Commit Graph

274 Commits

Author SHA1 Message Date
PatR
b65c93cdff menustyle:full's 'A' choice
Change how menu choice 'A' (auto-select everything) works.  It will
now auto-select all things that match any other choices (object
class(es) or BUCX state(s) or possibly unpaid status).  So it still
skips the second menu of specific objects.  And it still picks all
objects when it is the only choice or if player uses '.' to select
it along with all the rest of the first menu's possibilities.

This change won't help anyone who picks 'A' without really meaning
to.  (Maybe add a paranoid_confirm setting to for full-menu-A?)

Affects container apply/#loot and Drop-multiple.  The invent.c part
is just formatting.
2021-04-02 12:26:41 -07:00
copperwater
ee7664684a Unify code for extracting an object from a monster's inventory
The code for doing this (basically an obj_extract_self() call plus
handling if the object was worn or wielded) was duplicated all over, and
inconsistent - for instance, though all of them updated the monster's
misc_worn_check to indicate it was no longer wearing something in
whatever slot, only one call also set the bit that flags the monster to
consider putting on other gear afterwards.

Under a new function, extract_from_minvent, all this extra handling is
checked in one function, which can simply replace the obj_extract_self
call.

A few callers (such as stealing) have some common code *after* the
object is extracted and some other things happen such as message
printing, such as calling mselftouch if the object was worn
gloves. extract_from_minvent does not handle these cases.
2021-01-29 19:19:03 -05:00
nhmall
f963c5aca7 switch source tree from k&r to c99 2021-01-26 21:06:16 -05:00
copperwater
0b638592a4 Refactor getobj() to use callbacks on candidate objects
This replaces the arcane system previously used by getobj where the
caller would pass in a "string" whose characters were object class
numbers, with the first up to four characters being special constants
that effectively acted as flags and had to be in a certain order.
Because there are many places where getobj must behave more granularly
than just object class filtering, this was supplemented by over a
hundred lines enumerating all these special cases and "ugly checks", as
well as other ugly code spread around in getobj callers that formatted
the "string".

Now, getobj callers pass in a callback which will return one of five
possible values for any given object in the player's inventory. The
logic of determining the eligibility of a given object is handled in the
caller, which greatly simplifies the code and makes it clearer to read.
Particularly since there's no real need to cram everything into one if
statement.

This is related to pull request #77 by FIQ; it's largely a
reimplementation of its callbacks system, without doing a bigger than
necessary refactor of getobj or adding the ability to select a
floor/trap/dungeon feature with getobj. Differences in implementation
are mostly minor:
- using enum constants for returns instead of magic numbers
- 5 possible return values for callbacks instead of 3, due to trying to
  make it behave exactly as it did previously. PR #77 would sometimes
  outright exclude objects because it lacked semantics for invalid
  objects that should be selectable anyway, or give slightly different
  messages.
- passing a bitmask of flags to getobj rather than booleans (easier to
  add more flags later - such as FIQ's "allow floor features" flag, if
  that becomes desirable)
- renaming some of getobj's variables to clearer versions
- naming all callbacks consistently with "_ok"
- generally more comments explaining things

The callbacks use the same logic from getobj_obj_exclude,
getobj_obj_exclude_too and getobj_obj_acceptable_unlisted (and in a few
cases, from special cases still within getobj). In a number of them, I
added comments suggesting possible further refinements to what is and
isn't eligible (e.g. should a bullwhip really be presented as a
candidate for readying a thrown weapon?)

This also removed ALLOW_COUNT and ALLOW_NONE, relics of the old system,
and moved ALLOW_ALL's definition into detect.c which is the only place
it's used now (unrelated to getobj). The ALLOW_ALL functionality still
exists as the GETOBJ_PROMPT flag, because its main use is to force
getobj to prompt for input even if nothing is valid.

I did not refactor ggetobj() as part of this change.
2021-01-07 11:06:58 -05:00
nhmall
c9673b3d9e more window port interface adjustments
further adjustments to the window port interface to pass a pointer
to a glyph_info struct which describes not just the glyph number
itself, but also the ttychar, the color, the glyphflags, and the
symset index.

This affects two existing window port calls that get passed glyphs
and does the parameter consistently for both of them using the
glyph_info struct pointer:
	print_glyph()
	add_menu().

