Commit Graph

3402 Commits

Author SHA1 Message Date
nethack.rankin
e92b72dee5 surviving drawbridge destruction
From a bug report:  you could end up
standing on water/lava if you survived being on an open drawbridge while
it was destroyed.  This fixes the bridge destruction case; opening and
closing are handled differently and I left them alone.
2007-02-20 01:45:19 +00:00
nethack.rankin
4f528f2a7d #force fixes
Trunk and branch, noticed while working on an interface enhancement:
you could use #force to break the lock of a chest that's on the floor
while you're engulfed, also while levitating or mounted w/o riding skill.

     Trunk only:  refine an earlier fix that bills for breaking the lock
of a shop-owned chest.  The item which the hero is forced to buy showed
up in the bill as unlockable, which is accurate after the fact but didn't
reflect the shop's item.  Fix by billing for chest before altering it.
2007-02-18 05:54:15 +00:00
nethack.rankin
db8db39f60 #tipping empty bag of tricks bit (trunk only)
Check in something from a month ago before I manage to lose it.
2007-02-18 05:29:21 +00:00
nethack.rankin
6712785369 explore/wizard mode docs (trunk only)
Update the brief explore mode section (it hasn't been a conditional
feature for quite some time, there's an extra way to access it now, and
new game started with -X is different from switching via the 'X' command)
in the Guidebook, and add a short debug mode subsection there.
2007-02-18 04:49:19 +00:00
nethack.rankin
1e7ace58f7 polyself weapon drop feedback
Don't say "you must drop your weapon" when it doesn't actually get
dropped.  And make "weapon" be more specific, comparable to the handing
for slippery fingers.
2007-02-18 03:33:43 +00:00
nethack.rankin
12cb6f5afe more wielded, in-use leash
Slippery fingers would cause a wielded, in-use leash to be dropped
without first unleashing.  The fixes entry for the polyself case applies
to this one too:
dropped wielded, in use leash should remain in inventory, since it's in-use
2007-02-18 03:24:58 +00:00
nethack.rankin
7abf238f1b probing vs Schroedinger's Cat (trunk only)
Someone in the newsgroup complained about zapping probing at a large
box dropped by a quantum mechanic and being told that it was empty rather
than that it held a corpse or live cat.  This sidesteps the issue by
reporting "the box seems empty" instead of "the box is empty", and not
setting its contents-known flag.  (That message is the main difference
between probing and the assorted other methods of observation [telepathy
and monster detection and possibly Warning for live cat, object detection
and food detection for dead cat's corpse] which might be expected to
trigger the cat's fate but don't.)  This also makes probing of self and
of monsters set the contents-known and locking-known flags for containers
in inventory, same as is done for probing which hits objects.  (Display of
container contents still only occurs for loose objects, not in inventory.)
2007-02-18 02:20:59 +00:00
nethack.rankin
0ceebfc4b5 nethack -X vs normal game (trunk only)
Reported to the beta-testers list by <Someone> last April:
restoring a normal game save file in explore mode let you keep the file,
then after exploring and quitting without saving, you could restore it
again in normal mode and take advantage of whatever information you'd
gained.  This makes nethack -X (or playmode:explore) defer the switch to
explore mode when used while restoring a normal mode save file.  It now
performs a normal restore (with save file deletion) and then acts as if
the user had given the 'X' command interactively, requiring confirmation
to actually switch into explore mode.
2007-02-17 05:43:18 +00:00
nethack.rankin
43f72cc357 yet more wizard mode handling (trunk only)
Reorganize the recent wizard mode control:  move set_playmode() from
xxxmain.c to the core, and have it call new authorize_wizard_mode() to do
the port-specific part.  If the set_playmode() call during startup doesn't
result in running in wizard mode (either because not allowed or user
didn't request it), it will be called again during restore if the save
file is from a wizard mode game.

