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saiph's Issues

make it possible to queue commands

certain commands don't need to be run at once, such as checking inventory, looking at ground, naming/calling an item, etc. instead of making each analyzer queuing this up themselves, we should make a global queue for this, but we need some rules:

  • only actions with priority >= 1000 (ie. "zero-turn actions") can be queued.
  • <fill in more rules here>

loop with twohanded weapon and shield

I know this should be fixed, but as a matter of fact it isn't.
The following code seems to be useless in this case:
Analyzer/Weapon.cpp
if (!weapon->oneHanded() && Inventory::keyForSlot(SLOT_SHIELD) != ILLEGAL_ITEM)
return 0; // for now, don't try to wield two-hander when we got a shield

my valk with a unicorn horn and a shield keeps on wanting to wield the unicorn horn and getting the reply that it isn't possible to wear a two handed weapon + shield.

http://paste.unfoog.de/view?id=1437

Regards airmack

undiggable walls/floor

certain levels we can dig down on, but not dig walls (ie. medusa). we need to split "undiggable" in Level into two booleans

need to find a good solution for a bunch of #defines

it's probably a bad idea to place ie. messages close to where they're used, but rather place them in Globals.h. now we have to grep for the message when we add it, and see if it's already used somewhere... bla, bla, bla, etc.

move messages to Globals.h

several messages tend to be used in multiple analyzers. since it's hard to tell whether only one analyzer will use a message we should probably just place all messages in Globals.h

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