intelligent monsters see and remember when others trigger traps
random figurines are of harder monsters
monsters can blind you with a camera
+lit candles generated by wishing could have wrong light radius
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
d.otmp = d.typ ? mksobj(d.typ, TRUE, FALSE) : mkobj(d.oclass, FALSE);
d.typ = d.otmp->otyp, d.oclass = d.otmp->oclass; /* what we actually got */
- if (d.islit && (d.typ == OIL_LAMP || d.typ == MAGIC_LAMP
- || d.typ == BRASS_LANTERN
- || Is_candle(d.otmp) || d.typ == POT_OIL)) {
- place_object(d.otmp, u.ux, u.uy); /* make it viable light source */
- begin_burn(d.otmp, FALSE);
- obj_extract_self(d.otmp); /* now release it for caller's use */
- }
-
/* if player specified a reasonable count, maybe honor it;
quantity for gold is handled elsewhere and d.cnt is 0 for it here */
if (d.otmp->globby) {
d.otmp->quan = (long) d.cnt;
}
+ if (d.islit && (d.typ == OIL_LAMP || d.typ == MAGIC_LAMP
+ || d.typ == BRASS_LANTERN
+ || Is_candle(d.otmp) || d.typ == POT_OIL)) {
+ place_object(d.otmp, u.ux, u.uy); /* make it viable light source */
+ begin_burn(d.otmp, FALSE);
+ obj_extract_self(d.otmp); /* now release it for caller's use */
+ }
+
if (d.spesgn == 0) {
/* spe not specifed; retain the randomly assigned value */
d.spe = d.otmp->spe;