<Someone> noted that if you dropped a box while levitating, nothing would break. This is true for sacks too, which shouldn't be immune either. Throwing didn't break contained objects either, not mentioned in his report. Refactored out the code in kick_object that handled damage for objects contained in normal containers and added calls in hitfloor and throwit. kick_object still only calls it for boxes, but other callers will call it for any object letting it decide if damage is required. BoH objects aren't affected, since traditionally the inside of the BoH is "somewhere else".
55 lines
2.5 KiB
Groff
55 lines
2.5 KiB
Groff
$RCSfile$ $Revision$ $Date$
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General Fixes and Modified Features
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-----------------------------------
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avoid panic when secondary weapon is cursed while generating bones level
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don't crash when applying a figurine, candle, or bell that gets used up
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grammar bits
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two invisible monsters hitting one another should not be visible
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if only one monster in a monster-vs-monster fight is visible, show an I symbol
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for the other one whether it is an attacker or defender
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display "It" and not "The invisible <pet>" when an invisible pet eats food.
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include a hint about expected input when prompting for musical notes
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don't report "program initialization failed" if a panic occurs after the
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game is over
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include statue contents in end of game inventory disclosure
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treat handlessness as a major problem when deciding prayer outcome
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perform artifact touch checks when putting on accessories
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missing noun in message when horns pierce through your helmet
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don't use hcolor() for trapped chest gases when you aren't hallucinating
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the age of a potion of oil from a bones file wasn't being handled correctly
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putting gold in a container on the shop floor wasn't credited the way
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gold already in the container when dropped was credited
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avoid integer division rounding error when calculating carrying capacity
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don't lock/unlock a door while in a pit, to be consistent with door opening
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infravision should not make invisible player "visible" (it doesn't for monsters)
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Perseus statue should always be male
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charge correctly when breaking multiple objects with the same zap, avoids
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a dopay: not to shopkeeper impossible
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clean up funny lighting on the healer locate level
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allow all tame monsters that eat to consider food thrown to them
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the screen display wasn't always up to date after map topology changes
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jumping over a sokobon pit would result in the player next to, not in, the pit
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don't let arrow, rock or dart traps provide an infinite number of objects
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dropping from height or throwing a normal container may damage contents
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Platform- and/or Interface-Specific Fixes
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-----------------------------------------
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Gnome: compilation problems on Redhat 7.2 and 8.0
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unix: Makefile.utl would put OBJDIR objects in the wrong directory
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win32tty: add subkeyvalue option to alter key values; Finnish keyboard fix
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win32tty: distinguish between black/gray/white (by Quietust)
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General New Features
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--------------------
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Platform- and/or Interface-Specific New Features
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------------------------------------------------
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win32tty: keystroke handlers can be dynamically loaded to assist in resolving
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internationalization issues
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