After some permutation of commands which displayed items, the 'd'
command presented a prompt with the list of letters scrambled (in
loot order or pack order rather than invlet order), so explicitly
sort when getobj operates. Done for ggetobj too.
For menustyle:Traditional, ',' followed by 'm' presented a pickup
list in pile order even when sortloot was 'l' or 'f'. That was an
unintentional change during the 'revamp'.
Reported directly to devteam for recent git code, the "sortloot
revamp" patch could trigger an object lost panic after calling
query_objlist() when menustyle was full or partial and player
picked up a subset of available items. Modified head-of-list was
not being propagated to its source in pickup(). Use an extra layer
of indirection.
When removing items from a container via menu, list gold as '$'
instead of 'a' when it is the first item. Requested during beta
testing last year....
When gold isn't first ('sortpack' false, or custom 'inv_order[]'),
it uses the next letter in sequence instead of '$', otherwise it
would be the only item out of sequence.
Change the sortloot option to use qsort() instead of naive insertion
sort. After sorting, it reorders the linked list into the sorted
order, so might have some subtle change(s) in behavior since that
wasn't done before.
pickup.c includes some formatting cleanup.
modified:
include/extern.h, hack.h, obj.h
src/do.c, do_wear.c, end.c, invent.c, pickup.c
This fixes a bug where the hero could accidentally donate the contents
of their bag to a shopkeeper if they put it in another bag on the shop
floor that also belonged to the hero. To reproduce:
1. Drop a sack on the floor, but don't sell it.
2. Get another sack and put in hero-owned objects.
3. Put the sack with objects into the sack on the shop floor.
4. Take out the sack with the objects from the sack on the shop floor.
The shopkeeper will claim you owe them for the objects in the sack, and
view the contents of the sack will show them as belonging to the
shopkeeper.
This fix is what those previous fixes for `SELL_DONTSELL` were for.
Based on DynaHack commit f91ce0b (Fix billing/credit when hero nests
their containers on a shop floor) by me.
"Looting many containers via menu cannot be stopped". When the
player uses #loot command at a location with multiple containers,
a menu of which ones to loot is presented and player can pick any
or all of them. But if you terminate the looting of a particular
container with ESC, it goes on to the next selected one rather than
stopping the loot action because that's what the 'q' choice does.
The simplest fix would be to allow choosing only one container
from the "loot which?" menu, but this retains the ability to loot
multiple containers on a pile in one turn. It makes looting
stoppable by extending the ":iobrsq or ?" prompt, adding 'n' for
"next container" and changing 'q' from "done with this container"
to "done looting" (with ESC still a synonym for 'q'). When just
one container is being looted, or when on the last of N containers,
'n' is not shown but is still accepted (and treated as 'q').
Also, use_container() was using a menu for ":iobrsq" if player had
menustyle set to Full when it was intended to be for Partial (name
confusion...). This switches Partial to use menu for loot action,
and leaves Full with that since that's how 3.6.0 has been behaving.
Traditional and Combination use the prompt string and single char
response.
Reported directly to devteam, with patch: tipping corpses out of an
ice box wasn't restarting their rot timers, producing corpses that
would last indefinitely.
Putting gold into a hero-owned container on a shop's floot gave credit
for the amount of the gold but also set the gold object no_charge, so
it could be taken out without taking away the credit. Then put back
in and taken out as many times as the player liked, doubling the gold
each time until the shopkeeper was out of cash.
I think the proper fix would be to avoid giving credit instead of not
marking the gold no_charge, but that would require multiple additional
changes so I took the easy way out.
Most of the changes to pickup.c are reformatting that it escaped prior
to release. The changes to shk.c are cosmetic and not part of the fix.
Somewhere along the line I started removing redundant parentheses from
return statements, but only in files that needed continuation fixups
so it's not comprehensive.
Add macros W_WEAPON and W_ACCESSORY, similar to existing W_ARMOR, bitmask
of all the relevant worn bits. Just for code readability; there should
be no change in behavior.
Also, reformat the "ugly checks" portion of getobj(). Slightly better
readability and fewer continuation lines, but only a modest improvement.
rather than always use a menu. Only affects menustyle:traditional and
can be overridden at the time by using the 'm' prefix before the #tip
command.
When using the menu, add an explicit pick-from-inventory choice. The
behavior there stays the same: ask about inventory if no floor container
is chosen.
If there is more than one container, the #tip command will show a menu;
if there's just one container, prompt for tipping.
As per Boudewijn's suggestion, remove the superfluous
"There is a container here" message.
'Du' in a shop was listing hero-owned containers that didn't contain
any unpaid items. At least one unpaid item must be carried; bug
manifested iff one or more unpaid items followed the container in
the invent list.
Recently revised allow_category() was using count_unpaid() for
container contents incorrectly, inadvertently checking the rest of
inventory after the container in addition to its contents.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Fix filtering used by the 'D' command, and a few other activities that
allow both object class filtering and bless/curse state filtering, so
that when both class(es) and state(s) are specified, objects need to
match both rather than either. D?C will present the player with cursed
scrolls to drop rather than all scrolls plus all other cursed objects.
This also fixes another instance when gold could end up with its bknown
flag set.
Adds the "sortloot" compound option, with possible values
of "none", "loot", or "full". It controls the sorting of
item pickup lists for inventory and looting.
Instead of just "while helpless", the death reason will tell
more explicitly why the player was helpless. For example:
"while frozen by a monster's gaze"
* Replace variadic debugpline() with fixed argument debugpline0(str),
debugpline1(fmt,arg), and so on so that C99 support isn't required;
* showdebug() becomes a function rather than a macro and handles a
bit more;
* two debugpline() calls in light.c have been changed to impossible();
* DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
setting in !SYSCF configuration (I hope that's temporary).
When looting a location with multiple containers, show a menu for user
to pick the containers to loot instead of asking a yes/no question for
each container.
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.