Fix shopkeeper Kop summons causing segfault

... if it happened on a level with no downstairs, such as the tourist quest.
This commit is contained in:
Pasi Kallinen
2022-01-11 22:55:40 +02:00
parent a8e9e1b488
commit 1f2d16082e
3 changed files with 13 additions and 16 deletions

View File

@@ -3112,6 +3112,7 @@ extern void nethack_enter_windows(void);
extern void amulet(void);
extern int mon_has_amulet(struct monst *);
extern int mon_has_special(struct monst *);
extern void choose_stairs(xchar *, xchar *, boolean);
extern int tactics(struct monst *);
extern boolean has_aggravatables(struct monst *);
extern void aggravate(void);

View File

@@ -344,14 +344,9 @@ call_kops(register struct monst* shkp, register boolean nearshop)
{
coord mm;
stairway *stway = g.stairs;
xchar sx = 0, sy = 0;
while (stway) {
if (!stway->isladder && !stway->up
&& stway->tolev.dnum == u.uz.dnum)
break;
stway = stway->next;
}
choose_stairs(&sx, &sy, TRUE);
if (nearshop) {
/* Create swarm around you, if you merely "stepped out" */
@@ -365,9 +360,11 @@ call_kops(register struct monst* shkp, register boolean nearshop)
if (flags.verbose)
pline_The("Keystone Kops are after you!");
/* Create swarm near down staircase (hinders return to level) */
mm.x = stway->sx;
mm.y = stway->sy;
makekops(&mm);
if (isok(sx, sy)) {
mm.x = sx;
mm.y = sy;
makekops(&mm);
}
/* Create swarm near shopkeeper (hinders return to shop) */
mm.x = shkp->mx;
mm.y = shkp->my;

View File

@@ -17,7 +17,6 @@ static struct obj *on_ground(short);
static boolean you_have(int);
static unsigned long target_on(int, struct monst *);
static unsigned long strategy(struct monst *);
static void choose_stairs(xchar *, xchar *);
/* adding more neutral creatures will tend to reduce the number of monsters
summoned by nasty(); adding more lawful creatures will reduce the number
@@ -311,12 +310,12 @@ strategy(struct monst *mtmp)
return dstrat;
}
static void
choose_stairs(xchar *sx, xchar *sy)
void
choose_stairs(xchar *sx, xchar *sy, boolean dir)
{
xchar x = 0, y = 0;
stairway *stway = g.stairs;
boolean stdir = !builds_up(&u.uz);
boolean stdir = dir && !builds_up(&u.uz);
if ((stway = stairway_find_type_dir(FALSE, stdir)) != 0) {
x = stway->sx;
@@ -335,7 +334,7 @@ choose_stairs(xchar *sx, xchar *sy)
}
}
if (x && y) {
if (isok(x, y)) {
*sx = x;
*sy = y;
}
@@ -356,7 +355,7 @@ tactics(struct monst *mtmp)
case STRAT_HEAL: /* hide and recover */
mx = mtmp->mx, my = mtmp->my;
/* if wounded, hole up on or near the stairs (to block them) */
choose_stairs(&sx, &sy);
choose_stairs(&sx, &sy, FALSE);
mtmp->mavenge = 1; /* covetous monsters attack while fleeing */
if (In_W_tower(mx, my, &u.uz)
|| (mtmp->iswiz && !sx && !mon_has_amulet(mtmp))) {