Described in the newsgroup a while back and recently reported: if
you had reflection and were invisible and had esp and were blind, Medusa
would turn herself to stone by looking at you. When you're invisible,
she shouldn't be able to see your source of reflection so shouldn't be
affected by the gaze; that's how things work when you aren't blind but
the relevant code was being skipped when you are.
Now esp is irrelevant for this and she'll see her reflected gaze
only when she can see you, regardless of whether you see it happen.
remove_rooms() was trying to be clever and truncate the maximum room bounds
in partially overlapping rooms. In the process, it would truncate the
bounds of L shaped rooms incorrectly, leaving some locations outside the
bounds with the roomno field set. Since the maximum bounds really do not
have to actually match the largest extent of the room in the case of
irregular rooms, it was easiest to just remove the code that was performing
the incorrect truncation. Due to the way remove_room() is coded, this
could result in shopkeeper messages (or, less likely, priest messages,
although that has not been reported yet) occuring for locations to the
right (or the upper/lower right corner) of the MAP on the Bustling Town level.
<Someone> submitted the following bug report:
> An object and a pit are occupying the same square. I try to kick
> the object out of the square, but "You can't kick something
> that's in a pit!"
>
> I step into the square and escape the pit, but I can pick up the
> object, so maybe it's not in the pit after all.
>
This patch does *not* address this part of the bug report:
> If it's in the pit and it's a cockatrice corpse, should I die
> from landing on it when I fall into the pit?
Bones loading was only checking to see if a
monster was marked extinct, it wasn't adding
up the born count of a species in the current
game with the number of that species on the
bones level being loaded. That made it possible
to exceed the correct number of nazgul and
erinys via bones.
This adds a common routine called propagate()
that makemon() and restmonchn(ghostly) share,
for incrementing the born count and checking for
extinction, etc.
When a bones level is loaded, restmonchn()
will flag an illegal monster (duplicated unique,
or too many of a species) by setting the
individual monster's mhpmax to the cookie
value DEFUNCT_MONSTER. Before getbones() finishes
loading the bones level, it will purge those
monsters from the chain.
correct the region where the down stairs can be placed so they don't show up
in a cut off cave. If/when the level generator is improved to avoid generating
such caves, the down stairs region could potentially be changed back.
> The bug involved using the initalign (and related) indexes into
> the array of alignments as indexes into the respective combo box,
> and these are (apparently) not equivalent. To fix, the combo box
> is queried one by one for the item with the index that produces
> that proper alignment value, and then uses that index found. I
> did not find an API that does this in one step, but this only
> happens once, at dialog initialization.
<Someone> forwarded from rgrn that a monster using Stormbringer would
lose hp when hitting the player. The sign of the "gain" was reversed due
to subtracting the difference in the wrong order.