Extend the processing done by the wizard mode 'sanity_check' option
to look for anomalies with obj->owornmask since there seem to have
been a few lately. I haven't actually triggered any so this code
isn't very well exercized yet.
sanity_check uses pline() rather than impossible() or debugpline()
to deliver messages so might not be very useful with keymasking.
A sizeable chunk of this diff is just cleaning up indentation so
that I could see what I was working with....
something that is M1_NOHANDS ought not to be able to pick up a pile of
rocks, daggers, or gold pieces unless it has other features that would
permit such a thing.
If a monster was in the projectile's path, the projectile stopping
checks would not be reached. The thrown object could fly up to
the maximum range, through walls, or even outside the map.
Changes to be committed:
modified: src/invent.c
modified: src/options.c
Apparently we need this based on Pasi's segfault. We just
don't yet know why we need them.
Also fix a warning:
..\src\options.c(1282) : warning C4101: 'tmp' : unreferenced local variable
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.
are being flat-dumped into save file and this causes segfault in restore()
whenever data segment layout changes (e.g. global variables added/removed).
bmask should either be stored with the objects.
Allow the 'I' command to show inventory of known blessed items via
pseudo object classes B, C, U, and X. That's instead of an showing
inventory of specific object class. The two can't be combined
because 'I' operates on single character input.
I had to modify tty_yn_function to prevent it from forcing a BUCX
character into lower case (simply using lower case would cause a
conflict with 'u' and 'x' for inventory of shopping bill), and did
that by checking whether any of the acceptable response characters
are upper case. Pretty straightforward and shouldn't impact any
other uses that don't specify upper case choices.
I did the same thing for X11. Other interfaces most likely need
to do something similar. If they don't, a response of 'B' or 'C'
(for menustyle:traditional or menustyle:combination) will simply
not work, without causing any problems, same as typing an invalid
choice, and 'U' or 'X' will give shop feedback instead of the
requested subset of inventory.
The Guidebook revisions are untested.
When you turn on the automatic description of a glyph under cursor,
we want to show the short description of what glyph it actually is.
The long full description of all possibilities is far too long, so
may cause more-prompts, and is awkward for blind players.