Reported to the list. Player breaks a wand of digging causing the
shopkeeper to fall. This didn't clear unpaid items. For now, this can
only occur due to player action, so added a call to make_angry_shk to
handle this situation.
- Breaking wand of digging dug through rock which should be undiggable.
Checks assumed pits would never show up in solid rock.
- Breaking wand of digging near shop walls wouldn't anger the shopkeeper
Checks assumed pits would never show up in walls, also, added a special
case to pay_for_damage to handle the case where you're falling thru and
can't be asked to pay.
- Shop walls wouldn't be restored if there are pits in the way.
Checks assumed pits would never show up in walls.
- If there was a hole outside the shop, you could kick stuff out of the
door into the hole without shopkeeper noticing. Added the missing check.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
- In various places, cutting down a tree would result in a corridor symbol
showing up, although trees are generally found in room-like areas. Added
the missing checks.
- Trees were diggable except on mazelike levels. Added the missing check.
- In a cavernous town like minetn-6, digging a wall would result in a
corridor symbol being displayed instead of a doorway. This looked strange,
especially in the town. Added a check for this, making use of the new
meaning of in_town(); non-town parts of this level still do CORR
replacement as expected.
I saw no secret doors in any of the towns, but in 340 (fixed in 341),
guards would patrol the entire level, so they might complain about secret
doors elsewhere. Fix the check for future use. Also, I noticed trees, eg
on minetn-6, weren't checked at all. Now they are.
for now at least, until there is more time to look into it.
<email deleted>
> Yet more nitpicking about potions of oil being lit by sparks from axed
> statues, I'm afraid.
>
> Konosja's potions of oil catch light!
> "That will cost you 66 zorkmids (Yendorian Fuel Tax)."
> "That's in addition to the cost of Konosja's potions of oil themselves, of
> course."
> You snuff the lit potion.
>
> a) why is the Fuel Tax on (in this case) six potions the same as on one?
>
> b) if you a)pply-light a potion, it's just "in addition to the cost of
> the potion". Is Yname2() the right name-function for catch_lit() to
> be using? It's odd for Konosja to be talking about herself in the
> third person.
>
> c) Grammar on the snuffing message is wrong for multiple potions.
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper. Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead). On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game. Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is. These checks are done
in a new in_town function.
<Someone> writes:
I can accept that losing gold into a fountain recharges it to make it
possible to find a gem in it in future (however weird that is). What
_does_ seem wrong is that receiving a warning about a Minetown
fountain prevents finding gems and gold there.
<email deleted>
Sent: Sunday, June 30, 2002 6:30 PM
Subject: Sparks from statue-axing
> First, the message given when your axe-handle vibrates is a little
> ambiguous; I'd be explicit and include the name of obj.
>
> More seriously, potions of oil catching light from the sparks are a) a
> great idea, but b) slightly broken. They catch light fine, but
> snuffing them produces a "del_light_source: not found"
> impossible(). (This probably means the same applies to being lit by
> fire_damage(), but that's rare enough this hasn't been caught before.)
>
> (Also, a)pplying a potion of oil to light one identifies its object
> type, so lighting one by this means probably ought to as well. And
> oughtn't it to be charged for if you don't own it, as light_cocktail()
> does?)
<email deleted>
Subject: Beta 1 comments
> Is "You swing your axe through thin air" the right message to give
> when you try to use it to chop through a statue or boulder? Relatedly,
> this line in dig() looks as if it needs updating to the new dig_typ
> indices:
Refinement of the digging code:
* Picks should not chop down trees, but axes should.
* Picks should break walls, rock, statues, and boulders; axes shouldn't.
* Either picks or axes should chop down doors.
Can't push boulders through iron bars; traps can't roll such through either;
likewise for objects thrown by monsters.
Thrown objects susceptible to breaking might do so when they hit iron bars.
Assorted monsters can pass through iron bars; ditto for polymorphed character.
Attempting to dig iron bars will wake nearby monsters instead of yielding
"you swing your pick-axe through thin air".
Autodig won't accept iron bars as candidate location.
The autodig code still requires lots of interaction, because of all the
digging messages. Make these messages behave more like boulder pushing
messages, where they only display if the previous move wasn't a push.