Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site uwmacc.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!whuxlm!harpo!decvax!genrad!mit-eddie!think!harvard!seismo!uwvax!uwmacc!myers From: myers@uwmacc.UUCP (Latitudinarian Lobster) Newsgroups: net.games.hack Subject: Initial inventory unknown items bug fixed... Message-ID: <1242@uwmacc.UUCP> Date: Mon, 24-Jun-85 14:32:49 EDT Article-I.D.: uwmacc.1242 Posted: Mon Jun 24 14:32:49 1985 Date-Received: Thu, 27-Jun-85 05:40:23 EDT Distribution: net Organization: Ken Kopp's Fresh Seafood Tank Lines: 26 A bug that has annoyed me for awhile concerns those items in a character's initial inventory which is unknown (potions, scrolls, wands, rings). Notice that if you quaff, say, a healing potion that is in your initial inventory, and then do a `\', it will indicate that you have not yet discovered anything! The problem is that a field was not getting initialized to 0. A context diff follows: *** hack.u_init.c.old Mon Jun 24 13:09:11 1985 --- hack.u_init.c Mon Jun 24 13:20:27 1985 *************** *** 255,260 while(trop->trolet) { obj = mkobj(trop->trolet); obj->known = trop->trknown; /* not obj->dknown = 1; - let him look at it at least once */ obj->cursed = 0; if(obj->olet == WEAPON_SYM){ --- 255,261 ----- while(trop->trolet) { obj = mkobj(trop->trolet); obj->known = trop->trknown; + obj->dknown = 0; /* not obj->dknown = 1; - let him look at it at least once */ obj->cursed = 0; if(obj->olet == WEAPON_SYM){