GitHub issue #1254
> If there's a trap on a no-dig level, the floor beneath it will always be "too hard to dig into", making it impossible to remove the trap. > > As you can still dig pits in these levels (just not holes), the floor under the trap itself resisting to become a pit seems inconsistent. > > Steps to reproduce: > > Go to no-dig level like Mine's End > Make a trap > Dig a pit next to it -> works > Dig on the trap -> does not work Return more information about the dig_check() results to caller (was just a boolean). Move the messaging that was in dig_check() into a separate digcheck_fail_message() function that uses the expanded return information. Resolves #1254 .
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@@ -3945,7 +3945,7 @@ do_break_wand(struct obj *obj)
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if (obj->otyp == WAN_DIGGING) {
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schar typ;
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if (dig_check(BY_OBJECT, FALSE, x, y)) {
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if (dig_check(BY_OBJECT, x, y) < DIGCHECK_FAILED) {
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if (IS_WALL(levl[x][y].typ) || IS_DOOR(levl[x][y].typ)) {
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/* normally, pits and holes don't anger guards, but they
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* do if it's a wall or door that's being dug */
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