If long worm attacks you, and you have a passive response that may
kill the worm (eg. blue jelly), the worm may die in the middle of
a loop checking for a worm segment that can attack. This'll cause
a segfault because the worm segments will get freed.
If the worm dies, just exit the loop.
When using rloc and friends to move monsters, and the monster
happens to be a long worm, the tail may get randomly placed
in the same place where the long worm was removed from.
In the cases where we expect the location to really be free,
explicitly recheck the location for a monster after rloc.
Two different cases here: a) Vault guard did not move away monsters
except if they were standing on gold, and b) moving away monsters
on a completely filled level did not work
Sometimes we free the monster data, but the monster is not on the
map - usually this happens if the map is full of monsters and a new one
is migrated on the level.
Make m_detach check the monster x coordinate, so it knows not to touch the map
if the monster isn't on it.
When paying for shop door or wall damage, if the entire amount was
covered by shop credit then impossible "zero payment in money2mon"
would occur as the shop code tried to transfer 0 zorkmids from hero
to shopkeeper after using credit to pay.
There are two ways to enable curses in the build. Either set the
environment variable PDCURSES to a folder containing a PDCurses repository
OR place the PDCurses folder alongside the NetHack source repository.
Clean up quite a bit of minor things found with simple grep patterns:
operator at end of continued line instead of beginning of continuation
(and a few comments which produced false matches, so that they won't
do so next time), trailing spaces (only one or two of those), tabs (a
dozen or so of those), several casts which didn't have a space between
the type and the expression (I wasn't systematic about finding these).
I think the only code change was in the function for the help command.
If bogusmon, engrave, epitaph, oralces, or rumors won't open, assume
it's because the file is missing so don't have impossible() tack on
"saving and restoring might fix this" when telling the player.
(Missing rumors or oracles previously only used pline() rather than
impossible() so this hadn't been an issue for them. Now it would be.)