The recently added glyphmod parameter is now unnecessary and has been
removed.
2021-01-05 10:09:37 -05:00
nhmall
0c3b9642e4 pmnames mons gender naming plus a window port interface change
add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.

replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.

consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)

consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).

related function or macro additions:
    pmname(pm, gender) to get the gender variation of the permonst name. It
    guards against monsters that haven't got anything except NEUTRAL naming
    and falls back to the NEUTRAL version if FEMALE and MALE versions are
    missing.

    Ugender to obtain the current hero gender.
    Mgender(mtmp) to obtain the gender of a monster

While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
    pmname(ptr, gidx)
      where -ptr is a permonst *
            -gidx is an index into the pmnames array field of the
             permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.

Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.

male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.

tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.

statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.

I expect some refinement will be required after broad play-testing puts it to
the test.

    consolidate caveman,cavewoman and priest,priestess monst.c entries etc

This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.

Window Port Interface Change

Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.

The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.

win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.

Interface change additional info:

    print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
            -- Print the glyph at (x,y) on the given window.  Glyphs are
               integers at the interface, mapped to whatever the window-
               port wants (symbol, font, color, attributes, ...there's
               a 1-1 map between glyphs and distinct things on the map).
            -- bkglyph is a background glyph for potential use by some
               graphical or tiled environments to allow the depiction
               to fall against a background consistent with the grid
               around x,y. If bkglyph is NO_GLYPH, then the parameter
               should be ignored (do nothing with it).
                -- glyphmod provides extended information about the glyph
               that window ports can use to enhance the display in
               various ways.
                    unsigned int glyphmod[NUM_GLYPHMOD]
               where:
                    glyphmod[GM_TTYCHAR]  is the text characters associated
                                          with the original NetHack display.

                    glyphmod[GM_FLAGS]    are the special flags that denote
                                          additional information that window
                                          ports can use.

                    glyphmod[GM_COLOR] is the text character
                                       color associated with the original
                                       NetHack display.

Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
2020-12-26 11:23:23 -05:00
PatR
1b7c372f5d fix #K3231 - objects vs pits and holes
This got out of hand pretty quickly.  can_reach_floor() had
different criteria than trap activation.  Objects dropped at a
hole locations that don't fall through were treated as if they
were at the bottom of an abyss, so couldn't be examined or
picked up.

This a bunch of changes; it is bound to introduce some new bugs.
2020-12-22 13:48:29 -08:00
PatR
9045ccb63d venom fixes
Noticed when fixing 'D$'.  Some commands, including D, which should
have been handling venom weren't doing so.

I'm not sure whether I got all the applicable cases.
2020-10-01 16:41:56 -07:00
nhmall
ac9ba38449 file header bump from "NetHack 3.6" to "NetHack 3.7" 2020-08-03 22:07:36 -04:00
PatR
fae75f5930 troll corpse revival
Prevent corpses left by cancelled trolls from reviving.  Their
revival is an innate ability but is clearly a magical one, so make
that be subject to cancellation magic.

Change existing corpses that are scheduled to revive to rot instead
if they get cancelled as objects.  Rider corpses are excluded.

Uncancel an ice troll whose corpse is put into an ice box.

Commit e9f53ab7f6 at the end of May
to fix corpses taken out of ice boxes by monsters changed removing
corpses from ice boxes by anybody to always give them rot-away
timers, even for trolls.  Make an exception for ice troll corpses:
give those revive timers instead.
2020-07-26 11:13:43 -07:00
PatR
e9f53ab7f6 fix #K1139 - corpse removed from ice box by monst
Rot and revive timers are turned off when a corpse gets put inside
an ice box.  They get turned back on when taken out of the ice box
by the hero but were being left off if taken out by a monster.
That resulted in corpses of arbitrary type behaving like lizard
corpses and never rotting away.

