Lit candles and burning potions of oil can be on the migrating objects
list and get deleted before arrival, so they need the same cleanup as
rotting corpses to prevent obfree from complaining that they're worn.
Thinko fix: sanity checking for owornmask was mis-treating
OBJ_MIGRATING as OBJ_MINVENT of migrating monsters rather than as
unattended objects and would have had problems similar to obfree's
inappropriate impossible check.
Sanity checking for objects worn in invalid slots (amulet worn in
a ring slot and so forth) is extended to items worn by monsters.
Also add a check for wielded coins since the loophole that let them
become wielded has been closed.
Migrating objects overload obj->owornmask with a destination code,
so rot_corpse needs to clear that before deleting corpses. (Buried
objects don't touch owornmask, so rot_organic, which does the actual
object deletion, shouldn't need any similar change.)
The corpses with owornmask 3 that have been observed recently were
slated to arrive on the up stairs, so presumeably fell down the down
stairs of the current level and rotted before the hero went down.
Put plainly, it was the [post-3.4.3] impossible() check which was in
error, not the active game data.
'w$' reported "you can't wield gold" but
'w*$', choosing from inventory and picking gold, let you wield gold.
The old code checked whether gold had been picked before checking
whether '?' or '*' had been picked to request selection from inventory.
This wasn't an issue with 3.4.3's !GOLDINV configuration (but probably
was for anyone who explicitly switched to GOLDINV) because getobj()'s
callers only inserted gold into inventory when they intended to accept
it as a valid choice.
Fix is just to swap two adjacent 'if' blocks in getobj() so that '*'
is processed before the test of whether '$' has been chosen. Most of
the diff is indentation and other minor reformatting.
* Add missing entry for include/tile.h to (top)/Files; also
add new entry for generated file util/tiletxt.c (Unix only);
* Add several missing entries for tile utility programs that
can be built by sys/unix/Makefile.utl to util/.gitignore;
* Update sys/unix/Makefile.utl to build 'tilemap' differently so
that it won't leave behind an unwanted subdirectory tree under OSX:
util/tilemap.dSYM/
util/tilemap.dSYM/Contents/
util/tilemap.dSYM/Contents/Info.plist
util/tilemap.dSYM/Contents/Resources/
util/tilemap.dSYM/Contents/Resources/DWARF/
util/tilemap.dSYM/Contents/Resources/DWARF/tilemap
It now generates util/tiletxt.c on the fly, to be compiled into
tiletxt.o, so that tilemap.c can be compiled in the ordinary
manner and tilemap.o can be kept around for dependency checking.
(Creating real source file win/share/tiletxt.c would be a little
bit cleaner, but it's effectively two lines long so seems silly
to be in the source distribution.) I looked to see whether I
could find a linker or compiler option to suppress that stuff but
failed. I'm sure something of the sort must exist but didn't
pursue it. Someday I might actually learn about how OSX works....
wiz_identify (^I) is supposed to bring up the inventory list
with the items identified, in contrast to the regular (I)
inventory, but only for that inventory display.
It is intended that if you then hit ^I again while at that
wiz_identify inventory menu, you'll trigger permanent
identification of itemsand any other key is supposed to
leave them as they were.
In tty however, <space> was doing the same thing as the
second ^I, and permanently identifying everything.
So, for those that like to <space> through menus (like
me) this makes it work as originally intended and
requires a deliberate second ^I at the menu to permanently
identify. (It might also allow trigger permanent ID if you hit
underscore, but nobody "underscores" through menus,
so that's ok.)
This is still not complete; the linker is complaining for both builds (NetHack and NetHackW.)
Also, the change to make it build both versions wasn't done yet.
Fix the problem with erroneously detecting wielded or quivered
chained ball which legitimately has more than one mask bit set.
Add an additional check for valid wornmask of an item somehow worn
in an invalid slot (such as an amulet in one of the ring slots).
Only lightly tested; it really needs debugger assistance to force
various invalid situations but I don't know gdb well enough for that.
Fine-tune lycanthropy feedback by combining "you are a werecritter"
and "you are in beast form" into one message. Also, add some new
feedback when lycanthropy and intrinsic polymorph are blocked by
intrinsic unchanging.
When gold is stolen by a leprechaun or lost when being "overwhelmed
by an urge to take a bath" while dipping in a fountain, if you had
99 gold pieces or less, you'd lose all of it (in the bath case, only
if it was at least 10 to start with), but if you had 100 or more,
you would lose a random amount which could be as little as 1. And
in the bath case, if the random amount was less than 10, you would
lose nothing but be told that "you lost some of your money in the
fountain". After this change, it is still possible to lose less
when starting with more, but not as likely and not as extreme a case
as maybe losing only 1 when starting with thousands.
The fountain-dip bath case has code to handle mutiple denominations
of coins, possibly the only place in the program where that exists.
I've left that alone although it should probably be taken out....