When place_object() puts a non-boulder underneath a boulder, make it
put the non-boulder under all the boulders there rather than just under
the topmost one. Otherwise the map display will show the non-boulder
rather than the 2nd boulder if the top boulder gets moved away by some
means other than pushing. (Pushing explicitly brings lower boulder to
top of pile in order to try to push it next.)
Reproduce by: wish for boulder--it will drop. Drop something else--
the something-else will end up under the boulder. Repeat. The second
boulder will be on top but the second something-else will be next in
the pile, above the first boulder. Now polymorph into a giant and pick
up the first boulder, then move away from that spot. Map will show
second something-else instead of the remaining boulder.
This fairly simple fix should work reliably on new games since boulders
will end up being consecutive on the top of piles. For old games,
boulders after the topmost could be anywhere and still yield a display
glitch, but since that's all the problem is (I hope...), we ought to
be able to live with that until old games eventually go away.
[A map display glitch doesn't explain a corrupted 'uball' so this fix
doesn't solve that.]
Change of couple entries which describe fixed bugs to use past tense
instead of present tense. Fix a typo or two and a couple of instances
of clumsy wording. Move a dead-fake-hero-on-trap entry from normal
fixes section to exposed-by-git section since it was a post-3.6.1 bug.
Move two VMS entries from exposed-by-git section to interface-specific
section where they were intended.
I didn't make it through the whole file so there may be more room for
improvement. It's too late for 3.6.2 but the copy of doc/fixes36.2 in
later versions will be 'better'.
Being turned into green slime never drops hero's inventory so invent
objects shouldn't be subject to obj_not_held() handling.
obj_not_held() does apply to undead. Arising as a mummy or vampire
doesn't go through the trouble of dropping everything and picking it
back up, but there is a point in the die...arise sequence where the
hero is implicitly a corpse so nobody is holding his/her stuff.
Add a bc sanity check. It seems to work ok--in other words, not
trigger--under normal punishment. I don't have any test cases to
exercise its warnings.
This dragged in a couple of minor bc changes that were pending. I
should have cleared those out before tackling the sanity checking.
When cloning a monster, clear the clone trapped and hiding states.
When splitting a monster (eg. a black pudding), the clone could
be placed on a trap, so do mintrap.
When removing a monster from the map, clear the trapped state.
Fixes#188
The change to fix setting SEDUCE=0 in sysconf broke chatting with
seductive demons by unintentionally changing the way Null attack
argument was handled. It's still handled differently than it used
to be, but I think this difference is correct.