     For ports which check character name for authorization, players will
have to use `nethack -u whatever -D' (or options for name and playmode) to
restore a wizard mode save file if WIZARD has been changed from "wizard".
plname[] from a wizard mode saved game will always have that value, so if
it's not the right one players will need to get authorized by the startup
code before loading the save file.
2007-02-17 05:25:36 +00:00
nethack.rankin
1659dd5634 more wizard/explore mode control (trunk only)
Wizard mode or explore mode can be forced on (via -D or -X on the
command line, or now via OPTIONS=playmode:debug|explore) when restoring
a saved game; explore mode handling was confined to restgamestate(), but
wizard mode handling was replicated in every main().  Treat `wizard' the
same as `discover'.  Also, prevent a new game started when restore fails
from using the old game's option settings if partial restore attempt got
far enough to load the flags struct.  And update bemain.c and macmain.c
to catch up with the others modified by the playmode patch.
2007-02-16 02:35:30 +00:00
nethack.rankin
5c0a06d6b0 OPTIONS=playmode:normal|explore|debug (trunk only)
[see cvs log for src/options.c for some additional info]
     Relief for the command-line impaired.  Allow player to request
explore or wizard mode via run-time config file or NETHACKOPTIONS.
Validation is left to xxxmain() and has been updated for Unix, VMS, and
ports which share pcmain.  Mac and Be appear to allow any user to access
wizard mode, and may not need any modification, although they'll continue
to have the old buglet of running with both wizard and discover flags set
if player uses `nethack -X -D'.  This may or may not work as-is for the
Qt interface depending upon whether it goes through one of the xxxmain()'s
mentioned above [someone needs to make sure that it doesn't allow Qt on
Unix to bypass the (username == WIZARD_NAME) test when user requests
wizard mode].
2007-02-15 05:22:54 +00:00
nethack.rankin
293d984946 OPTIONS=playmode:normal|explore|debug (trunk only)
Relief for the command-line impaired.  Allow player to request
explore or wizard mode via run-time config file or NETHACKOPTIONS.
Validation is left to xxxmain() and has been updated for Unix, VMS, and
ports which share pcmain.  Mac and Be appear to allow any user to access
wizard mode, and may not need any modification, although they'll continue
to have the old buglet of running with both wizard and discover flags set
if player uses `nethack -X -D'.  This may or may not work as-is for the
Qt interface depending upon whether it goes through one of the xxxmain()'s
mentioned above [someone needs to make sure that it doesn't allow Qt on
Unix to bypass the (username == WIZARD_NAME) test when user requests
wizard mode].

     playmode:discov[ery] is a synonym for explor[e] and playmode:wizard
is one for debug.  Using -X or -D on the command line overrides any
config file or environment playmode value.  (We might want to add -N or
something to force normal mode when config/env specifies something else.)

     This suffers from the same bug as `nethack -X' and `nethack -D':  a
player can save a game in normal mode, then restore in explore or debug
mode and choose to retain the save file, obtain information about the
current game (identifying inventory or using enlightenment or mapping out
previously visited levels and so on), quit, then restore the original save
file normally in order to take advantage of the undeserved information.
2007-02-15 05:21:24 +00:00
nethack.rankin
658c931aad wielded leash, monster bullwhip use
Simplify <Someone>'s patch (the part for the secondary weapon wasn't and
still isn't needed since dual-wielding can only occur when both primary
and alternate weapon slots contain weapons or weapon-tools, but we might
as well keep it).  There was at least one other case where wielded in-use
leash could be removed from inventory without becoming unleashed first:
a bullwhip-wielding monster could snatch it away.

     That lead to some other whip issues:  monsters who select disarming
via bullwhip as miscellaneous strategy had 80% chance of not using it on
any given turn, but had no chance to select another misc strategy on such
turns--they always resorted to ordinary nonMUSE behavior and usually just
attacked.  The adjacency check missed diagonal locations, also would aim
the disarm attempt accurately even when displacement or invisibility made
the hero's precise location unknown.  [I took the easy way out here and
only let them try to disarm when they know the hero's location.  It's
tempting to aim at the guessed location and sometimes accidentally disarm
a nearby monster, but disarming is an action which targets a particular
weapon rather than just a location.]  Lastly, disarming always targetted
hero's primary weapon, never a dual-wielder's secondary one.
2007-02-13 04:54:35 +00:00
cohrs
2fde3bce8e polymorph dropping in-use wielded leash part 2
forgot to handle the twoweapon case, and messed up the test logic (which
appeared to work in previous, incomplete testing)
2007-02-12 21:40:16 +00:00
cohrs
5c3651e055 polymorph dropping in-use wielded leash
From a bug report, if you polymorph into
something, like a killer bee, that causes you to drop your weapon, but the
weapon is a wielded, in-use leash, the leash would be dropped but retain
it's in-use state.  However, the leash was tied to you, so it seems it
should remain attached, just unwielded, just as it would if it hadn't been
wielded.  I've changed the behavior to do this.  I wonder whether one
should be able to wield an in-use leash.
2007-02-12 21:25:52 +00:00
nethack.rankin
0b95104f0e fix #Q417 - gelatinous cubes can engulf Rider corpses
From a bug report:  gelatinous cubes
could engulf Rider corpses, allowing g.cube and cargo to be teleported
away without triggering corpse revival, or to be hit with theft attack by
poly'd hero to get the corpse into inventory so it could then be put into
a container in order to prevent revival (or to be destroyed via bag of
holding explosion or cursed access).
2007-02-11 03:59:08 +00:00
nethack.rankin
aa97ea65b1 umpteenth hangup bit
From a bug report:  hangup during
screen updating at tail end of successful restore didn't create a new
save file when disconnecting.  Use his suggestion for moving the setting
of program_state.something_worth_saving sooner, before the save file is
deleted.  To do that, restlevelstate() needs to come sooner too.  I think
this is safe enough to include in the branch code.

