Prevent segfault on nonexistent mapseen
Cannot happen on normal play, but with some lua trickery ...
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@@ -3000,6 +3000,8 @@ mapseen_temple(struct monst *priest UNUSED) /* currently unused;
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{
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mapseen *mptr = find_mapseen(&u.uz);
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if (!mptr)
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return;
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if (Is_valley(&u.uz))
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mptr->flags.valley = 1;
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else if (Is_sanctum(&u.uz))
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@@ -3012,7 +3014,8 @@ room_discovered(int roomno)
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{
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mapseen *mptr = find_mapseen(&u.uz);
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mptr->msrooms[roomno].seen = 1;
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if (mptr)
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mptr->msrooms[roomno].seen = 1;
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}
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/* #overview command */
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