U917 - floating above unknown stairs
Attempting to go > while blind and floating over unknown stairs/ladder would refer to the stairs in the "high above" message (however, the stairs/ladder remained unidentified on the map). Change this case so it only refers to stairs/ladder if that's what the hero remembers on the map.
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@@ -64,6 +64,7 @@ keep score from wrapping around and becoming negative by capping it
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kicked objects do not slide when on the air or water levels
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kicked objects do not slide when on the air or water levels
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when a giant carrying a boulder dies in a pit, ensure that the corpse is
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when a giant carrying a boulder dies in a pit, ensure that the corpse is
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buried under the filled pit
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buried under the filled pit
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when blind and levitating > shouldn't say "stairs" if player has not seen them
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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@@ -770,6 +770,18 @@ dodown()
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if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
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if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
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return (1); /* came down, so moved */
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return (1); /* came down, so moved */
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}
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}
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if (Blind) {
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/* Avoid alerting player to an unknown stair or ladder.
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* Changes the message for a covered, known staircase
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* too; staircase knowledge is not stored anywhere.
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*/
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if (stairs_down)
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stairs_down =
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(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
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else if (ladder_down)
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ladder_down =
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(glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
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}
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floating_above(stairs_down ? "stairs" : ladder_down ?
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floating_above(stairs_down ? "stairs" : ladder_down ?
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"ladder" : surface(u.ux, u.uy));
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"ladder" : surface(u.ux, u.uy));
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return (0); /* didn't move */
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return (0); /* didn't move */
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