Commit Graph

57 Commits

Author SHA1 Message Date
nethack.allison
cc830fb311 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.
2003-09-13 05:30:43 +00:00
nethack.allison
416412f92b Remove vestiges of old overlay source split
[trunk only]
2003-09-05 02:45:18 +00:00
nethack.rankin
46db4cb5a4 high temple entry
From the newsgroup:  temples attended by high priests on the Astral
Plane (also in Moloch's Sanctum, although that one doesn't really matter)
give a different entry greeting than usual in order to conceal the altar's
alignment, but they were including the patron deity in the priest name
given as presenter of the message ("The high priest of Offler intones:").
2002-11-07 03:27:37 +00:00
cohrs
299dfffc04 intones with sound option disabled
E-mail report from <Someone>.  Don't display the "intones:" prefix when
!soundok since the message suffix won't be displayed in this case due to
a check within verbalize().
2002-10-11 22:16:22 +00:00
cohrs
b4b5a0fe52 B02001 - trees and monster
<Someone> noticed that the change to require axes for trees (and allow them for
doors) did not extend to monsters.  Now it does.
- added 2 new weapon check flags to handle the new cases
- added some detailed digging flags to mfndpos, based on ALLOW_DIG, and
  moved some common logic regarding that flag into mfndpos
- made the ARMS check consistent for 2-handed weapons
I also noticed that simply carrying a pick was enough to allow a monster to
dig a door; wielding wasn't required.  This is fixed as well.
2002-08-11 17:32:47 +00:00
nethack.allison
06528d1002 3.3.2 to 3.4.0 2002-02-04 16:06:00 +00:00
jwalz
62daa2cdac *** empty log message *** 2002-01-05 21:05:52 +00:00