check for hero location in digactualhole() before clearing u.utrap
clear any pits that the hero digs in the vault guard's temporary corridor
shattering a monster's weapon didn't work as intended for stack of N>1
+don't reveal surface information that you can neither feel or see
Platform- and/or Interface-Specific Fixes
-/* SCCS Id: @(#)hack.c 3.5 2006/02/22 */
+/* SCCS Id: @(#)hack.c 3.5 2006/04/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
else if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
rider_cant_reach();
#endif
+ else if (Blind && !can_reach_floor(TRUE))
+ You("cannot reach anything here.");
else
You("cannot reach the %s.", surface(u.ux,u.uy));
return 0;
-/* SCCS Id: @(#)invent.c 3.5 2006/02/15 */
+/* SCCS Id: @(#)invent.c 3.5 2006/04/10 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* don't say "altar" twice, dfeature has more info */
You("try to feel what is here.");
} else {
+ const char *where = (Blind && !can_reach_floor(TRUE)) ?
+ "lying beneath you" : "lying here on the ",
+ *onwhat = (Blind && !can_reach_floor(TRUE)) ?
+ "" : surface(u.ux,u.uy);
You("try to feel what is %s%s.",
- drift ? "floating here" : "lying here on the ",
- drift ? "" : surface(u.ux, u.uy));
+ drift ? "floating here" : where,
+ drift ? "" : onwhat);
}
if (dfeature && !drift && !strcmp(dfeature, surface(u.ux,u.uy)))
dfeature = 0; /* ice already identifed */