With reset_justpicked called unconditionally near the top of pickup, it
was impossible to pick up some items, walk over to a chest, and use 'P'
to deposit the items with autopickup on: pickup is called with every
move, and autopickup allowed execution to reach the reset_justpicked
call whenever the hero stepped on a square with an item in it. As a
result, stepping onto a square with a container would clear all the
justpicked flags in inventory (pressing ',' and then declining to pick
anything up would have a similar effect).
Instead, call reset_justpicked only when the hero (or autopickup) has
actually selected an item to pick up. This makes the code a bit more
complicated than before -- I don't think there's a way to do it with
just one reset_justpicked call any more, due to the structure of pickup
and the need to call reset_justpicked before actually putting any items
into inventory -- but it means that justpicked info will be much less
ephemeral and more useful when managing stashes, etc.
nomul(0);
}
- reset_justpicked(g.invent);
add_valid_menu_class(0); /* reset */
if (!u.uswallow) {
objchain_p = &g.level.objects[u.ux][u.uy];
}
menu_pickup:
+ if (n > 0)
+ reset_justpicked(g.invent);
n_tried = n;
for (n_picked = i = 0; i < n; i++) {
res = pickup_object(pick_list[i].item.a_obj, pick_list[i].count,
obj = *objchain_p;
lcount = min(obj->quan, (long) count);
n_tried++;
+ reset_justpicked(g.invent);
if (pickup_object(obj, lcount, FALSE) > 0)
n_picked++; /* picked something */
goto end_query;
if (lcount == -1L)
lcount = obj->quan;
+ if (!n_tried) /* reset just before the first item picked */
+ reset_justpicked(g.invent);
+
n_tried++;
if ((res = pickup_object(obj, lcount, FALSE)) < 0)
break;