Kicking a monster as a monk or samurai or while wearing kicking
boots might make it "reel from the blow" and be knocked back a step.
If that knock back put it into a trap which killed it, the kicking
code would kill it an extra time, then the player would get a warning
about dmonsfree finding the wrong number of dead monsters.
Pat forwarded a message from the newsgroup in March that the town guards
enforce rules even outside the town proper. Fix: On room-based town levels,
check if the location is in a room containing subrooms (roomno will often
have a subroom id instead). On the other levels (e.g. minetn-5), there are
no subrooms, so the whole level is fair game. Currently, this is valid.
If fancier towns are added in the future, more flags or use of regions may
be required to tell where the town border actually is. These checks are done
in a new in_town function.
Fixes 2 bugs:
1) an impossible() could occur if you applied a lance against a long worm
because the code uses thitmonst to do the hitting, but didn't set bhitpos,
which is required before calling thitmonst.
Add the missing assignment.
2) applying a lance would never mark a knight as a caitiff. Added a new
check_caitiff function and called it from the 2 existing checks and in
the lance code.
<Someone> reported that kicking [unlike hitting] an unseen monster
to death would leave an "I" on the screen. This was due to a missing
DEADMONSTER check. I also noticed that code to avoid leaving an extra "I"
behind when a monster jumps of of the way was only half right, resulting in
an extra "I" anyway.
Based on the limited research I've done, it does not appear that crocodiles
of any size have legs that can effectively kick doors, chests, et al. They
could kick objects, but kicking a monster would be more of a claw attack.
It's simpler to just print a message in all cases.
If you stepped on an unknown rolling boulder trap, and that rolling boulder
hit a monster and killed it, you would be called a killer. This makes
playing a pacifism conduct game rather difficult.
- track boulders from unknown rolling boulder traps, and don't charge/credit
hero if they kill monsters. This is done by temporarily setting otrapped on
such boulders.
- boulders from known traps are still charged/credited to the hero
- fix a couple places in ohitmon where is_poisonable wasn't checked along
with opoisoned.
- this was a betabug I think, but not recorded as such
- if you kicked a throne, any GEM_CLASS item could be generated, including rocks
- changes behavior to be consistent with gems from fountains
- watch messages if you can't see the watch now start "You hear"
- unseen spellcaster messages are shown as "Something", to remove
some silly message pairs.
- unseen spellcaster that casts at itself causes no message
- recalc vision before spoteffects messsages, to avoid invalid "It"
over the place.
Often they would use
"%ld zorkmid%s", amt, plur(amt)
but not consistently, so some of the hard-coded usage
could result in "1 zorkmids"
This adds the function
currency(long)
to return the name of the currency, either plural
or singular depending on the argument passed to it.
That eliminates the need for the extra %s in the
format string and the use of the plur() macro.