melting ice timeout issues

Reported directly to devteam by entrez via email:
>
> I noticed some potential issues with (melting) ice:
>
>   * Digging down into ice, or setting a land mine on the ice and
>   triggering it, doesn't remove the melt_ice timeout, so it can result
>   in a sequence like dig down -> pit fills with water -> freeze water
>   -> freezing water tries to set melt_ice timeout -> duplicate timeout
>   impossible.  Or if you don't freeze the water again, melt_ice will
>   run on a non-ice surface, which might at least produce strange
>   messages.
>
>   * Setting a land mine on ice: melting ice doesn't do anything with
>   the trap, so there is still a land mine which you can trigger by
>   flying over the water (the land mine's trigger is also still
>   described as being 'in a pile of soil', despite being underwater at
>   this point).  Similar thing happens with bear traps.
>
>   * Not really related to _melting_ ice, but an exploding land mine
>   doesn't reset the typ from ICE to FLOOR (like normal digging does),
>   so it will result in a square with a pit that is also an ice square,
>   where the ice can melt under the pit and produce a combination
>   pit/moat.  If you then freeze the moat, the pit reappears on top of
>   the ice.
This commit is contained in:
nhmall
2021-10-16 22:22:33 -04:00
parent 91b4e4570d
commit 17165e3b92
7 changed files with 94 additions and 42 deletions
+2
View File
@@ -4477,6 +4477,8 @@ melt_ice(xchar x, xchar y, const char *msg)
lev->icedpool = 0;
}
spot_stop_timers(x, y, MELT_ICE_AWAY); /* no more ice to melt away */
if (t_at(x, y))
trap_ice_effects(x, y, TRUE); /* TRUE because ice_is_melting */
obj_ice_effects(x, y, FALSE);
unearth_objs(x, y);
if (Underwater)