If you kick something while in the air (i.e. on the Air level or while
in a bubble on the water level), 1) greased objects were treated specially
and 2) messages were given about the object sliding.
- add checks for kicking in the air, and always increased distance a bit
(I didn't add any checks to deal with the transition from air to water or
visa versa)
- don't set the flag that causes the "slides" message in these cases either
This patch simply keeps the score from wrapping by capping it at LONG_MAX.
If someone wants to change the score to be unsigned, some changes will
need to be made to tweak this code (and use ULONG_MAX instead).
I'm assuming that our platforms all have limits.h.
<Someone> reported that freezing the swamp on Juiblex' level would result
in message about a frozen moat. Avoid this by using waterbody_name
to to determine if it's a moat or not.
- as requested by ESR, remove the use of parentheses from the usage
summary, it confused some man page conversion tool he has
- updated documentation for the -p option to mention the word "role"
so anyone search for role in the man page will still find it
- removed use of .UC, it is listed as deprecated in all the current man
documentation I could find, when it was even documented at all
- other minor spelling and formatting (hyphenation) changes
<Someone> reported that dipping acid in a fountain did not always destroy
the acid. It might be best to have get_wet call useup in this case, but
that would require more work.
Reported to the list back in November: scaring a mimicing mimic will
produce a "turns to flee" message, but the mimic does not unmimic nor
does it flee. The latter behavior made sense to me as a defense mechanism,
so I changed monflee to avoid printing the message in this case.
Change pit behavior to always mark a non-flying poly'd player as trapped in
a pit, even when Passes_walls is set. This allows players polymorphed into
xorns to descend into pits and pick things up. In this case, any attempt
to move out of the pit now takes a turn but always succeeds. Also fixed
a related bug (w/o ID) that a player could become trapped as if in a pit
when leaving xorn form because u.utrap wasn't checked, and simplified the
code since the extra Passes_walls checks are no longer needed. Also
updated code in sit.c that duplicated uteetering_at_seen_pit.
<Someone> reported back in December of an invisible monster using an amulet of
lifesaving and looking much better. While the comment in the code says the
amulet is visible, this does not mean the monster is. Add a secondary check.
Both the reported tombstone message and the initial message could be
grammatically incorrect for eating identified artifacts. This begs the
question whether artifacts should be so easy to destroy.
Extend the previous patch to cover all blown instruments. Also covers
the case of the player strangling. The test is moved to a new can_blow
function to keep the test in one place. It supports any monster, although
all current tests are for the player.
Restrict poly'd whistle use to monsters that can blow a whistle. The
restriction includes those that make no sound (or just buzz, which is a
wing-thing) and are either breathless, tiny (eg ants), headless or water
natives. Searching monst.c, this appeared to provide a reasonable set of
restrictions. There are a couple cases one might quibble about if someone
feels like refining this further.
A long time ago, a message to the list suggested that whistles should not
work underwater. I did some google research and this does appear to be
true for most whistles. However, magic whistles are magical, so I left
them alone (also, I did find one high-tech whistle in my research that
claimed to work underwater). Since being underwater affects pitch,
adjusted the magic whistle message slightly for that case.
<Someone> drew attention to the silly message in the newsgroup
Since I'm not sure if the act of polymorphing has a sound,
I opted to use a new usmellmon() routine to put out a
message based on the smell of the resulting monster
under those circumstances.
Not every monster has a recognizable smell, so no
message at all is given in that case.
olfactory(youmonst.data) will determine whether
you are capable of detecting smells.
There is lots of room for enhancement, and some of the
existing smell-related messages in the source should perhaps
be checking olfactory(youmonst.data) too, but this patch
doesn't go that far.
Implement the patch sent by <email deleted>
to make responding with '?' at the "what direction?" prompt ask again
after giving the `cmdassist' direction display. I did it slightly
differently than was done in the submitted patch but the result is the
same except that it also suppresses the message about how to disable
cmdassist in this case.
Fix the recently reported problem:
" If there is a corpse in a pit, you have to enter the pit in order to pick
" it up, however you are can eat it without being in the pit.
If pit bottoms aren't reachable, then can_reach_floor() needs to know
about it. I suspect that this change is likely to create some other
bugs though.
Fix the recently reported bug about the wording of trap messsages
when hero's steed has a name but hallucination prevents that name from
being used, yielding "You lead poor wombat into a pit!" and the like.
I accidentally deleted the message so can't reply to the sender.
[Before applying this patch, take a look at the POLY_TRAP case of the
switch statement in steedintrap(). A misplaced brace has drawn the
default case into one of its `if' statements. Evidently it's valid C
syntax, but someone among us must have access to a compiler or lint
checking tool which is capable to diagnosing such things.]
"You push the boulder into the pool" should be "Your steed pushes
the boulder into the pool" if done while riding since that's how other
boulder pushing messages are handled.
<email deleted> wrote:
> Not sure what exactly should occur, but this seems funny: If
> you escape a pit and there is an object in the pit, you can
> not reach it to pick it up. Nor can you go down into the pit
> to get it, but sitting gives the message "you sit on the
> (object) it's not very comfortable. How can the character sit
> on it if it's in the bottom of the pit?
Mentioned in passing in the newsgroup: level teleporting in the
endgame--which is only possible in wizard mode--can crash if you're
confused. The change to make confusion sometimes override teleport
control means that sometimes a random destination will be chosen, and
the routine to choose a random level can call rn2() with a value less
than 1 in the endgame, possibly resulting in attempt to divide by 0.
There's something fishy about the min_/max_depth stuff for the
endgame, but I haven't attempted to figure that out. This just makes
the random destination always be the current level when in the endgame
so that the problem can't come up.
Ronald Van Iwaarden wrote:
... lines 1845 and 1846 of cmd.c generate a 'value out of range
warning' due to the compiler making 0x80 an integer rather than a character
and '|'ing it with the argument. This requires a minor change to micro.h.
[ Makefile.os2 rev does not currently make sense in the trunk. ]
While looking thru the whole list, I found a few sorting mistakes which
confused my inspection and one misspelling. I didn't inspect the derived
file list.
[this is not meant to trigger re-packaging for 3.4.3]
Windows CE defines leave as part of exception handling (__leave)
It confilicts with existing sources and since we don't use exceptions
it is safe to undefine it