> Zapping a wand of digging at trees in ranger's quest gives a message
> "rock glows then fades".
There was code to handle this, but it didn't work due to the
definition of IS_TREE making checks for STONE be sensitive to code
ordering (STONE was checked first in this case).
#define IS_TREE(typ) ((typ) == TREE || \
(level.flags.arboreal && (typ) == STONE))
Why is it defined this way? Shouldn't STONE simply be converted
into TREE when arboreal levels get created?