Alex mentioned that loops over mons[] were starting at [0], which
should be [LOW_PM] instead.  I only found two, and the mvitals[] one
was benign.  The special level one might have been too, depending
upon spec_lev's thoroughness--I didn't attempt to check.

Once upon a time there was a possibility of moving 'playermon' from
a separate variable to mons[0], so LOW_PM became the index of the
first valid monster.  Instead, 'playermon' went away altogether.
LOW_PM (and NON_PM) could go away too, but I don't see how reverting
to hardcoded 0 and -1 would be an improvement.  We have enough
problems as it is with "giant ant" turning up in unexpected places
because someone used 0 instead of NON_PM to mean "none of the above".
This commit is contained in:
PatR
2017-07-16 15:28:44 -07:00
parent d17858f947
commit 27f9a83a0b
2 changed files with 4 additions and 2 deletions

View File

@@ -578,7 +578,7 @@ newgame()
context.tribute.enabled = TRUE; /* turn on 3.6 tributes */
context.tribute.tributesz = sizeof(struct tribute_info);
for (i = 0; i < NUMMONS; i++)
for (i = LOW_PM; i < NUMMONS; i++)
mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
init_objects(); /* must be before u_init() */

View File

@@ -3050,6 +3050,7 @@ struct sp_coder *coder;
while ((nparams++ < (SP_O_V_END + 1)) && (OV_typ(varparam) == SPOVAR_INT)
&& (OV_i(varparam) >= 0) && (OV_i(varparam) < SP_O_V_END)) {
struct opvar *parm;
OV_pop(parm);
switch (OV_i(varparam)) {
case SP_O_V_NAME:
@@ -3061,11 +3062,12 @@ struct sp_coder *coder;
char monclass = SP_MONST_CLASS(OV_i(parm));
int monid = SP_MONST_PM(OV_i(parm));
if (monid >= 0 && monid < NUMMONS) {
if (monid >= LOW_PM && monid < NUMMONS) {
tmpobj.corpsenm = monid;
break; /* we're done! */
} else {
struct permonst *pm = (struct permonst *) 0;
if (def_char_to_monclass(monclass) != MAXMCLASSES) {
pm = mkclass(def_char_to_monclass(monclass), G_NOGEN);
} else {