     For the trunk, I'm not sure whether the SAFERHANGUP config will work
well here.  It has to survive long enough under autopilot to enter moveloop
before the chance to save kicks in.
2007-02-11 03:36:15 +00:00
nethack.rankin
a9b7b19b95 more jumping (trunk only)
Allow jumping via spell when hero or steed has wounded legs.
Otherwise the previous fix for immobilized steed--and the existing code
requiring limbs for physical jump but not for spell jump--is inconsistent.
2007-02-11 01:50:56 +00:00
nethack.rankin
2343e77eb0 fix #Q382 - jumping possible while riding a sleeping pet (trunk only)
From a bug report:  when riding,
#jump command and jumping spell didn't check whether steed is able to move.
This makes #jump command, either magic boots or knight's innate ability,
fail if the steed can't move.  Spell still succeeds; its magic overrides
steed's immobility.  Fix is trunk only since it relies on a function that
isn't in the branch.

     Also, tweak hero movement to avoid an extra function call per move
when not riding.
2007-02-11 01:33:26 +00:00
nethack.rankin
00fc519903 sleeping gas trap vs steed
Noticed while checking out the report that you can #jump when riding
a sleeping steed:  hero's sleep resistance or magical breathing prevented
sleeping gas traps from hitting steed.  "You are enveloped in a cloud of
gas" but your steed is untouched?  That didn't make sense.
2007-02-11 01:23:28 +00:00
cohrs
33fde404e7 gcc compilation warning bits 2007-02-10 17:37:17 +00:00
cohrs
10e24ceeae H238 - spelling of Dr Dolittle 2007-02-10 17:30:24 +00:00
cohrs
fe43698867 Q387 - grammar fixes in Samurai quest
"Wakarimasu?" should be "Wakarimasu ka?"
2007-02-10 16:31:14 +00:00
nethack.rankin
7c64dbaf83 fix #Q404 - monster wielding cursed corpse
From a bug report, applying a bullwhip
towards a monster to try to steal its weapon would report that a cursed
cockatrice corpse was welded to the monster's hands even though corpses
wielded by the player never become welded.  Code for monsters deciding
what to wield knew that corpses don't weld; everywhere else seems to
assume that they only wield weldable weapons.  Add a routine to check
whether a wielded item is welded, similar to what's done for the hero.  I
fixed a couple of other spots besides use_whip() but didn't hunt all over.
2007-02-10 05:14:22 +00:00
nethack.rankin
262c1780b6 typo in previous patch 2007-02-10 04:19:41 +00:00
nethack.rankin
c937cc0091 finish_map prototype
There's a newsgroup posting about building for Windows using minGW
(gcc) within the cygwin Unix emulation environment, and it includes diffs
for the changes used.  One of the items being patched is a straight source
bug triggered by altering the definition of `boolean'.  finish_map()'s
prototype doesn't match its definition (uses boolean args but has XCHAR_P
in the prototype).
2007-02-10 04:18:52 +00:00
nethack.rankin
4168718d5d fix #Q159 - segfault with super long item names
From a bug report, putting an object with
really long specific and type names into a container with really long
specific and type names caused the program to crash.  pline() overflowed
the buffer it formatted into, and even though it was able to send that
for output and trigger a --More-- prompt, eventually a segfault occurred.
Give vpline and vraw_printf a much bigger working buffer, then truncate
the formatted text to BUFSZ - 1 characters so that we don't just push the
long line trouble into the separate interfaces.
2007-02-10 04:05:47 +00:00
nethack.allison
a83e2ba4a4 Q416 kicking gold (trunk only)
<email deleted> on Monday, January 29, 2007:
>Hero is able to kick a pile of gold (say, 100) and have the entire pile move at
>once in the same direction; very easy to avoid gold on traps.  Kicking gold
>should probably scatter the pieces in multiple directions or at least not be
>quite so easy.
2007-02-10 02:02:49 +00:00
nethack.rankin
eabf0f649e fix #Q367 - tinning Rider corpse when level is full
From a bug report:  if you try to tin a
Rider's corpse and revival fails, you still get the gimicky message about
War not preserving his enemies.  Give the suggested alternate message in
that case:  The corpse evades your grasp.  I hope that we can do better
than that, but I'm too burned out to think of anything.
2007-02-09 01:35:41 +00:00
nethack.rankin
c2a3a3a38b fix #H239 - doppleganger/mimic bug
From a bug report:  a shapechanger
which becomes a mimic would always stay as 'm' rather than take on object
or furniture shape.  Same applied to monsters which hide in other ways.
The code did that deliberately, but I don't think that it's actually
necessary so this lets them mimic/hide when they're in the right shape.
If they change form to non-mimic/hider while concealed, concealment ends.

