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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@@ -59,7 +59,7 @@ mkcavepos(x, y, dist, waslit, rockit)
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if(IS_ROCK(lev->typ)) return;
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if(t_at(x, y)) return; /* don't cover the portal */
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if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
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if(!passes_walls(mtmp->data)) rloc(mtmp);
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if(!passes_walls(mtmp->data)) (void) rloc(mtmp, FALSE);
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} else if(lev->typ == ROOM) return;
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unblock_point(x,y); /* make sure vision knows this location is open */
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