The 'O' menu's 'list' for MSGTYPE settings showed truncated versions
of really long message strings but didn't show anything except the
hide/stop/norep setting for ordinary length ones. 3.6.0 showed the
latter correctly but suffered buffer overflow for the former; the
fix for that had a typo/thinko in it.
The 'O' menu's 'list' for MSGTYPE settings showed truncated versions
of really long message strings but didn't show anything except the
hide/stop/norep setting for ordinary length ones. 3.6.0 showed the
latter correctly but suffered buffer overflow for the former; the
fix for that had a typo/thinko in it.
Noticed while testing the fix for the recently reported clairvoyance
bug. I saw a '1' move onto an 'I', then when it moved again the 'I'
reappeared. The remembered unseen monster couldn't be there anymore
if the warned-of monster was able to walk through that spot, so
remove any 'I' when showing a warning (digit) to stop remembering an
unseen monster at the warning spot.
Nobody has ever reported this so fixing it isn't urgent, but fixing
it is trivial so I'm doing it in now (without the clairvoyance fix).
I think this is needed to avoid inevitable questions/confusion.
Having the git hash in the version string of official binaries
is a very good thing, however.
Instead of replacing the check for DRAWBRIDGE_UP with one for
DRAWBRIDGE_DOWN, the correct fix is to check for both because
replacing either one with water breaks the two-square dbridge.
H7074 1311
> When moving from a pit into an adjacent pit, you "fall into" the pit and take
> damage. This happens even when you are walking back and forth between two pits,
> repeatedly, where you should have no way to fall.
>
> The intent seems to be that you can move into the adjacent pit without having
> to climb out of the first one, and this works properly - the only problem is
> that the pit gets triggered when you ought to have no distance to fall.
This is really just stumbling over uncleared clutter, not a pit fall.
There was already a way to clear the clutter between adjacent pits.
The #wizwhere command (formerly ^O) has given the location of the
invocation position when on the relevant level for ages. It was
extended in 3.6.0 to give magic portal location when on the any
of the four elemental plane levels. Extend it again to show the
location of any magic portal when on a level which has one (so an
extra line of feedback at end of ^O output for quest entry, quest
home, Ft.Ludios entry once that's been assigned, and Ft.Ludios).
Allow the 'm' prefix for wizard mode level teleport command. Using
it skips the initial prompt for level destination and goes directly
to the menu of special level locations that you get when answering
'?' to that prompt.
Some github feedback pointed out that getting annotation input from
the player behaved differently from similar input for naming of
monsters and objects. The complaint stated that hitting <return>
without supplying any input removed the old annotation, where other
naming would leave the old name intact. 3.6.0 did misbehave that
way; current code does too if EDIT_GETLIN is disabled but behaves
as desired when it's enabled. (There's nothing that I can spot in
donamelevel() to explain why. I'm confused. Is tty_getlin()
returning the default answer instead of empty if that default text
is deleted at the prompt and no new text entered prior to <return>?)
Make donamelevel() work like mon/obj naming. Empty input leaves
existing annotation, if any, intact.