object handling for use by the special level loader
would cover most of the rest.
2017-10-24 00:37:21 -07:00
PatR
a8fb18d6fe more #adjust: '$' and '#' handling
The recent fix to prevent #adjust from letting the player move things
into slot '-' (if compactify() reduced any sequence of consecutive
letters to x-y, introducing dash into the string of characters that
could be chosen from) was triggering a complaint about mixing &&
and || without parentheses.  Fixing that was trivial, but I ended up
making a much more substantial change.

If the '#' overflow slot is in use, you can move something into it
even when you no longer have all 52 regular slots in use.  (When it
isn't already in use, you can't access it.  Previously you could swap
from '#' to any letter but not vice versa.)  If you manage to get
gold in multiple slots or in some slot other than '$', you can move
or merge it into the '$' slot.  And when that situation isn't present
(if even possible--I had to force it with a debugger to test), then
gold will no longer be listed among the inventory letters to adjust.
(That became an issue when GOLDINV came into use, but either nobody
ever noticed or at least never reported.  "Adjust what? [$abd]",
then pick '$' and be told you can't adjust gold.  Prior to GOLDINV,
'$' wasn't included in the list of candidates.)
2017-10-21 16:02:48 -07:00
Pasi Kallinen
0bf824a81e Prevent adjusting items to the dash inventory letter
The #adjust command allowed, due to compactified buf, putting
items into the '-' inventory letter, which is usually reserved
for "empty hands", zeroobj. This caused problems down the line
when user was allowed to pick that letter for dropping.
2017-10-20 16:22:57 +03:00
Pasi Kallinen
596bc64341 Add option to make commands ask an inventory item via menu
Turning the boolean option force_invmenu makes all the commands
that ask for an inventory item pop up a menu instead of asking
a text query.  This should be much more friendlier to new
players, and is very useful for window ports on systems
with touch screens and no physical keyboard, such as cell phones.
2017-09-23 22:47:14 +03:00
PatR
36a921ca3b more obj filtering
Add support for filtering by unpaid status for container-in and
container-out actions.  When taking out of a container, it works as
expected if you're carrying the container while in a shop, but won't
find any unpaid items if the container is on the floor.  That's
because they're only flagged as unpaid while in the hero's inventory.
(And when it doesn't find any unpaid items it won't list 'unpaid' as
a category of item to manipulate, so while that might be suboptimal
for taking items out of shop containers, it shouldn't be a problem.
Typically all the contents are shop-owned anyway, so using unpaid as
a filter wouldn't gain any advantage over just taking stuff out.)
2017-06-30 23:51:14 -07:00
PatR
e32c09c5bf BUCX filtering
The different menustyle settings have been offering different degrees
of support for BUCX filtering:
  Full       : multi-drop, container-in, container-out
  Trad, Combo: multi-drop
  Partial    : none (to be expected; it explicitly jumps past class
    filtering, where BUCX gets handled, to a menu of all objects)

This adds pickup, container-in, container-out, multi-unwear/unwield,
and object-ID for Trad and Combo, and multi-unwear/unwield for Full.
(Full behaves like Partial for pickup--not sure why--and for object-ID,
bypassing filters to go straight to a menu of all applicable items.)

There are probably several new bugs--this stuff is very convoluted....
2017-06-23 18:44:35 -07:00
PatR
6a84840971 address #H5426 - inventory category selections
Report #5426 was classified as not-a-bug, but the underlying issue
can be improved.

For item selection where BUCX (bless/curse state) filtering is
supported (mostly for menustyle:Full, but there are a few actions
where Traditional and Combination handle BUCX too), 3.4.3 took the
union of object class and bless/curse state (so ?!B gave all scrolls
and all potions and every blessed item from other classes) but 3.6.0
changed that to the intersection (so ?!B gives blessed scrolls and
blessed potions, period).  Since gold is inherently not blessed or
cursed it has been getting excluded during intersection handling
when that includes BUCX filtering.  Report #5426 was from a player
who was used to choosing $X when putting newly acquired loot into a
container asking to have the old behavior reinstated.

The ideal fix would be to support both union ($ | X) and intersection
(?! & B), but implementation would be bug prone and the interface,
especially when done for menus, would be cumbersome.  Instead, this
adds new boolean option, goldX, to allow the player to decide whether
gold is classified as uncursed--even though it is never described as
such--or unknown.  The new-loot-into-container issued can be solved
either via $abcX, where abc lists all classes that have any X items
(when gold is included as one of the classes, its BUCX state is now
ignored for the current selection), or by setting the goldX option
and then just picking X for the types of items to put into the
container (or drop or whatever other action supports BUCX filtering).

The situations where menustyle:Full allows BUCX filtering during
object class specification and styles Traditional and Combination
don't should to be fixed (by extending BUCX support to Traditional
and Combination rather than removing it from Full, obviously).
2017-06-21 14:02:13 -07:00