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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