flooreffects() covers most dropped/thrown/etc. cases, and the hooks in
invent and mon handle "deathdrops" along with picking up items.
still need to check putting into/removing from containers
* Replace variadic debugpline() with fixed argument debugpline0(str),
debugpline1(fmt,arg), and so on so that C99 support isn't required;
* showdebug() becomes a function rather than a macro and handles a
bit more;
* two debugpline() calls in light.c have been changed to impossible();
* DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
setting in !SYSCF configuration (I hope that's temporary).
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
* Replace variadic debugpline() with fixed argument debugpline0(str),
debugpline1(fmt,arg), and so on so that C99 support isn't required;
* showdebug() becomes a function rather than a macro and handles a
bit more;
* two debugpline() calls in light.c have been changed to impossible();
* DEBUGFILES macro (in sys.c) can substitute for SYSCF's DEBUGFILES
setting in !SYSCF configuration (I hope that's temporary).
Remove deathdrops completely for cloned monsters
Revert corpse frequency decrementing for cloned monsters
Add new object 'blob of pudding' and corresponding tile
Set 'P' monsters to create that object on corpsification
...add script to go through and auto-renumber objects.txt
because there's no way i'm doing that by hand
This finally eliminates all direct increases of `oeroded` and `oeroded2`
and moves them all to go via `erode_obj()`. They are still manipulated
directly in a few places, but not to erode objects.
This now merges the `fire_damage()` function to a common codepath, used
for items on lava and burning oil, but fire needs more work. There is
still a duplication between `destroy_item()` and `fire_damage()`; the
two codepaths should eventually be merged in some manner so that there
is only one codepath to say "an object was affected by fire". This path
might require some parameters, such as whether the fire will just erode
objects or burn them outright, but that can happen another day.
Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
There is a lot of code affected by this, and Pat Rankin correctly
observes that it would be better to store roguelike as a level flag
rather than just using Is_rogue_level. A note for the future.
Introduce some variation in monster movement by adding and substracting
small random amounts to the fixed increment from the main monster table. The
amount added is potentially bigger (average is +2) than the amount substracted
(average is +1), so monsters will tend to be slightly faster. Probably not
noticeable except for super-slow monsters not being so glacially slow, since
net +1 is a bigger relative increase for such critters' low movement rates.
In practice, the noticeable effect will be that ordinary speed monsters will
occasionally get an extra move even if/when player keeps the hero unburdened.
Possible extension (although I'm not planning to do it): sort the
monster list by pending movement points, so that faster monsters move before
slower ones. The random variation would become noticeable because groups of
same-speed monsters would alter their movement order depending upon who got
a bigger increment or smaller decrement on that turn.
Fix several obscure bugs that can happen when a guard leads someone
out of a vault:
1) non-pit traps created in the temporary corridor would persist inside
solid rock after the corridor was removed (pits dug by the hero were
explicitly removed but several other trap types are possible);
2) lighting the corridor with scroll/wand/spell left the affected spots
flagged as lit after they reverted to rock; tunneling through that
area, either by digging or by teleporting back to the vault and having
another guard appear, unearthed lit corridor there;
3) if you became encased in solid rock because you were in the temporary
corridor when it was removed (which will happen if the guard is killed
while you're in his corridor), you were only told so if you saw part of
it revert to rock; when blind, you simply found yourself unable to move;
4) dragging an iron ball in the temporary corridor could result in part
of that corridor becoming permanent if the guard was killed; in 3.4.3,
it would only occur if the cause of death took away all the guard's
hit points (which happens for most but not all deaths); in development
code after my recent patch, that would be every cause of death.
#4 could also yield "dmonsfree: <N+1> removed doesn't match <N> pending"
warning in 3.4.3 when the fmon list was scanned and a guard at <0,0> with
no hit points was found but hadn't passed through to the end of mondead()
and m_detach(). The previous patch fixed that, I think/hope. Most guard
deaths won't trigger that; grddead() moves the guard to <0,0> but then
removes the temp corridor on its second try, returns true, and mondead()
finishes normally.