Carried containers could have their contents-known state and/or
lock-known state changed without persistent inventory window being
updated to show the new information.
This also changes the behavior when player has hero zap self with
wand of locking or wizard lock spell. If it doesn't trigger a
holding trap then the effect will hit inventory, similar to how
opening/knock operates (releasing hero from holding trap or hiting
inventory when that doesn't happen).
Changing an inventory item's bknown flag wasn't followed by a call to
update_inventory() in many circumstances, so information which should
have appeared wasn't showing up until some other event triggered an
update.
Unfreed memory noticed after interrupting the fuzzer and quitting.
query_objlist() has an early return--for touching a cockatrice
corpse--that was skipping release of sortloot info (an array with
one element per object from whichever object list was being used).
Some formatting that's been sitting around for a while got mixed in
and I decided not to take that back out.
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).
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.
Fixes#163Fixes#153
Encumbrance calculations for taking things out of a bag of holding
where subject to rounding issues due to integer division. This may
improve things, although I think taking out a partial stack might not
be much better than before.
I simplified the contributed code, then decided that it wasn't an
improvement. In the process of switching back and forth I may have
introduced bugs which weren't present originally.
If hero was carrying Schroedinger's Box at end of game, disclosing
inventory converted it into an ordinary box. That interferred with
subsequent disclosure when writing DUMPLOG, which saw an empty box
if inventory had been shown or the special box with newly-determined
contents if not. I tried a couple of ways to fix it and decided
that redoing it was better in the long run.
Schroedinger's box is still flagged with box->spe = 1, but instead
of having that affect the box's weight, now there is always a cat
corpse in the box. When opened, that will already be in place for
a dead cat or be discarded for a live one, but the weight will be
standard for container+contents and when box->cknown is set it will
always be "containing 1 item" (which might turn out to be a monster).
Some temporary code fixes up old save/bones files to stay compatible.
TODO: food detection used to skip Schroedinger's Box; now it will
always find a corpse, so some fixup like the ridiculous probing code
is needed.
Followup to 'fix #148' patch: looting a container with menustyle:Full
wasn't offering a chance to remove everything in one go. That was due
to an error I introuduced 2.5 years ago with commit
529dad8ef1 when I changed how the flags
passed to query_category() were being set up. It accidentally switched
'A' from take-out to put-in but the only code to handle 'A' at that
time would take everything out (from container to inventory).
Prior to that, removing everything worked as intended and putting in
everything wasn't supported. Now 'A - autoselect all' is a viable
choice for both in and out.
Fixes#154
With menustyle:Full, picking 'A - autoselect all' when putting items
into a container ran code for taking things out and there wasn't any
corresponding code for putting things in.
Add some put-in-everything code. Taking things out doesn't offer
'A - autoselect all' as a choice so the code mentioned above may now
be dead. Taking everything out seems like something that's much more
likely to be desired than putting everything in.
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.
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.
Mentioned in the newsgroup: picked up items have stopped merging with
compatible stacks in inventory.
The commit 0c51555849 by me on January 5
|
| fix #H6713 - unpaid_cost: object not on any bill
|
| Stealing a shop object from outside the shop with a grappling hook
| would result in that item being left marked 'unpaid' after the shop's
| bill was treated as being bought and not yet paid for. This led to
| "unpaid_cost: object wasn't on any bill" every time inventory was
| examined. The problem was caused by handling the shop robbery after
| removing the object from the floor but before adding it to inventory,
| so it couldn't be found to have its unpaid bit cleared.
|
inadvertently caused that. The effect was actually deliberate but it
wasn't intended to be so widespread. Handle extract/bill/addinv/rob
sequencing differently instead of overriding inventory merging.
Stealing a shop object from outside the shop with a grappling hook
would result in that item being left marked 'unpaid' after the shop's
bill was treated as being bought and not yet paid for. This led to
"unpaid_cost: object wasn't on any bill" every time inventory was
examined. The problem was caused by handling the shop robbery after
removing the object from the floor but before adding it to inventory,
so it couldn't be found to have its unpaid bit cleared.
When investigating this I came across a more severe bug: if the hero
had never entered the shop, the shopkeeper's bill wasn't initialized
properly and add_one_tobill() could crash while attempting to execute
bp->bo_id = obj->o_id;
because 'bp' was Null.
Poly'd into a giant with a full inventory that already contains at
least one boulder, moving onto a boulder (that can't be pushed due
to a wall or other obstacle) yielded
You try to move the boulder, but in vain.
However, you can easily pick it up.
You are carrying too much stuff to pick up another boulder.
You see here a boulder.
The second and third statements contradict each other. Make the
code that dishes out the second message smarter. If autopickup is
set for it and you will pick up the boulder:
However, you easily pick it up.
If autopickup is not set for it but would have worked if it was:
However, you could easily pick it up.
If your inventory is full and you have a boulder (or are in Sokoban)
However, you easily push it aside.
That last one is instead of "however, you can squeeze yourself into
a small opening" that you'd get if not a giant and not carrying much.
Reported directly to the devteam. Set hilite_pile on, become
invisible, pick up all but one item from a pile on the floor,
the pile symbol was still there afterwards.
This is yet another case of evil hack, because the gbuf doesn't
distinguish between object piles and single items, see
commit 854fe40609
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.)