// SPDX-FileCopyrightText: (C) Eric S. Raymond <esr@thyrsus.com>
// SPDX-License-Identifier: CC-BY-4.0
+Repository head::
+ Ensore that the KNIVES_VANISH message can't issue twice.
+
1.18: 2024-02-15::
Bring the manual page fully up to date.
}
}
- /* Check to see if the room is dark. If the knife is
- * here, and it's dark, the knife permanently disappears
- */
+ /* Check to see if the room is dark. */
game.wzdark = DARK(game.loc);
- if (game.knfloc != LOC_NOWHERE &&
+
+ /* If the knife is not here it permanently disappears.
+ * Possibly this should fire if the knife is here but
+ * the room is dark? */
+ if (game.knfloc > LOC_NOWHERE &&
game.knfloc != game.loc) {
game.knfloc = LOC_NOWHERE;
}
"eying" for "eyeing", "thresholds" for "threshholds".
* Under odd circumstances (dropping rug or vase outdoors) the game could
- formerly say "floor" when it should say "ground" (or "dirt", or something).
+ formerly say "floor" when it should say "ground" (or "dirt", or
+ something).
+
+* The "knives vanish" message could formerly be emitted when "I see no
+ knife here." would be appropriate.
Enhancements:
> get knife
-The dwarves' knives vanish as they strike the walls of the cave.
+I see no knife here.
> quit