This fixes that.  It also changes troll corpse behavior.  Once put
in an ice box, a troll corpse will not get a new revive timer when
taken out, just an ordinary rot timer.
2020-05-30 13:33:16 -07:00
PatR
09f9b3598f fix issue #339 - duplicate feature messages
while 'mention_decor' is enabled.  When stepping onto different
terrain and one or more objects remained on the new spot after
autopickup, describe_decor() was issuing its new-terrain message
right before look_here()'s similar under-the-objects message.  If
autopickup grabbed everything or there weren't any objects to begin
with, look_here() doesn't issue any dfeature (terrain) message.
describe_decor() isn't smart enought to know whether that is going
to happen.  Give look_here() a new flag argument so that its caller
can ask for the dfeature message to be skipped for the case where a
similar message has already been given.
2020-04-27 04:25:26 -07:00
Pasi Kallinen
9cdcf7b219 Also explode the other bag of holding 2020-04-18 11:31:16 +03:00
Pasi Kallinen
71754910db Scatter bag of holding contents instead of deleting them
Losing all of your items in one go is really frustrating.
If you blow up your bag of holding, make the contents scatter around
instead of outright deleting them. This will destroy fragile objects.
2020-04-13 21:49:29 +03:00
PatR
2e177a7fc4 fix gibhub issue #320 and more - 'mention_decor'
Fixes #320

Avoid giving "you are back on the bottom" nearly every step when
moving around underwater.

Avoid "you are back on floor" followed by "you trip over <object>"
when fumbling in case that fumbling was due to being on ice when
taking the step to floor.  Done for all fumbling rather than just
one-turn fumbling instigated by ice.

When moving from ice or water to ground, show "you are back on floor"
before listing objects at that spot instead of after.

I think there was at least one more thing but have lost track.  At
any rate, 'mention_rate' potentially has a new set of bugs.
2020-04-08 18:33:55 -07:00
PatR
b37b9f25ce mention_decor vs Underwater or drowning escape
Avoid redundant
|You are on solid land again.
|You are back on floor.
when walking or teleporting out of water with the mention_decor option on.
2020-04-03 10:41:30 -07:00
PatR
3f377b9405 fix #H4545 - stack of scrolls of scare monster
Reported 3.5 years ago.  Specifying a count for pickup to pick up a
subset of a stack was processed after scrolls of scare monster were
handled, so a whole stack of those got picked up or crumbled to dust
whether you gave a count or not.  Also, if you were too encumbered to
pick up the full stack, they still all crumbled or all changed state
to crumble next time, then for the latter case you picked up as big a
subset as you could handle.
2020-03-06 09:24:33 -08:00
nhmall
d81c096ce6 window port interface change - add mbehavior flags to start_menu()
Provide a way to communicate additional behaviors and/or appearances
desired from NetHack window port menus.

This is foundation work for changes to follow at a future date.
2020-02-20 20:12:51 -05:00
PatR
814adb41b8 fix #K376 - tipping cap
Allow #tip to do something if you pick your worn helmet instead of
a container.  It's mostly just a variation of #chat but probably adds
several new bugs....
2020-02-18 03:14:22 -08:00
Pasi Kallinen
6fd51c29ef Unify Bag of Holding item loss chance 2020-02-09 18:39:46 +02:00
PatR
ea8248e3c6 new 'mention_decor' option
Somewhat similar to 'mention_walls', 'mention_decor' is a way to
request additional feedback when moving around the map.  It reports
furniture or unusual terrain when you step on that.  Normally stepping
on furniture only mentions it when it is covered by object(s).  And
moving onto (rather than into) water or lava or ice doesn't bother
saying anything at all.  With the new option set there will be a
message.  It uses Norep so won't repeat when moving from one water
spot to another or one lava spot to another or one ice spot to another
unless there has been at least one intervening message.  There is also
a one-shot message when moving from water or lava or ice onto ordinary
terrain (not Norep, just once since there's no land to land message).

Having the verbose flag Off doesn't inhibit these new messages but it
does shorten them: "A fountain." instead of "There is a fountain here."

The Guidebook gets a new subsection "Movement feedback" of the "Rooms
and corridors" section and it covers more than just 'mention_decor'.
As usual, Guidebook.tex is untested.

'mention_decor' persists across save/restore, so 'struct flags' has
changed and EDITLEVEL is being bumped, hence save files are invalided.
2020-01-29 09:47:36 -08:00
PatR
bfa0f072f7 fix #K125 - autounlock vs touching artifacts
Apply makes a touch_artifact check on the tool being applied, but
autounlock would pick an unlocking tool to use without doing that.
Noticed while fixing that:  autounlock took no time.

