Implement Pat's suggestion of allowing even identified touchstones
to test gold, removing the getobj hack recently added. This actually
brings the touchstone a bit more in line with the data.base entry.
1) make two-weapon combat perform two attacks instead of always either
hitting twice or missing twice;
2) address <Someone>'s report of weapon skill to-hit adjustment being ignored
for bare-handed and martial arts attacks;
3) address newsgroup complaints about the intrusive "your armor is rather
cumbersome" message given every time a monk wearing a suit attacks;
this implements the suggestion that it only occur for those times where
you miss because of the penalty involved, suppressing it when you miss
due to other reasons and when you successfully hit;
4) bonus fix: a side-effect of #3 is that the order of the messages "your
armor is cumbersome" and Stormbringer's "bloodthirsty blade attacks" is
inverted, making a sensible sequence instead of implying precognition.
<Someone> wondered post-3.4.1 why paper golems are affected by cold.
Given what I know of paper, straw and wood, and fantasy golems of each
type, all three types of golem seem like they should resist cold. The
others were less clear to me, someone else can address them if necessary.
Incorporate a mod submitted by <Someone> to implement the TODO in the
class genocide code by walking thru the species to find a class to genocide
if the user input does not match the class description.
<Someone> reported that couatl and ki-rin could wear boots and gloves.
Two problems: 1. all minions were created with a sword and armor, even those
that couldn't use them. 2. couatl and ki-rin were missing some important
bits in their M1 flags.
Now neither couatl or ki-rin are created with armor, and they won't try
to wear any armor they cross in the dungeon.
Valid fruit names like lotus would result in funny fruit juice names, eg
"lotu juice". Looking at a long list of words ending in "us", the ones one
might reasonbly use for a fruit name were all singular, as were almost all
of the unreasonable words. Changed the logic to prefer to leave "us" words
alone, except for 2 monster types that might be entered with "s" at the end.
Tengus is not correct, according to makeplural, but I put that in to be nice.
-better handling of "more" prompt for messages that would have scrolled off the window
-support perm_invent
-menu option to add/remove windows captions
A skilled/expert caster of fireball/cone of cold was not able to target
a location with a monster seen only by infravision/ESP. Since you can
focus on the monster there, targetting shouldn't fail in this case.
Attempting to lock onto a monster inside stone still won't work.
The cansee() checks are not really correct for seeing your pet move.
Changed them to a pair of canseemon() checks, one before the move, one after.
I can see an argument for canspotmon(), but decided to keep it based on sight.
If your pet is unseen in both locations, you won't get any messages, which
I think is more correct. If you do get the message, use noit_Monnam to
ensure no more "it" message.
Un-list fixes also listed in fixes34.2. This causes the fixes files to
still reflect all the changes since the last one, from the point of view of
someone seeing a release tarball.
<Someone> noticed that if one builds something in util and the required .o
files aren't already built in src, the .o gets placed in the wrong place.
Added the missing '-o $@' to the compilation command.
Reported on RH 7.2 and 8.0. Compilation failed because system headers that
needed _GNU_SOURCE on these Redhat versions got included before it was
defined. To ensure _GNU_SOURCE is defined, added an autodetect for it to
config1.h and removed the need to set it in unixres.c. __linux__ is also
checked elsewhere.
As reported, if you're twoweaponing and die, your secondary weapon may
become cursed and drop. But, the bones file code is dropping everything
and tries to drop it again, causing a panic. drop_upon_death just clears
things out, so follow suit for uswapwep.