+ Separate the two uses of flags.soundok.
+ Player-settable option is now called "acoustics".
+ Deafness is now handled as a full-fledged attribute.
+ Check for deafness in You_hear(), rather than caller.
+ Check for deafness in caller, rather than verbalize(),
because gods can speak to characters in spite of deafness.
+ Since changes are being made to prop.h, reorder it to the
same order as youprop.h and enlightenment.
There are still some extraneous checks and missing checks
for deafness, which will be followed up in a future patch.
Because of the size of this patch and its savefile incompatibilities,
it is only being applied to the trunk code. Portions of this patch
were written by Michael Allison.
Expert and skilled detect treasure was changed to behave like
blessed object detection in 3.3.1, but it didn't work as intended.
> Subject: [patch] skilled detect treasure doesn't detect object types
> <email deleted>
> Date: 13 Sep 2002 09:58:41 -0400
> <email deleted>
>
> It looks like the detect treasure spell when cast with skilled or expert
> ability in divination is supposed to detect the type of an object ("a
> scroll of identify" rather than "a scroll"), but this doesn't actually
> work in 3.4.0. Here is a fix.
<Someone> wrote:
> Linux, Redhat 7.1 nethack 3.4.0
>
>Please see attached patch file.
>
>I'm attempting to move more stuff into the "read-only" area, in
>preparation for a port to another OS.
To address <Someone>'s complaint, make the cluttered
trap detection tty only. Also put in some dead
code that could make it work elsewhere in future
when there is time to test.
Shouldn't gold detection pay attention to my inventory? "You feel
materially poor" sounds extremely odd if I've got 50,000 zorkmids
stuffed in my backpack.
<Someone> wrote:
>I also note that it's weird for your nose to stop tingling and your
>sense of smell to return to normal, if flags.beginner prevented your
>realising that your nose was tingling in the first place.
There was an old bug where a wand of secret door detection was identified
even though it didn't find anything.
It was unconfirmed, but I had no trouble confirming it. It happened because
the wand worked on squares that were couldsee() but which (because they weren't
lit) you couldn't actually see. The wand would detect the secret corridor and
then not display it because it was out of sight.
I fixed it to display the corridor, in sight or not (I could have had it not
detect anything, but the wand is fairly weak already.)
This adds <Someone>'s lens patch.
This is probably it for me adding in any more user-contributed patches for
3.3.2 (except maybe coin flipping; does anyone object to it?)
--Ken A.