Since picking an artifact unlocking tool might now blast the hero,
change the tool selection.  First choice: any key except another
role's quest artifact; second: any lock-pick except another role's
quest artifact; third: any credit card except another role's quest
artifact; fourth, fifth, sixth: other roles' quest artifact key,
lock-pick, or credit card.  The fifth category (artifact lock-picks)
is empty.  Rogues will pick non-cursed Master Key over any other
key (special case for first choice).  Tourists will pick a key or
a lock-pick over their PYEC (first and second choices over third).
2020-01-05 23:54:11 -08:00
PatR
6e90c4deed miscellaneous reformatting
Some new code was using 3.4.3 era formatting (operators at end of
first half of a continued line rather than at start of second half).
Also a few cases of 'g.' prefix making lines be too wide.  I imagine
there will be a lot more of these over time.
2019-12-30 18:37:42 -08:00
nhmall
b241945672 Merge branch 'NetHack-3.7' 2019-12-27 08:52:42 -05:00
nhmall
f3987d6d70 add a use of MENU_ITEMFLAGS_SKIPINVERT to pickup.c 2019-12-23 09:26:08 -05:00
nhmall
308943aea4 groundwork for window port interface change to add_menu
groundwork only - window port interface change

This changes the last parameter for add_menu() from a boolean
to an unsigned int, to allow additional itemflags in future
beyond just the "preselected" that the original boolean offered.

There shouldn't be any functionality changes with this groundwork-only
change, and if there are it is unintentional and should be reported.
2019-12-22 18:28:24 -05:00
copperwater
277dcc05b5 Port the autounlock feature, hallucinatory trap names from UnNetHack
This adds a boolean option, autounlock, defaulting to true. When this is
set to TRUE, messages stating that some door or container is locked are
automatically followed by a prompt asking if you would like to unlock
it, if you are carrying an unlocking tool (key, lock pick, or credit
card).

Architecturally, this extends the pick_lock function to take three
additional arguments (door coordinates or a box on the ground you are
autounlocking).

The code that selects an unlocking tool will always look first for a
skeleton key, then a lock pick, then a credit card. Since curses, rust,
and other attributes don't really have an effect on the viability of the
unlocking device, it didn't seem to warrant making a more complex
function for that.

Add hallucinatory trap names

This adds many funny, realistic, and nonsensical traps to the game, to
be shown when the player is hallucinating.

Architecturally, the biggest change is merging the what_trap macro and
the "defsyms[trap_to_defsym(ttyp)].explanation" pattern into a single
function "trapname", which returns the name of the trap, handling the
hallucination case. There is also a second parameter used for overriding
hallucination in the occasional cases where the actual trap name should
always be returned.

In addition, the what_trap and random_trap macros are now obsolete and
not used anywhere, so they are removed.

reinstate anti-rng abuse bit on hallucination

updates to hallucinatory trap names and fixes37.0 entry
2019-12-19 18:52:23 -05:00
nhmall
057fff6b7c Merge branch 'NetHack-3.6' 2019-12-13 20:03:47 -05:00
PatR
84bdff6976 kinda/sorta fix github issue #246
Cherry-pick 3.7.0's 565e020573.  Again,
conflict because the fixes entry goes into a different file.

When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point.  Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix.  The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.

Fixes #246
2019-12-13 16:15:37 -08:00
PatR
565e020573 kinda/sorta fix github issue #246
When picking up from floor or removing from container fails because
there aren't any inventory slots available, pickup/take-out stops.
But the message
|Your knapsack can't accomodate any more items.
is inaccurate if there is gold beyond the stopping point.  Actually
continuing in order to pickup/take-out gold would require substantial
changes, but varying the message to be
|Your knapsack can't accomodate any more items (except gold).
when stopping is a one line fix.  The parenthesized remark is only
added if there is actually some gold after the current object and is
given regardless of whether autopickup happens to be targetting it.

Fixes #246
2019-12-05 02:33:47 -08:00
nhmall
8cd73c8cc9 Merge branch 'NetHack-3.6' 2019-11-29 16:57:23 -05:00
nhmall
fd7d0f5d52 more things considered when you're on the brink 2019-11-29 11:14:55 -05:00
PatR
adc455129d 3.7: goldX and other stuff
Move option variable goldX (True: treat gold as BUC unknown, False:
treat gold as uncursed during BUCX filtering) from iflags to flags
so that it persists across save/restore.

Get rid of a few obsolete things from struct flags.

Try to make the 'cursesgraphics' option work although I don't think
that it was ever functional enough for anybody to use so probably
could have been removed instead.

Bump EDITLEVEL; any current save files are invalid.

