Reported by the keymasher: "stone at (48,8) is undiggable". Bigroom 4
has a tree at that spot and the whole level is flagged as undiggable.
Undiggable trees were supported on arboreal levels (where their terrain
type is STONE rather than TREE), but not elsewhere. Monster movement
uses IS_ROCK(), which is true for TREEs, but may_dig() uses IS_STWALL(),
which is false for TREEs so doesn't consider the location as being of
interest and fails to disallow digging. But mdig_tunnel() bypasses
may_dig() and tests the NONDIGGABLE bit directly, disallowing digging.
(If this sounds confusing, it's a stroll in the park compared to the
code itself. Apologies for the mixed metaphore.)
Digging away a secret corridor could leave rocks, which doesn't make
a whole lot of sense. Now a monster's dig attempt will reveal the
location as a corridor instead.
This also moves an assignment out of a macro invocation where it was
inviting trouble if that macro gets modified. And reorganizes an 'if'
to put cheaper tests sooner.
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
something that is M1_NOHANDS ought not to be able to pick up a pile of
rocks, daggers, or gold pieces unless it has other features that would
permit such a thing.
- honor blindness and hallucination
- honor ability to see one of the mergees
- provide audible feedback if appropriate
- merging inside pack gets special-cased so player knows something
different/unusual is happening
mongone() would send away a vault guard, whether alive or already
dead and parked at <0,0>, losing the information needed to remove
the temporary vault corridor once whatever obstacle (ie, the hero)
that's keeping it in place has been cleared. Have mongone() call
grddead() like mondead() does, so that a guard will just be moved
to <0,0> with 0 HP and kept there rather than being purged during
the next dead monster removal.
Move polearm context reset to m_detach() [and, unfortunately,
duplicated in grddead()] rather than in having it in dmonsfree()
since execution of the latter is deferred. I'm not sure offhand
whether a fast hero could get a second move before end-of-turn
purging of dead monsters.
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.