Use object->position instead of the archway tile position when reporting
door locations in FindFirstClosedDoorOnWalkPath and
FindFirstTrackerPathBlock. Archway tiles (negative dObject refs) resolve
to the parent door object, but the returned position was the archway
tile rather than the door itself, causing the player to stop one tile
short.
Also: move DOOR_CLOSED/DOOR_OPEN/DOOR_BLOCKED enum from objects.cpp to
objects.h so diablo.cpp can use the canonical constants directly instead
of maintaining duplicate constexpr values. Add static_assert for
MAXOBJECTS fitting in int8_t, defensive assertions in AddDoor(), and
clarify comments around door state checks.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
CancelAutoWalk() now sends a walk-to-current-position command to
immediately clear the walk path buffer, instead of only preventing new
segments. Move the M key cancellation check above the CanPlayerTakeAction
guard so it works mid-walk. Add CancelAutoWalk() calls to secondary
action (D), spell action (W), and arrow-key walk so all player inputs
properly cancel an in-progress auto-walk.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Fix OBJ_SIGNCHEST validation mismatch (Chests case now uses
ValidateAutoWalkObjectTarget matching IsTrackedChestObject)
- Add spoken feedback for all silent early returns (bounds checks,
MyPlayer nullptr)
- M key now toggles: press again to cancel in-progress auto-walk
- A/Shift+A cancels auto-walk silently before attacking
- Auto-walk cancels when in-game menu opens
- Extract IsTrackedMonster() predicate (replaces 3 inline checks)
- Remove default: from Monsters switch cases to enable -Wswitch
exhaustiveness checking
- Add defensive re-validation in ResolveObjectTrackerTarget
- Add documentation comments
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Allow the player to automatically walk toward the currently selected
tracker target by pressing M. Supports all tracker categories: items,
chests, doors, shrines, objects, breakables, and monsters. The walk
stops when the target is within interaction range or becomes invalid.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
These files had mixed CRLF/LF line endings. Normalize to CRLF to
match the .editorconfig convention for C++ source files.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Mute proximity sound cues while inventory is open
- Speak current dungeon+floor on entry and via L
- Warn when equipped items are near breaking
- Announce boss HP every 10% drop
- Move Chat Log off L and migrate old bindings
Adds new tracker categories (T) for doors, shrines, interactable objects, and breakables, and updates N/Shift+N to navigate/cycle within these categories.
Object tracking uses the dungeon object grid (dObject) for reliable discovery, and Polish translations were updated.
Tracker (N / Shift+N) now looks for items and monsters using the dungeon lookup grids (dItem/dMonster) instead of only the ActiveItems/ActiveMonsters lists. This prevents cases where proximity audio indicates nearby targets but tracker reports none.
Shift+E now points to the nearest quest set-level entrance on the current level (Poisoned Water, Skeleton King, Chamber of Bone, Lazarus), which is not represented by normal triggers.
Also updates keymapper description and Polish translations.
Also renames lua/lua.hpp to lua/lua_global.hpp.
The previous name broke version auto-detection in sol2, which involves
calling `__has_include(<lua/lua.hpp>)`.
Gets rid of `orig_palette`, we now always have only 2 palettes:
1. `logical_palette`
This palette has color cycling / swapping applied but no global
effects such as brightness / fade-in.
2. `system_palette`
This palette is the actual palette used for rendering.
It is usually `logical_palette` with the global brightness setting
and fade-in/out applied.
Additionally, we now keep the k-d tree around and use it to
update single colors.
The colors that are color-cycled / swapped are never included
in the k-d tree, so the tree does not need updating on color
cycles/swaps.