Fix GitLab issue #69: repeated knive caveat message
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4 changed files with 15 additions and 6 deletions
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@ -2,6 +2,9 @@
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// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
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// SPDX-License-Identifier: CC-BY-4.0
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Repository head::
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Ensore that the KNIVES_VANISH message can't issue twice.
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1.18: 2024-02-15::
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Bring the manual page fully up to date.
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10
main.c
10
main.c
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@ -1280,11 +1280,13 @@ static bool do_command(void) {
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}
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}
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/* Check to see if the room is dark. If the knife is
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* here, and it's dark, the knife permanently disappears
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*/
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/* Check to see if the room is dark. */
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game.wzdark = DARK(game.loc);
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if (game.knfloc != LOC_NOWHERE &&
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/* If the knife is not here it permanently disappears.
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* Possibly this should fire if the knife is here but
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* the room is dark? */
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if (game.knfloc > LOC_NOWHERE &&
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game.knfloc != game.loc) {
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game.knfloc = LOC_NOWHERE;
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}
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@ -78,7 +78,11 @@ Bug fixes:
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"eying" for "eyeing", "thresholds" for "threshholds".
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* Under odd circumstances (dropping rug or vase outdoors) the game could
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formerly say "floor" when it should say "ground" (or "dirt", or something).
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formerly say "floor" when it should say "ground" (or "dirt", or
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something).
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* The "knives vanish" message could formerly be emitted when "I see no
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knife here." would be appropriate.
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Enhancements:
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@ -369,7 +369,7 @@ A crystal bridge spans the fissure.
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> get knife
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The dwarves' knives vanish as they strike the walls of the cave.
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I see no knife here.
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> quit
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