From the newsgroup: traps created on the location of dug out vault
walls would be left in place when/if the vault guard repaired the walls.
Since known traps get precedence over walls when drawing the map, this
produced a display oddity in addition to the topological one.
It also appears that monsters in affected spots wouldn't be handled
correctly if they happened to be in a direct horizontal or vertical line
with the guard. I don't know whether that matches any of the assorted
unresolved old vault bugs.
This eliminates a chunk of redundant code by merging two loops.
I implemented this before seeing <Someone>'s forwarded report.
It makes guards come to vaults when you can't see them, but does
have one odd side-effect: if the vault has boulders in the way
then you might not be able to follow the guard out. (Usually you
can alternately search and step in order to successfully follow
him out when unable to see.)
From the newsgroup: vault guards would ask your name--and you'd
be able to respond--even when you were unconscious (for any reason
besides fainting from lack of food) or paralyzed. (The code already
made the guard be forgiving when you failed to promptly follow him
out due to that situation, but it would repeatedly say "move along!"
even though you were unable to move.)
over the place.
Often they would use
"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"
This adds the function
currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.