* 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).
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.
Eliminate two minor anomalies in the behavior of the rnl() function
which returns a random number that is modified by the hero's Luck attribute.
Integer division by 3 on requests for small ranges and the fact that the
chance of making a modification was lower for good luck than for bad luck
meant that highest luck did not produce best chance to avoid worst result.
The actual effect on game play is sure to have been negligible. More
troubling is that the program has several rnl(3) and rnl(4) calls. These
practically guarantee a result of 0 when the hero has maximum luck. The
rnl() function really shouldn't be used for such tiny ranges (unless the
actual intent is that high level characters are expected to almost always
have the 0 outcome...).