Changes to be committed:
modified: doc/fixes35.0
modified: include/extern.h
modified: src/apply.c
modified: src/zap.c
On 3/23/2015 6:41 PM, a bug reporter wrote:
> When you're hiding under an item (e.g. via garter snake polyform), and
> that item gets polyshuddered into nonexistence, you continue hiding
> (under nothing).
This was addressed previously.
> (Incidentally, it's a bit weird that you use > to aim at items that are
> flavorwise above you at the time.)
This addresses the flavorwise concern.
Looting a container generates a menu which contains ': - look inside'
but the recent change to make ':' be a menu command for selecting
items which match a search string made it impossible to pick that item.
(Well, I suppose you could enter a search string which matched it, but
that's a nuisance compared to just directly picking a choice.) This
makes menu selection for tty give precedence to menu choice characters
over mapped menu commands when some character happens to be both. I'm
not sure whether it ought to be expended to group accelerators too, so
didn't do that.
There's bound to be a better way to do this, but it works.
Restricting the text display only to the end of game disclose,
so it doesn't clutter the inventory during gameplay and so that
the readability of t-shirts is not given away.
If a menu item was longer than terminal width, the menu wasn't
cleared away after it was finished with. This easily happened
when an inventory item was named.
Bag of tricks that had been used at least once was being described
as "empty" regardless of charge count, because it always fails the
Has_contents() test. After half this patch fixed that, it started
being flagged as "empty" as soon as the last charge was used rather
than after attempting to use it again after that, since 'cknown' was
being set whenever it was used. Only set that flag when applying
the bag has been observed to fail.
My dog bit an acid blob and triggered a crash, caught by SYSCF panictrace
but yielding confusing information. The backtrace included a call from
'rustm()+N' that turned out to be passivemm(), which was deferencing a
null pointer since no weapon was involved.
On 3/23/2015 6:41 PM, a bug reporter wrote:
> When you're hiding under an item (e.g. via garter snake polyform), and
> that item gets polyshuddered into nonexistence, you continue hiding
> (under nothing).
This addresses the "hiding under nothing" bug, but does not
address this flavor comment also included in the report:
> (Incidentally, it's a bit weird that you use > to aim at items that are
> flavorwise above you at the time.)
On 3/23/2015 6:41 PM, a bug reporter wrote:
> If the game generates a graveyard, the graveyard places a normal
> demon, but all normal demons are extinct at the time, then morguemon (at
> mkroom.c line 423) indexes mons with NON_PM (the return value of
> ndemon() if it can't find a reference), which is an invalid pointer
> dereference. According to the testbench, this mostly seems to happen on
> dlvl 12.
This fixes the code violation, but the logic will now drop down to the
ghost/wraith/zombie code when that happens.
Is that desireable, or should something else happen (for variety)?