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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){