Fix part of the buglist entry regarding hitting and mhurtle. Flag if
mhurtle already killed the monster, and don't call killed again in this case.
One of the new checks for this already_killed flag is just futureproofing.
> - I'd like to see another option added: scroll_amount. In
> combination with scroll_margin, this would control the amount
> of squares the screen is scrolled when the scroll_margin is
> reached (currently, this amount is 1, but if I recall
> correctly, it used to be more). For example, if both were 5,
> when you came within 5 spaces of the left screen border, the
> screen would shift 5 spaces to the right).
Prevent the pardoning of trickery in wizard mode from attempting
to continue when there's no longer any current level. Also prevent
the ZEROCOMP configuration from trying to read from file descriptor -1
in case there're any other places which still let that slip through.
And fix an oddity in the VMS port's error() routine which has gone
unnoticed for years.
A monster hit by Stormbringer could take less damage to current
HP than it took to max HP if attacker had sufficient penalties, so
end up being healthier than its new maximum. This only applies to
attacks by the player; attacks by monsters don't include the sorts of
modifiers that can trigger it.
From the newsgroup: taking a shop-owned pick-axe out of a
container inside a shop gave a misleading message telling the
player to take the pick-axe out of the shop. It was caused by
using the object's `unpaid' field before addtobill() had set it.
Implement a check in make_hallucinated similar to the check in make_blinded
to handle the case where your hallucination is cured but Grayswandir is
suppressing its effects anyway.
- Breaking wand of digging dug through rock which should be undiggable.
Checks assumed pits would never show up in solid rock.
- Breaking wand of digging near shop walls wouldn't anger the shopkeeper
Checks assumed pits would never show up in walls, also, added a special
case to pay_for_damage to handle the case where you're falling thru and
can't be asked to pay.
- Shop walls wouldn't be restored if there are pits in the way.
Checks assumed pits would never show up in walls.
- If there was a hole outside the shop, you could kick stuff out of the
door into the hole without shopkeeper noticing. Added the missing check.
Reported to the newsgroup, the code in study_book for the effect of
confusion on studying a book was never reached. Removed the deprecated
check from read.c
<email deleted> on Sunday, August 18, 2002 at 15:28:18
> comments: player is blind, and not hallucinating (initially). On #loot:
>
> You trigger a trap!
> A cloud of ultraviolet gas billows from the large box.
> You stagger and get dizzy...
From a bug report, a rolling boulder
trap could report that the boulder had fallen into the pit with you
and then let it keep rolling. flooreffects() only returns true
when it uses up the object being manipulated but it doesn't use up
boulders that hit pits which hold monsters or the hero. Its caller
needs to handle the cases where the boulder ends up sharing the pit
with a monster.
makedefs has been listing TIMED_DELAY as one of the options which
affects save file contents even though that hasn't been the case for
a long time. Unfortunately, simply fixing that by itself would break
save file compatibility for anyone who has been building with it set.
This workaround prevents the fix from doing that. And now folks can
rebuild after toggling TIMED_DELAY without unnecessarily invalidating
save and bones files.
From a bug report,
August 12, 2002 at 11:37:10
When I am polymorphed into a purple worm (didn't check other forms)
and bite a green slime I turn to stone (not slime).
Clear the uundetected status during level changes in case
the character was hiding under something immediately prior to the
change. Don't set hidden status at the destination even when
there's something to hide under--it'll take a turn to hide again.
Fix the case <Someone> saw, where forcefighting an undetected monster
would still leave it undetected, resulting in an odd message sequence unless
you kept forcefighting on the next turns. This also left the monster at a
disadvantage, since it wouldn't fight back. Added a check to wakeup() for this
case, cutting off the possibilities and allowing the monster to fight back.
- Changed a cancelled chat direction to abort the chat -- it seemed odd
that the old behavior would sometimes take time, sometimes not, depending
on the previous direction.
- Documented the current spelleffects behavior of re-using the last
direction after a cancelled getdir() & added a message.
I saw no secret doors in any of the towns, but in 340 (fixed in 341),
guards would patrol the entire level, so they might complain about secret
doors elsewhere. Fix the check for future use. Also, I noticed trees, eg
on minetn-6, weren't checked at all. Now they are.
I implemented this before seeing <Someone>'s forwarded report.
It makes guards come to vaults when you can't see them, but does
have one odd side-effect: if the vault has boulders in the way
then you might not be able to follow the guard out. (Usually you
can alternately search and step in order to successfully follow
him out when unable to see.)
The wishing code intended to make a wish for "blue glass" yield
a "worthless piece of blue glass" (and similarly for other specific
colors) but it didn't work right. Also, wishing for "looking glass"
tripped up on that same code and didn't work either. (Several other
permutations for worthless gems such as "worthless blue glass" and
"piece of glass" already do work.)
Found on the newsgroup: someone pointed out that you don't get a message
when you eat a ring of increase damage. They thought it was intentional--
it's not.
Fix some inconsistencies in armor handling. The 'T' command
wouldn't let you take off a suit or shirt if you were wielding a
cursed two-handed weapon, which makes sense; however, the 'A'
command neglected to impose the same restriction. Also, the 'W'
command had some code intended to prevent you from donning a suit
or shirt while wielding such a cursed weapon, but it didn't work.
This patch fixes the 'A' command's checks for whether an
item can be removed and it makes the 'T' and 'R' commands use the
same code as 'A' instead of maintaining multiple sets of checks.
It also fixes the trivial 'W' problem and attempts to prevent the
sequence of 1) get interrupted while removing a set of equipment
including suit and/or shirt; 2) wield a cursed two-handed weapon
or have already wielded one become cursed; 3) resume removing
armor via 'A' but I haven't tried to trigger that situation to
confirm the bug or this fix.
From a bug report. Removing levitation boots while hovering over
a magic portal causes the portal to be delayed since it takes time to
remove the boots. This causes the portal to be taken via unmul in allmain.
At that point, the will activation message display but you won't teleport
until you type something. Handle the delayed goto after unmul completes.
Provide some command assistance for newbies, but
suppress it with !cmdassist in the config file.
If someone misinterprets the Guidebook ^D, ^T
type command notation, this will pop up some
further information to possibly assist them and
explain the notation.
Fix an item from <Someone>'s list: invoking or applying an
artifact might blast you; if it evades your grasp, the intended
action won't take place but will still use up a turn.
This reclassifies dragon scale mail as magic and leaves dragon
scales as non-magic. Changing the latter would make it be easier
to obtain magic armor via polymorph; just kill some dragons and toss
their scales on the pile. Unfortunately the logic used suggests that
unicorn horns ought to be non-magic too, but I left them as magic.
(Making them become non-magic would actually be a good idea as far
as balancing polypiling goes, but it's awfully hard to justify when
they produce should a wide-ranging magical effect when applied.)