being fainted or unconscious from other than sleep now consumes
nutrition at lower rate, like being asleep already did;
starvation threshold shortened due to slower food use while fainting
+after using detection magic or #terrain while underwater, then leaving water
+ and saving while on land, save would flag you as underwater again and
+ then restore would limit the map display accordingly; next move would
+ notice, retify things, and report "you are on solid land again"
Fixes to Post-3.6.0 Problems that Were Exposed Via git Respository
}
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
You_feel("very greedy, and sense gold!");
exercise(A_WIS, TRUE);
display_nhwindow(WIN_MAP, TRUE);
}
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
if (sobj) {
if (sobj->blessed) {
Your("%s %s to tingle and you smell %s.", body_part(NOSE),
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
You("detect the %s of %s.", ct ? "presence" : "absence", stuff);
display_nhwindow(WIN_MAP, TRUE);
/*
if (!(glyph_is_trap(glyph) || glyph_is_object(glyph)))
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
You_feel("%s.", cursed_src ? "very greedy" : "entrapped");
/* wait for user to respond, then reset map display to normal */
for (zy = 0; zy < ROWNO; zy++)
show_map_spot(zx, zy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
if (!level.flags.hero_memory || Underwater) {
flush_screen(1); /* flush temp screen */
display_nhwindow(WIN_MAP, TRUE); /* wait */
/* [TODO: highlight hero's location somehow] */
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
+ iflags.save_uinwater = iflags.save_uburied = 0;
if (save_swallowed)
u.uswallow = 1;
flush_screen(1);