monsters capable of hiding can't do so when trapped or while holding you
limit recursive calls to spoteffects (poly'd hero fell into water, reverted
to human because of it, fell into same water, then crawled out twice)
-ensure that the punishment ball and chain make it into the save file after being
+ensure that the punishment ball and chain make it into save file after being
temporarily orphaned from the normal chains in the swallowing code
display the invisible monster glyph ('I') whenever an unseen monster forces
poly'd hero out of hiding
fix message typo, "you sold some items inside <container> for N gold piecess"
hangup save made during magic mapping or <foo> detection performed while
underwater could put hero on top of the water after restore
-fix bug preventing stone-resistant monsters w/o gloves from wielding cockatrices
+fix bug preventing stone-resistant monster w/o gloves from wielding cockatrice
items conferring life drain resistance were affected by drain life spell
'a'pply command could be used to recognize undiscovered potions of oil
fix replacing an existing bones file in wizard mode [load?y, unlink?n, die?y,
blessed scrolls rather than all scrolls plus blessed everything)
bmask is stored with the objects on the Plane of Water to prevent segfault
engraving on drawbridge with wand of digging should produce appropriate
- message instead of referring to gravel
+ message instead of referring to gravel
engraving Elbereth is less efficient as protection
scare monster scroll now provides a better effect
monsters without hands can no longer pick up piles of objects (with
- certain exceptions)
+ certain exceptions)
uncursed enchant weapon now correctly fixes erosion
scroll of earth messages cleaned up
long worms can no longer be leashed
fleeing monsters couldn't use stairs that lead to different dungeon branch
casting spell of protection when previous casting(s) hadn't time out yet
miscalculated the new AC increment
+remaining monsters continued to move after hero conceptually left the level
+ when a monster knocked him onto a level-changing trap (this bug made
+ it be feasible--but not practical--to level teleport with the Amulet)
Platform- and/or Interface-Specific Fixes
-/* NetHack 3.6 mon.c $NHDT-Date: 1445556873 2015/10/22 23:34:33 $ $NHDT-Branch: master $:$NHDT-Revision: 1.192 $ */
+/* NetHack 3.6 mon.c $NHDT-Date: 1446166647 2015/10/30 00:57:27 $ $NHDT-Branch: master $:$NHDT-Revision: 1.193 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
*/
for (mtmp = fmon; mtmp; mtmp = nmtmp) {
+ /* end monster movement early if hero is flagged to leave the level */
+ if (u.utotype
#ifdef SAFERHANGUP
- if (program_state.done_hup) {
+ /* or if the program has lost contact with the user */
+ || program_state.done_hup
+#endif
+ ) {
somebody_can_move = FALSE;
break;
}
-#endif
nmtmp = mtmp->nmon;
/* one dead monster needs to perform a move after death:
vault guard whose temporary corridor is still on the map */