water should flow into chasms from Drum of Earthquake.
Exploding wands of digging had been handled in the trunk earlier.
hiding monsters don't hide under cockatrice/chickatrice corpses
"sound" option renamed to "acoustics"
deafness now a full-fledged attribute
-water should flow into pits from broken wand of digging
+water should flow into pits from broken wand of digging and drum of earthquake
objects that fall thru trapdoors, et al, can break on impact
support engraving in blood in special level files
many instances of physical damage were not taking Half_physical_damage
watch_dig((struct monst *)0, x, y, TRUE);
if (*in_rooms(x,y,SHOPBASE)) shop_damage = TRUE;
}
+ /*
+ * Let liquid flow into the newly created pits.
+ * Adjust corresponding code in music.c for
+ * drum of earthquake if you alter this sequence.
+ */
typ = fillholetyp(x,y);
if (typ != ROOM) {
levl[x][y].typ = typ;
struct obj *otmp;
struct trap *chasm;
int start_x, start_y, end_x, end_y;
+ schar filltype;
start_x = u.ux - (force * 2);
start_y = u.uy - (force * 2);
chasm->tseen = 1;
levl[x][y].doormask = 0;
+ /*
+ * Let liquid flow into the newly created chasm.
+ * Adjust corresponding code in apply.c for
+ * exploding wand of digging if you alter this sequence.
+ */
+ filltype = fillholetyp(x,y);
+ if (filltype != ROOM) {
+ levl[x][y].typ = filltype;
+ liquid_flow(x, y, filltype, chasm, (char *)0);
+ }
mtmp = m_at(x,y);