missile light sources
Throwing or kicking a lit lamp, lit candle, or lit potion of oil wasn't giving off any light as it travelled to its destination. Now it does, and dungeon features, objects, or monsters that are temporarily seen as it moves from square to square till appear on the map. In the monster case, they go away as soon as the light moves beyond range, but when it finishes moving the "remembered, unseen monster" glyph will be drawn at their location. I think that part has some room for improvement, but mapping temporarily seen terrain features is the primary impetus for this change. Also, any message delivery while the "lit missile" travelled still showed its light around the hero. Noticeable for lamps or stacks of sufficient candles if hero has no other light source. This cannibalizes the monst->mburied bit for temporarily seeing a monster. It has been present but unused for ages. I needed to replace a couple of vision macros to make sure they didn't examine it any more so that overloading for transient lighting doesn't introduce any vision oddities. For version $NEXT, monst->mtemplit can be given its own bit. It is only set during bhit() execution and cleared by the time that returns, so has no effect on save files.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.42 $ $NHDT-Date: 1559851954 2019/06/06 20:12:34 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.43 $ $NHDT-Date: 1559994620 2019/06/08 11:50:20 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -59,6 +59,10 @@ when finding a place to put a monster on the Plane of Water, don't pick a
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water location for flyers or floaters (levitate) or clingers (ceiling)
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#turn worked when unable to speak despite "you chant an arcane formula"
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#turn implicitly required sight due to wrong check for avoiding spanning walls
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thrown or kicked light source (lit lamp, candle, oil) should emit light as it
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traverses the map; dungeon features, objects, or monsters seen while
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it's in transit will become part of hero's memory of the level, and
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any messages delivered won't have stale light from it around the hero
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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