After reading a cursed scroll of genocide, explicitly choosing "none"
when asked to pick what type of monster to wipe out, you get "sent in
some <rndmonst>". But picking nothing (or something invalid) 5 times
gave "that's enough tries" without sending in random monsters. Make
the time-to-give-up behavior be the same as the don't-want-to behavior.
Also, treat picking ESC the same as "none", like blessed genocide does.
Reported by a beta tester months ago: it was possible to recognize
your god's temple on the Astral Plane by stepping into its doorway,
since #overview would show "temple of <your god>" (only if just one
temple had been entered and the altar in it was the only one you'd
seen and it was for your own god; #overview doesn't show "temple of
<other god>", just "a temple"). After this fix it will just show
"a temple" even when you can see the temple's altar, so #overview
can't be used as a shortcut to finding the right temple.
While testing the fix I discovered that amnesia wasn't handled when
forgetting the current level's map, only when other levels got
flagged as forgotten. The number of altars, fountains, and so on
are recalculated when #overview is executed, so current-level amnesia
worked for those. But data about known rooms is not recalculated,
so the number of temples and shops you'd visited on the level stayed
instead of being forgotten. The fix is a bit iffy for the case where
you only forget random spots scattered across the level's map rather
than the whole thing; this just wipes #overview memory of every room
even if parts of rooms are still remembered.
Fix a couple of the clang static analyzer's warnings.
muse.c has some reformatting. zap.c wasn't triggering any warning about
possible null pointer, but using MON_AT() to maybe avoid m_at() is not
a useful optimization since m_at() is a macro which starts out by using
MON_AT() itself.
Explicitly combine adjacent string literals so that pre-ANSI compilers
still have a chance to compile the code. I thought these had already
been dealt with, but I kept stumbling across them while reformatting,
so am trying to get them all out of the way now.
The intended change was that you'd get an increase to max energy if
current was sufficiently close to max rather than only when it was
already at max. It wasn't intended that you'd fail to have current
boosted all the way to max in the case where it wasn't sufficiently
close. That's fixed here.
Last few && or || followed by end-of-line comments, plus tab replacement
and 'return' parentheses. Not as many of those; some of these files had
already had that done.
Also, tweaked non-cursed scroll of charging read while confused to be a
tiny bit more effective.
To do: find and fix block comments that immediately follow a line with
an end-of-line comment and got misindented to line up with that comment.
Being blind and engulfed, reading cursed scroll of light did still darken
the room on the Rogue level. This also changes the logic a bit, so that
cursed scroll of light will douse lamps in your inventory, even when
swallowed.
An item from the "A few bugs" mail was that reading a scroll of light
when swallowed didn't light the surrounding area--which is intended--
but that doing so while blind *did*. The logic in litroom()--which
the report was based on--was wrong, but do_clear_area() prevented the
light was escaping the engulfer. So there was no bug from the player's
perspective, but only because the vision code has special handling for
being swallowed. This fixes litroom()'s logic and does some formatting
cleanup.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
For those pro players who really want to try their hand
at that zen samurai, without needing to reroll thousands
of times to start with blindfold. Nudist starts without
any armor, and keeps tabs whether you wore any during
the game, for even more bragging rights.
Also makes the Book of the Dead readable even while
blind, for obvious reasons.
Restricting the text display only to the end of game disclose,
so it doesn't clutter the inventory during gameplay and so that
the readability of t-shirts is not given away.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.