Bite the bullet and add a special purpose boolean option to control
game behavior for random clairvoyance. When objects or monsters are
discovered, it normally issues "you sense your surroundings" and
performs a getpos() operation which allows the player to browse the
map by moving the cursor around and getting 'autodescribe' feedback.
But there have been complaints that once the hero has the Amulet
(which triggers random clairvoyance even though hero isn't flagged
as having that attribute) the message and pause-to-browse become too
intrusive.
This was initially combined with the 'timed clairvoyance' fix because
they both bump EDITLEVEL to invalidate existing save files, but their
details don't interact so I separated them.
When the hero has random clairvoyance, the code used
| (moves % 15) == 0 && rn2(2) != 0
(where 'moves' is actually the turn number) to decide when it would
kick in and show a portion of the map. If the hero was fast enough
to get an extra move when the turn value met the (moves % 15) == 0
condition then clairvoyance could happen twice (or more if poly'd)
on the same turn.
The changes (one new field, reordering a few others) in 'struct
context' invalidate existing 3.7.0-x save files.
Fixes#266
Build feedback filtered by a script which filters out -Dthis -Wthat:
gcc -g -I../include -I../lib/lua-/src -c ../win/share/tilemap.c
The second -I is obsolete or else its bogus value would have caused
build failure. When removing it, I noticed that there was still quite
a bit of obsolete yacc and lex stuff in there. Remove that too.
Poly'd hero hiding on the ceiling was told "you can't go down here"
if using '>' at a spot that didn't have down stairs, trap door, hole,
or pit. Let '>' bring a ceiling hider out of hiding; lurker above
resumes flying, piercer falls to floor or whatever is underneath it.
Fix some issues noticed when experimenting with ceiling hiders.
They're all blind (at least without the monks' Eyes) and some of
the behavior while blind seemed to be incorrect (though some that
I thought was wrong turned out to be ok; feel_newsym() won't update
the map if the hero can't reach the floor). Fixing that made me
notice that some terrain side-effects (being underwater or stuck in
lava) weren't getting disabled when the underlying terrain wasn't
the corresponding type anymore.