     It would be fun to have shapechangers-as-mimics actually change their
mimicked shapes periodically, but this doesn't do that.  They'd probably
change to non-mimic quicker than they'd mimic something else so it's not
worth the effort.
2007-02-09 00:25:47 +00:00
nethack.rankin
1fe4018f3b fix #Q295 - post-choking food side-effects
From a bug report, but
just received:  if you choked while eating a cockatrice egg and survived,
the turn-to-stone sequence wouldn't be initiated.  For such eggs, turning
to stone starts when the food is finished rather than when it's started,
and fpostfx() wasn't called for food that triggered choking so the egg
went away without actually being finished.  Fortune cookies, lumps of
royal jelly, and a few other things suffered from the same situation.
2007-02-08 23:33:14 +00:00
nethack.rankin
8c982b0e05 typo in chest description
From a bug report:  "The" should be "Then".
2007-02-08 20:46:01 +00:00
nethack.rankin
e46663e456 weapon rustproofing status
From a bug report, hitting a rust monster with a
fireproof--but not identified as fireproof--weapon caused the rknown bit
to become set, identifying the item as fireproof.  That would also happen
for a monster's anything-proof weapon if it hit a rust monster, whether
you could see it happen or not.  The code involved is convoluted; I hope
this fix is correct.
2007-02-08 07:06:39 +00:00
nethack.rankin
6b2078f89c redundant or inconsistent msleeping handling
Eliminate some redundant monster sleep handling pointed out by <email deleted>.  I'm not sure if this is the right fix for mattackm(),
but the wakeup-after-hit was definitely wrong for the case where that hit
put the target to sleep.  (I didn't try to make that actually take place
but it is a possible outcome of monster-against-monster combat.)
2007-02-08 05:04:33 +00:00
nethack.rankin
128ed0f0be fix #Q117 - vomiting by rodents & more
From a bug report:  you could vomit when polymorphed into a rat but real life
rats can't/don't vomit.  The latter was confirmed by <Someone> and <Someone>.
While testing a fix for this, I discovered a couple of other problems.
Healing magic which cured sickness failed to heal Vomiting (potion or
spell; unicorn horn deals with them separately).  Enlightenment failed to
report Vomiting (it's not shown on the status line).  Most significant was
that vomiting_dialogue() called vomit() twice (also make_confused() and
make_stunned() three times for every once intended).  It was dividing the
remaining turns by 3 and then using that value to decide what to do, but
only message display took into account that the same divided value would
occur on 3 consecutive turns (or just 2 for the final countdown to 0,
because dialog routine gets called before timed-property decrement).
2007-02-06 04:35:50 +00:00
nethack.rankin
8465f87d2f fix #Q108 - adding candles to Candelabrum while underwater
From a bug report, but just received:
you can't affix candles to the candelabrum while underwater, because the
underwater check (can't light candles while underwater) is made too soon.
If you somehow managed to get a lit lamp, candle, or candelabrum while
underwater, you wouldn't be able to extinguish it for same reason.  The
bug report included a URL for a fix, but I didn't look at that.  This
changes use_candle() to rely on use_lamp() for underwater handling, and
changes use_lamp() and use_candelabrum() to check for extinguishing
before making the underwater check.
2007-02-04 05:34:59 +00:00
nethack.rankin
0f0f7190f3 goto_level message reorg (trunk only)
Clean up the code at the end of goto_level().  The only change in
behavior, aside from eliminating a couple of wizard mode quirks, is that
if a hangup save occurs while staring at the quest entry message, it will
be flagged as seen and not show up again if you leave and return to the
quest after restore.  (For wizard mode, you'll no longer find the Wizard
waiting if you use the level teleport menu to jump directly to the Astral
Plane from outside the endgame, and level teleporting away from astral
level to one of the elemental planes then returning won't make more fake
players or another guardian angel.)
2007-02-04 05:31:24 +00:00
nethack.rankin
dc6a38fe32 fix #Q94 - quest portal bug
From a bug report.  (Michael forwarded a newsgroup posting about it back
then, but I had trouble reproducing it and didn't figure it out until
trying again now.)  If hangup occurred while entering the quest, the magic
portal could be rendered inactive for the hero but still work for monsters.
That's because the hangup save stored the old value of u.uz0 before
goto_level set it to the new u.uz, and a magic portal won't operate when
u.uz0 differs from u.uz (to prevent a pair of portals from getting stuck
sending the hero back and forth).  The problem could also occur going from
the quest back to the dungeon, or either direction for Ft.Ludios, but the
--More-- prompt when the quest entry text is being displayed makes hangup
during level change most likely to occur during initial quest entry.

