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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@@ -308,7 +308,7 @@ d_level *lev;
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/* "something" means the player in this case */
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if(MON_AT(x, y)) {
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/* move the monster if no choice, or just try again */
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if(oneshot) rloc(m_at(x,y));
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if(oneshot) (void) rloc(m_at(x,y), FALSE);
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else return(FALSE);
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}
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u_on_newpos(x, y);
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