do allow globs with same curse/bless state to merge even when that state is
known for one and unknown for the other; result will have bknown clear
fix pile mark after killing a monster carrying a potion which is destroyed
+don't list suit as likely candidate for Take-off if cloak blocks it
only list known blank scrolls and known blank spellbooks as likely candidates
when choosing an item to write on for applied magic marker
make status hilites use same color names as menucolors
override MSGTYPE=norep while executing the ':' command
if a chameleon took vampire form, it would stop periodically changing shape
corpses obtained from tipping an ice box wouldn't rot away
+suppress "you climb up the stairs" message if verbose option is off
Platform- and/or Interface-Specific Fixes
{
int fd, l_idx;
xchar new_ledger;
- boolean cant_go_back, up = (depth(newlevel) < depth(&u.uz)),
- newdungeon = (u.uz.dnum != newlevel->dnum),
- was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
- familiar = FALSE;
- boolean new = FALSE; /* made a new level? */
+ boolean cant_go_back, great_effort,
+ up = (depth(newlevel) < depth(&u.uz)),
+ newdungeon = (u.uz.dnum != newlevel->dnum),
+ was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
+ familiar = FALSE,
+ new = FALSE; /* made a new level? */
struct monst *mtmp;
char whynot[BUFSZ];
char *annotation;
u_on_dnstairs();
/* you climb up the {stairs|ladder};
fly up the stairs; fly up along the ladder */
- pline("%s %s up%s the %s.",
- (Punished && !Levitation) ? "With great effort you" : "You",
- Flying ? "fly" : "climb",
- (Flying && at_ladder) ? " along" : "",
- at_ladder ? "ladder" : "stairs");
+ great_effort = (Punished && !Levitation);
+ if (flags.verbose || great_effort)
+ pline("%s %s up%s the %s.",
+ great_effort ? "With great effort, you" : "You",
+ Flying ? "fly" : "climb",
+ (Flying && at_ladder) ? " along" : "",
+ at_ladder ? "ladder" : "stairs");
} else { /* down */
if (at_ladder)
u_on_newpos(xupladder, yupladder);
if (flags.verbose)
You("fly down %s.",
at_ladder ? "along the ladder" : "the stairs");
- } else if (near_capacity() > UNENCUMBERED || Punished
- || Fumbling) {
+ } else if (near_capacity() > UNENCUMBERED
+ || Punished || Fumbling) {
You("fall down the %s.", at_ladder ? "ladder" : "stairs");
if (Punished) {
drag_down();