Demote status from Beta to Work-in-Progress.

I modified src/sfdata.c manually (not included here) to get a full
build.  The Unix Makefile.src needs to be taught when and how to
regenerate it.
2019-11-28 15:00:54 -08:00
nhmall
72fcfadf23 Merge branch 'NetHack-3.6' 2019-10-08 20:27:39 -04:00
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
nhmall
c6a4e8ce50 Merge branch 'NetHack-3.6' 2019-10-04 09:11:29 -04:00
PatR
d9a1bbb203 fix #H9269 - potential panic due to window slots
A couple of early returns could result in temporary windows getting
left around instead of being released for re-use, which in turn might
lead to a panic due to lack of available window slots.  The first
one is accompanied by an 'impossible' warning which no one has ever
reported and the second one could only happen if data file 'keyhelp'
was missing, so panic due to either of these is hypothetical as far
as released versions go.  Somebody making modifications could run
afoul of either of them though.

query_category() - switch from early return to 'goto' so that the
  temporary window used for a menu will always be destroyed;
whatdoes_help() - defer creating the display window until after the
  data file has been successfully opened so that early return won't
  need any window cleanup.
2019-10-03 15:45:43 -07:00
nhmall
642f698a7a Merge branch 'NetHack-3.6' 2019-10-01 20:44:57 -04:00
nhmall
29946b551b autopickup exception priority in pull request 226
The pull request #226 commentary follows:

One major limitation of the autopickup exception system is that you can't
define an exception from an exception, despite both menucolors and msgtypes
prioritizing rules based on the order they are defined in .nethackrc. This
is because the "always pickup" and "never pickup" exceptions are tracked in
different lists, and at runtime, when the player steps over an object, the
game checks these lists seperately, with "never pickup" taking precedence.
This means that if you want to pick up some but not all items matching a
given expression, you may need to write a long and kludgy list of regexes
to get the behavior you want.

I've edited the autopickup exception code to remove this necessity: now
the exceptions are stored in one list, and conflicts between them are
resolved based on their relative position in that list. Whether an
exception was inclusive or exclusive was already tracked individually;
I don't know why they were stored separately in the first place. This
edit makes the system both more convenient and more consistent with the
semantics of menucolors and msgtypes.

With these changes, the 33 autopickup exception rules in the wiki article
linked above may be replaced with the following 7 much simpler rules for
the exact same effect:

AUTOPICKUP_EXCEPTION=">.* corpse.*"
AUTOPICKUP_EXCEPTION="<.* newt corpse.*"
AUTOPICKUP_EXCEPTION="<.* lichen corpse.*"
AUTOPICKUP_EXCEPTION="<.* lizard corpse.*"
AUTOPICKUP_EXCEPTION="<.* floating eye corpse.*"
AUTOPICKUP_EXCEPTION="<.* wraith corpse.*
AUTOPICKUP_EXCEPTION=">.*\>.*"

closes #226
2019-09-30 10:54:03 -04:00
HMM
f68561fbe1 Fix check_autopickup_exceptions to return null pointer if no exception is found 2019-09-27 15:17:53 -04:00
HMM
2fb9cf7a1c Rework autopickup exceptions to override one another like menucolors 2019-09-24 18:20:49 -04:00
nhmall
0d34f43830 remove STATIC_DCL, STATIC_OVL, STATIC_VAR, STATIC_PTR from core 2019-07-14 17:24:58 -04:00
nhmall
77fd719e05 Merge branch 'NetHack-3.6' 2019-07-13 00:38:10 -04:00
nhmall
638d9f9363 if prototype is declared static make function static to match
Today, a compiler was encountered that considered it an error
to have the prototype declared static and the function body
not
2019-07-13 00:17:23 -04:00
nhmall
2748cef8bb Merge branch 'NetHack-3.6' 2019-07-03 22:38:00 -04:00
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
nhmall
bfc4445537 Merge branch 'NetHack-3.6' 2019-06-05 08:08:32 -04:00
PatR
093e7c31e4 container->{cknown,lknown) vs perm_invent
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).
2019-06-04 12:13:46 -07:00
PatR
43afa91ff8 fix #H8850 - bless/curse state in perm_invent
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.
2019-06-04 10:50:24 -07:00
nhmall
7437b0b6e6 Merge branch 'NetHack-3.6' 2019-05-30 18:10:41 -04:00