rephrase "<artifact> evades your grasp" message if artifact is already held
artifacts which subsequently evade your grasp/control after already being
worn or wielded become unworn/unwielded
-hero with lycanthropy is vulnerable to silver in human form as well as beast
+hero with lycanthropy is vulnerable to silver in both human and beast form
changing alignment or shape triggers a check for equipment evading hero's grasp
-passive fire effects can damage attackers weapons
+passive fire effects can damage attackers' weapons
wielded bow shouldn't affect outcome of kicked arrows
ranged polearm hit can divide puddings and can use confuse monster effect
charge for kicked shop-owned food if it gets used up taming a monster
reprompt if player fails to make a menu choice during inventory identification
seen eels who were stuck in isolated pools would never re-hide
can no longer get both strength and resistance from eating one giant corpse
-aborting key/lock pick usage via ESC at direction prompt no longer use a move
+aborting key/lock pick usage via ESC at direction prompt no longer uses a move
when probing from inside an engulfer, "not carrying anything" overlooked hero
wearing or removing an amulet of restful sleep clobbered permanent sleepiness
if attempt to select a co-aligned artifact for first divine gift fails because
some wand/spell/breath zaps that hit a secret door failed to reveal it
wand explosion feedback about adjacent door was phrased as if for a wand zap
improve the message sequencing when a thrown poisoned weapon loses is poison
+attempting to open, close, or lock/unlock a door while confused or stunned
+ uses up a move regardless of whether direction choice finds a door
Platform- and/or Interface-Specific Fixes
return(1);
}
+ /* when choosing a direction is impaired, use a turn
+ regardless of whether a door is successfully targetted */
+ if (Confusion || Stunned) res = 1;
+
door = &levl[cc.x][cc.y];
portcullis = (is_drawbridge_wall(cc.x, cc.y) >= 0);
if (Blind) {
return(1);
}
+ /* when choosing a direction is impaired, use a turn
+ regardless of whether a door is successfully targetted */
+ if (Confusion || Stunned) res = 1;
+
door = &levl[x][y];
portcullis = (is_drawbridge_wall(x, y) >= 0);
if (Blind) {
/* NetHack 3.5 pickup.c $Date$ $Revision$ */
-/* SCCS Id: @(#)pickup.c 3.5 2008/10/09 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
* 3.3.1 introduced directional looting for some things.
*/
if (c != 'y' && mon_beside(u.ux, u.uy)) {
- if (!get_adjacent_loc("Loot in what direction?", "Invalid loot location",
- u.ux, u.uy, &cc)) return 0;
+ if (!get_adjacent_loc("Loot in what direction?",
+ "Invalid loot location",
+ u.ux, u.uy, &cc)) return 0;
if (cc.x == u.ux && cc.y == u.uy) {
underfoot = TRUE;
if (container_at(cc.x, cc.y, FALSE))
}
mtmp = m_at(cc.x, cc.y);
if (mtmp) timepassed = loot_mon(mtmp, &prev_inquiry, &prev_loot);
+ /* always use a turn when choosing a direction is impaired,
+ even if you've successfully targetted a saddled creature
+ and then answered "no" to the "remove its saddle?" prompt */
+ if (Confusion || Stunned) timepassed = 1;
/* Preserve pre-3.3.1 behaviour for containers.
* Adjust this if-block to allow container looting