     This is just a bandaid, and the SAFERHANGUP config wouldn't be hit
by this situation.
2007-02-04 04:26:35 +00:00
nethack.rankin
1e705189f2 more engraving with empty wands (#Q85)
#Q85: Bug: wrest a wand in one turn through engraving
From a bug report:  engraving with an empty wand while not levitating, then using
ESC to abort when asked for the text to write, let you attempt to wrest
the last charge without using up a turn.  Between the time this report was
sent and received, someone else reported similar issue with levitation,
where no prompting occurs.  The fix for it also fixed the original problem.
Somewhat inadvertently though, since you can now no longer write in the
dust with a empty wand.  I'm going to leave it this way; all that's needed
is some feedback about failing to engrave.
2007-02-04 04:01:33 +00:00
nethack.rankin
42444d0db5 m-prefix groundwork (trunk only)
Set up to be able to use the m command prefix to request menu mode
for commands other than just pickup.  As a side-effect, a hardcoded ','
referencing that command is eliminated.  Also, the command handling for
pickup was accepting the other prefix characters (F,g,G,M,numpad 5) as
synonyms for m; this reverts all but 'm' to movement modifiers only (it
may be reasonable to retain M and 5, but this doesn't).
2007-02-03 03:41:22 +00:00
nethack.rankin
dda8161ece hangup paranoia (trunk only)
If nhwindows_hangup() were to get called a second time, it would have
saved hup_exit_nhwindows() as the previous interface's shutdown routine.
Then if/when exit_nhwindows() gets called, hup_exit_nhwindows() would
have called itself with uncontrolled recursion.  So guard against that by
preventing the hangup shutdown routine from ever being saved as previous
interface shutdown routine.

     Also, avoid the exit_windows macro when using it as a pointer rather
than for a function call, since pre-ANSI compilers might be confused by
its expansion.
2007-02-03 01:59:49 +00:00
nethack.rankin
47f052e7b8 yet more hangup (trunk only)
From two weeks ago:
>      The last of my intended hangup overhaul.  Once hangup is detected,
> replace currently loaded windowing routines with stubs that never do any
> terminal I/O.  Real interface routines call their siblings directly rather
> than via the windowprocs pointers, so this shouldn't pull the rug out from
> under them, but it also can't prevent whatever they have in progress at
> the time of hangup from attempting further I/O once the handler returns.

     hangup_nhwindows() shouldn't call exit_nhwindows() prior to replacing
windowprocs with no-ops.  Even though the original intgerface can still
access its own routines directly, the exit_nhwindows() routine probably
releases its dynamic data structures.  And those could be in active use if
the hangup occurs while an interface routine is executing.
2007-02-02 03:07:47 +00:00
nethack.rankin
13b1aa6bc2 hangup followup (trunk only)
The hangup check added to xwaitforspace() (which gets tty user's
response to --More-- and "Press Return to continue: ") wouldn't be good
enough if hangup occurred while that routine's input loop was executing.
2007-02-02 02:45:37 +00:00
nethack.rankin
fdbc2c9e86 several hangup tweaks (trunk only)
NOSAVEONHANGUP isn't documented anywhere.  I don't see why it should
wipe out recoverable level files just because it doesn't want to build a
save file out of them during the hangup.  Leave them intact if checkpoint
is active.  If someone really wants to make them always go away, they'll
need to disable INSURANCE as well as enable NOSAVEONHANGUP.

