Attempting to go > while blind and floating over unknown stairs/ladder
would refer to the stairs in the "high above" message (however, the
stairs/ladder remained unidentified on the map). Change this case so
it only refers to stairs/ladder if that's what the hero remembers on the map.
kicked objects do not slide when on the air or water levels
when a giant carrying a boulder dies in a pit, ensure that the corpse is
buried under the filled pit
+when blind and levitating > shouldn't say "stairs" if player has not seen them
Platform- and/or Interface-Specific Fixes
if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
return (1); /* came down, so moved */
}
+ if (Blind) {
+ /* Avoid alerting player to an unknown stair or ladder.
+ * Changes the message for a covered, known staircase
+ * too; staircase knowledge is not stored anywhere.
+ */
+ if (stairs_down)
+ stairs_down =
+ (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
+ else if (ladder_down)
+ ladder_down =
+ (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
+ }
floating_above(stairs_down ? "stairs" : ladder_down ?
"ladder" : surface(u.ux, u.uy));
return (0); /* didn't move */