shopkeeper/priest movement

From a bug report:  shopkeeper
wouldn't move to block his doorway if there was a grave at that location.
Nothing supernatural; shopkeeper and temple priest movement was too
specific about what sort of terrain might be present and didn't know that
room floor might be replaced by a grave.
This commit is contained in:
nethack.rankin
2007-01-07 05:11:09 +00:00
parent 21caf64b86
commit 7c93acbaf8
2 changed files with 3 additions and 4 deletions

View File

@@ -292,6 +292,7 @@ monster killed in midst of multi-shot volley throwing/shooting might cause
freed memory to be accessed, potentially triggering a crash
can't arm bear traps or land mines on Planes of Air or Water
statues that "come to life" when trap activates shouldn't start out sleeping
shopkeepers and priests wouldn't step on graves put in their rooms by bones
Platform- and/or Interface-Specific Fixes

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)priest.c 3.5 2006/12/27 */
/* SCCS Id: @(#)priest.c 3.5 2007/01/06 */
/* Copyright (c) Izchak Miller, Steve Linhart, 1989. */
/* NetHack may be freely redistributed. See license for details. */
@@ -87,9 +87,7 @@ pick_move:
for(i=0; i<cnt; i++) {
nx = poss[i].x;
ny = poss[i].y;
if(levl[nx][ny].typ == ROOM ||
(mtmp->ispriest &&
levl[nx][ny].typ == ALTAR) ||
if (IS_ROOM(levl[nx][ny].typ) ||
(mtmp->isshk &&
(!in_his_shop || ESHK(mtmp)->following))) {
if(avoid && (info[i] & NOTONL))