     tty's getret() -> xwaitforspace() could get stuck in a loop after
hangup, depending upon the state of terminal shutdown (accepting EOF or
ESC cares about cbreak mode?).  Make xwaitforspace() become a no-op during
hangup processing.

     vms's call to hangup() from an exit handler took place after the
terminal has been reset (the exit handler for the latter is registered
later so executes sooner).  Then exit_nhwindows() resulted in a second tty
reset attempt and settty() -> setctty() encountered an error (which it
reported, triggeting a getret() call).  Make the vms code correctly guard
against multiple resets.
2007-02-01 06:15:04 +00:00
nethack.rankin
e7cb81fe7b acid vs iron bars (trunk only)
Make yellow dragon breath destroy iron bars (unless their wall_info
is marked as non-diggable, which I think is currently impossible for bars).
The shop handling is untested; no shop has iron bars for its walls or
includes them as interior obstacles.  (The latter would require changes
to shop repair because lost bars will become solid wall if/when rebuilt.)

     Thrown potions of acid and spat or thrown splashes of acid venom
don't affect bars--at least so far--because those always pass through
without hitting.  Monsters who have a non-ranged attack which does acidic
damage can't use such attacks against iron bars.
2007-01-28 04:39:14 +00:00
nethack.rankin
4f77e8b156 monster ranged attacks (trunk only)
A fairly recent change had a mistake in it which allowed monsters to
throw, shoot, and zap through walls and closed doors if there was at least
one unobstructed spot between the attacker and the wall or door.
2007-01-28 02:20:40 +00:00
nethack.rankin
5b88c67d97 engraving with empty wand
From a bug report:  if you
attempted to engrave with an empty wand while levitating, it wouldn't use
a turn unless you successfully wrested an extra charge out of the wand.
So you could always get such charge in a single elapsed turn of game time
if you didn't care about zapping in any particular direction; extremely
useful for wishing.

     Noticed when checking this:  when you did wrest the extra charge,
the engraving code accessed freed memory for the wand after it had been
used up.

     Lastly, wands producing certain effects always become discovered,
even when you don't yet know what they look like.  (This part of the patch
is trunk-only since it utilizes the routine which fixes similar case for
zapping.)
2007-01-27 05:50:10 +00:00
nethack.rankin
e2fffafb7c kicking off edge of map
From a bug report:  if you
were at one of the map edges and kicked away from map center while blind,
you'd get impossible("show_glyph: bad pos ...").  That was due to calling
feel_location() for the out of bounds location, which occurred after the
kick code had made use of invalid data so other problems might occur too.

     Now you kick "nothing" as if it was something (hence possibly wounding
your leg, taking some damage, potentially dying).  I didn't want to try to
classify the surrounding terrain as rock or air or whatever, and the thing
being kicked only shows up if the kick is fatal.
2007-01-27 04:33:16 +00:00
nethack.rankin
c36712aabe eating artifacts while poly'd
From the newsgroup:  if polymorphed into a metallivore, you could eat
artifacts that you couldn't touch with your hands.  Now you can't eat ones
which evade your grasp, and you take some damage from other touchy items
on--actually, prior to--the first bite.  (Those still "taste delicious" if
you survive; I'm not sure whether this ought to be changed.)
2007-01-25 06:24:39 +00:00
nethack.rankin
0bd89ff28d Confused #loot (trunk only)
Attempting to loot while suffering from confusion and not on top
of a container will drop gold if hero is carrying some, but it behaved
differently for GOLDOBJ config (gold dropped over a hole or down stairs
always stayed on current level) than for !GOLDOBJ (gold had a chance to
fall to lower level) when done at some location other than a throne.
This makes GOLDOBJ use dropx() instead of dropy(), same as !GOLDOBJ.

     And with access to a throne it can be used to repeatedly summon
monsters until they're extinct.  This makes it check for confusion before
finding containers, but the chest/exchequer code doesn't always kick in
so can't be attempted as many times before confusion expires, throttling
summoning a little.  Also, when placing hero's gold into a chest, it now
clears the contents-known flag and relocks the chest.
2007-01-25 05:01:01 +00:00