'A' command behaved differently depending on menustyle when non-weapons were
present in the quiver or alternate weapon inventory slots
most cases of the hero dropping things need to check for dropping on an altar
+zapping undiggable trees with wand or spell of dig gave feedback about rock
Platform- and/or Interface-Specific Fixes
-/* SCCS Id: @(#)dig.c 3.4 2002/04/06 */
+/* SCCS Id: @(#)dig.c 3.4 2002/12/18 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
} else if (!Blind)
pline_The("wall glows then fades.");
break;
- } else if (room->typ == STONE || room->typ == SCORR) {
+ } else if (IS_TREE(room->typ)) { /* check trees before stone */
if (!(room->wall_info & W_NONDIGGABLE)) {
- room->typ = CORR;
+ room->typ = ROOM;
unblock_point(zx,zy); /* vision */
} else if (!Blind)
- pline_The("rock glows then fades.");
+ pline_The("tree shudders but is unharmed.");
break;
- } else if (IS_TREE(room->typ)) {
+ } else if (room->typ == STONE || room->typ == SCORR) {
if (!(room->wall_info & W_NONDIGGABLE)) {
- room->typ = ROOM;
+ room->typ = CORR;
unblock_point(zx,zy); /* vision */
} else if (!Blind)
- pline_The("tree glows then fades.");
+ pline_The("rock glows then fades.");
break;
}
} else if (IS_ROCK(room->typ)) {