Back when dead green slime left a corpse, gelatinous cubes wouldn't
eat that, but they would eat globs of green slime without being
affected. Add the missing glob check so g.cubes will engulf globs
of green slime instead of eating those.
Bug report was:
> "Completed sokoban" achievement was logged when picking up
> a randomly generated bag of holding in the gnomish mines.
The picking-up code was missing checks for the branches, so
you could get the achievements outside the correct branches.
It's apparently somehow possible to have a leash "attached" to
a monster not present on the current level. Complain instead of
segfaulting. (This is a post-3.6.0 bug)
Apparently some screen readers keep reading the status lines
at the bottom of the screen when parts of those change.
Add an option to prevent updates to those lines.
Rewrite 3.6.1's compress_str() to avoid peeking past the end of the
input string. This should eliminate the reported valgrind complaint.
The problem was noticed for post-3.6.0 code introduced [by me...] last
June, but it looks like it was present in the old code too.
Also, fix the wording in the paragraph about NUL in the keyhelp text.
tty_putstr() always passes non-message window text through compress_str(),
clobbering usage of two spaces to separate sentences. putstr()'s caller
ought to have more control over that (possibly via its hardly ever used
'attribute' arg?).
While fuzz testing, I've seen segfault a handful of times in here,
coming from do_takeoff(). Looks like context.takeoff.what is stale,
having WORN_BLINDF, but we're not wearing the blindfold anymore.
Haven't been able to trace it down yet, so guard it with impossible.
For "the poison was deadly" against hero, hit points were set to -1
(which gets displayed as 0 when shown) but the status lines weren't
being updated, so stale positive HP value was visible during final
disclosure.
The pointer keeping tabs of monster's current weapon was
not cleared.
How to trigger: Get hit by a monster wielding a weapon,
teleport to another level, poly into disenchanter, get hit
by any monster with AD_PHYS attack and not wielding any weapon.
This segfault happened when a detected monster such as a garter snake was
hiding under an unknown/unseen armor of a type that has no description
field (eg. a leather armor), and you farlooked at the monster.
At the same time, simplifies the code a tiny bit.
This fixes melee kiting more comprehensively (it now doesn't work
against slower monsters either), and prevents you doing things like
opening up a gap when running from an imp (you couldn't do that in
3.4.3).
Post-3.6.0 change made practically all corpses taste okay.
Change it so there's always a 10% chance for the corpse
to taste terrible, and increase the chance if the corpse
is slightly old.