> Receiving Excalibur from a fountain while blind doesn't update the
> display (i.e. the missing fountain) immediately.
Various other topology changes had the same problem. The display
was only being updated if the hero was invisible on the assumption that
it wouldn't matter otherwise, but a blind character who moved off the
affected location would still have the old map info (fountain, trap, &c)
shown--until he walked back onto that spot or searched next to it or
regained sight--even though the player is told about the map change as
it happens.
<Someone> reported that a tame dwarf wouldn't eat food tossed at it.
He also reported that it wouldn't eat off the ground, which I couldn't
reproduce nor see in a problem in the code. The code in thitmonst didn't
allow for sharing food with non-domestic, already tame monsters.
If you zapped a WoStriking while outside a shop and broke the door and 2
separate objects, the shopkeeper would come out to get paid but if you
tried, it would result in "dopay: not to shopkeeper?" due to stolen_value
not adding the cost of the 2nd object to the right accumulator.
> It appears that if showrace is set, and your race is not human, a
> potion of invisibility (or any other form of invisibility) doesn't cause
> your symbol to disappear on screen, even if you don't have see invisible.
As suggested in the newsgroup, re-factor the calculation of carrcap
so that any change in strength or constitution affects your capacity.
The integer division was rounding off the result.
When you drop a container in a shop, gold in that container is added to
your credit. However, if you put gold into a container after it was already
on the shop floor, no credit was given. Then when you picked up the bag or
tried to take out the gold, you'd be debited for it. This change causes
in_container to handle gold the same as container dropping does.
> "A cloud of sangria gas billows from the chest.
> You stagger and your vision blurs."
> When I see the gas billowing from the chest, I'm not yet
> hallucinating. Shouldn't the gas have a normal colour, then?
> Only after my vision blurs should the gas assume a fake colour, I
> think.
>
Below is the result of your feedback form. It was submitted by
<email deleted> on Tuesday, March 11, 2003 at 07:48:17
---------------------------------------------------------------------------
mailversion: 1.17
nhversion: 3.4.1
nhfrom: Our 3.4.1 source release, unmodified
hardware: i686 arch.
software: Debian woody, gcc 2.95.4
comments: When polymorphing to eg. horned devil, and wearing a helmet,
I get "Your pierce through your elven leather helm.". Likely
there is a broken variable there.
3.4.1 included a change which requires you to be able to use hands
in order to manipulate containers; that makes sense but has introduced
an unintended side-effect. It has become much harder to uncurse a
two-handed weapon or combination of a one-handed weapon and a shield
because you can't get scrolls or potions out of your bag. This adds a
new major trouble for prayer to address that, escalating it above the
normal minor cursed item trouble. It also removes a nonsensical check
for combination of two-handed weapon and shield that I added long ago.
Not related, but same file: add the missing artifact touch checks
for putting on accessories (quest amulets and lenses). I can't remember
if this was From a bug report.
The recent bones panic included "program initialization failed"
during final rundown. The cause of the panic has already been fixed;
this fixes the silly message that was delivered with it.
Also, disclose the contents of carried statues along with normal
containers when the game ends.
Add <Someone>'s suggestion for the expected input value to the prompt for
playing a tune, and implement handling for alternate note "H" which seems
to be used as a variation of "B" by some Europeans. The Amiga part is
untested but "can't be wrong"(tm).
Reported for applying a figurine that was used up, but I found the same
problem could affect cursed bells and candles. Modified all three helper
functions to indicate when the object is gone, and modified doapply to
deal with this before doing the artifact check.
<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.