wall symbol not replaced when digging while blind and levitating
- this was reported to the mailing list just before 3.4.0 shipped - treat in a manner similar to chopping a boulder while blind and levitating
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@@ -13,6 +13,7 @@ allow both wishing and genocide to accept either "none" or "nothing" when
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left word in format string in get_wet() causing "The spellbook fadefades"
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left word in format string in get_wet() causing "The spellbook fadefades"
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two bad wizkit items in a row shouldn't make the user hit space many times
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two bad wizkit items in a row shouldn't make the user hit space many times
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kicking thrones no longer loosens rocks
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kicking thrones no longer loosens rocks
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wall symbol not replaced when digging while blind and levitating
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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@@ -536,6 +536,12 @@ feel_location(x, y)
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* underneath if already seen. Otherwise, show the appropriate
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* underneath if already seen. Otherwise, show the appropriate
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* floor symbol.
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* floor symbol.
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*
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*
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* Similarly, if the hero digs a hole in a wall. In this case,
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* there's no reason to assume anything was underneath, so
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* just show the appropriate floor symbol. If something was
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* embedded in the wall, the glyph will probably already
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* reflect that. Don't change the symbol in this case.
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*
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* This isn't quite correct. If the boulder was on top of some
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* This isn't quite correct. If the boulder was on top of some
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* other objects they should be seen once the boulder is removed.
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* other objects they should be seen once the boulder is removed.
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* However, we have no way of knowing that what is there now
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* However, we have no way of knowing that what is there now
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@@ -551,6 +557,11 @@ feel_location(x, y)
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cmap_to_glyph(S_stone);
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cmap_to_glyph(S_stone);
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show_glyph(x,y,lev->glyph);
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show_glyph(x,y,lev->glyph);
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}
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}
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} else if (lev->glyph >= cmap_to_glyph(S_stone) &&
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lev->glyph < cmap_to_glyph(S_room)) {
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lev->glyph = lev->waslit ? cmap_to_glyph(S_room) :
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cmap_to_glyph(S_stone);
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show_glyph(x,y,lev->glyph);
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}
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}
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} else {
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} else {
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/* We feel it (I think hallways are the only things left). */
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/* We feel it (I think hallways are the only things left). */
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