mons[0]
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".
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@@ -578,7 +578,7 @@ newgame()
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context.tribute.enabled = TRUE; /* turn on 3.6 tributes */
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context.tribute.tributesz = sizeof(struct tribute_info);
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for (i = 0; i < NUMMONS; i++)
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for (i = LOW_PM; i < NUMMONS; i++)
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mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
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init_objects(); /* must be before u_init() */
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@@ -3050,6 +3050,7 @@ struct sp_coder *coder;
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while ((nparams++ < (SP_O_V_END + 1)) && (OV_typ(varparam) == SPOVAR_INT)
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&& (OV_i(varparam) >= 0) && (OV_i(varparam) < SP_O_V_END)) {
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struct opvar *parm;
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OV_pop(parm);
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switch (OV_i(varparam)) {
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case SP_O_V_NAME:
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@@ -3061,11 +3062,12 @@ struct sp_coder *coder;
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char monclass = SP_MONST_CLASS(OV_i(parm));
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int monid = SP_MONST_PM(OV_i(parm));
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if (monid >= 0 && monid < NUMMONS) {
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if (monid >= LOW_PM && monid < NUMMONS) {
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tmpobj.corpsenm = monid;
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break; /* we're done! */
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} else {
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struct permonst *pm = (struct permonst *) 0;
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if (def_char_to_monclass(monclass) != MAXMCLASSES) {
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pm = mkclass(def_char_to_monclass(monclass), G_NOGEN);
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} else {
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