buglist - full level triggers impossible() from migrating mons
<email deleted> wrote: > If more monsters fall through a trap door than can fit on the > level below, when you go down the stairs, you get the following > message: > "Program in disorder - perhaps you'd better #quit. > rloc(): couldn't relocate monster" > This message seems to appear once for every monster-too-many that > fell through the hole. I originally found this while > intentionally completely filling a level with black puddings > (there was a trap door I didn't know about). I also confirmed it > in a wiz-mode test using gremlins and water. [confirmed: moveloop -> deferred_goto -> goto_level -> losedogs -> mon_arrive -> rloc -> impossible] This patch: - causes rloc() to return TRUE if successful, or FALSE if it wasn't. - adds code to mon_arrive() in dog.c to deal with the failed rloc() - allows the x,y parameters to mkcorpstat() to be 0,0 in order to trigger random placement of the corpse on the level - if you define DEBUG_MIGRATING_MONS when you build cmd.c then you'll have a debug-mode command #migratemons to store the number of random monsters that you specify on the migrating monsters chain.
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@@ -711,7 +711,7 @@ struct obj *obj;
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setnotworn(obj); /* in case mirror was wielded */
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freeinv(obj);
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(void) mpickobj(mtmp,obj);
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if (!tele_restrict(mtmp)) rloc(mtmp);
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if (!tele_restrict(mtmp)) (void) rloc(mtmp, FALSE);
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} else if (!is_unicorn(mtmp->data) && !humanoid(mtmp->data) &&
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(!mtmp->minvis || perceives(mtmp->data)) && rn2(5)) {
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if (vis)
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