fix #K3633 - vault guard parked at <0,0> brought \

back into play with bad data

I don't have a test case to verify the fix, and I'm not absolutely
certain that the cause has been correctly diagnosed, but I think the
problem was caused by a guard being sent into limbo because the map
was too full to place it, then while it was on the migrating monsters
list waiting for a chance to come back the fuzzer executed #wizmakemap.
If the hero left the level and subsequently returned, the guard would
arrive back but monst->mextra->egd contained data for the previous
incarnation of the level that's invalid for wizmakemap's replacement.

Treat any shopkeeper, temple priest, or vault guard who is not on his
'home' level like the Wizard has been treated since 3.6.0.  When
leaving the level they're on, put them on the migrating monsters list
scheduled to return to present position instead of stashing them in
the level's data file.  That way they can be accessed from any dungeon
level, so wizmakemap can pull ones for the level it's replacing off
the migrating monsters list when removing the old level's monsters,
handling both migration-pending and already-arrived-on-another-level.

Bonus fix:  put monsters who are on the migrating_mons list solely in
order to be accessible from other levels back first when returning to
the level they're on so that pets and the hero can't hijack their spot
when those arrive.  The Wizard has been vulnerable to that.

Not fixed:  #wizfliplevel command needs to flip parts of shk->mextra->
eshk and priest->mextra->epri for shk or priest on migrating_mons.
Vault guards don't contain anything flippable when migrating, but do
have coordinates that need fixing up while they're maintaining a
temporary corridor to/from the vault.
This commit is contained in:
PatR
2022-07-13 15:19:51 -07:00
parent a1ca981907
commit aba500b482
5 changed files with 151 additions and 51 deletions

View File

@@ -130,6 +130,8 @@ static int wiz_rumor_check(void);
static int wiz_migrate_mons(void);
#endif
static void makemap_unmakemon(struct monst *);
static void makemap_remove_mons(void);
static void wiz_map_levltyp(void);
static void wiz_levltyp_legend(void);
#if defined(__BORLANDC__) && !defined(_WIN32)
@@ -987,6 +989,71 @@ wiz_identify(void)
return ECMD_OK;
}
/* used when wiz_makemap() gets rid of monsters for the old incarnation of
a level before creating a new incarnation of it */
static void
makemap_unmakemon(struct monst *mtmp)
{
int ndx = monsndx(mtmp->data);
/* uncreate any unique monster so that it is eligible to be remade
on the new incarnation of the level; ignores DEADMONSTER() [why?] */
if (mtmp->data->geno & G_UNIQ)
g.mvitals[ndx].mvflags &= ~G_EXTINCT;
if (g.mvitals[ndx].born)
g.mvitals[ndx].born--;
/* vault is going away; get rid of guard who might be in play or
be parked at <0,0>; for the latter, might already be flagged as
dead but is being kept around because of the 'isgd' flag */
if (mtmp->isgd) {
mtmp->isgd = 0; /* after this, fall through to mongone() */
} else if (DEADMONSTER(mtmp)) {
return; /* already set to be discarded */
} else if (mtmp->isshk && on_level(&u.uz, &ESHK(mtmp)->shoplevel)) {
setpaid(mtmp);
}
mongone(mtmp);
}
/* get rid of the all the monsters on--or intimately involved with--current
level; used when #wizmakemap destroys the level before replacing it */
static void
makemap_remove_mons(void)
{
struct monst *mtmp, **mprev;
/* keep steed and other adjacent pets after releasing them
from traps, stopping eating, &c as if hero were ascending */
keepdogs(TRUE); /* (pets-only; normally we'd be using 'FALSE') */
/* get rid of all the monsters that didn't make it to 'mydogs' */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
makemap_unmakemon(mtmp);
/* some monsters retain details of this level in mon->mextra; that
data becomes invalid when the level is replaced by a new one;
get rid of them now if migrating or already arrived elsewhere;
[when on their 'home' level, the previous loop got rid of them;
if they aren't actually migrating but have been placed on some
'away' level, such monsters are treated like the Wizard: kept
on migrating monsters list, scheduled to migrate back to their
present location instead of being saved with whatever level they
happen to be on; see keepdogs() and keep_mon_accessible(dog.c)] */
for (mprev = &g.migrating_mons; (mtmp = *mprev) != 0; ) {
if (mtmp->mextra
&& ((mtmp->isshk && on_level(&u.uz, &ESHK(mtmp)->shoplevel))
|| (mtmp->ispriest && on_level(&u.uz, &EPRI(mtmp)->shrlevel))
|| (mtmp->isgd && on_level(&u.uz, &EGD(mtmp)->gdlevel)))) {
*mprev = mtmp->nmon;
makemap_unmakemon(mtmp);
} else {
mprev = &mtmp->nmon;
}
}
/* release dead and 'unmade' monsters */
dmonsfree();
return;
}
void
makemap_prepost(boolean pre, boolean wiztower)
{
@@ -994,26 +1061,8 @@ makemap_prepost(boolean pre, boolean wiztower)
struct monst *mtmp;
if (pre) {
/* keep steed and other adjacent pets after releasing them
from traps, stopping eating, &c as if hero were ascending */
keepdogs(TRUE); /* (pets-only; normally we'd be using 'FALSE' here) */
rm_mapseen(ledger_no(&u.uz));
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
int ndx = monsndx(mtmp->data);
if (mtmp->isgd) { /* vault is going away; get rid of guard */
mtmp->isgd = 0;
mongone(mtmp);
}
if (mtmp->data->geno & G_UNIQ)
g.mvitals[ndx].mvflags &= ~(G_EXTINCT);
if (g.mvitals[ndx].born)
g.mvitals[ndx].born--;
if (DEADMONSTER(mtmp))
continue;
if (mtmp->isshk)
setpaid(mtmp);
}
makemap_remove_mons();
rm_mapseen(ledger_no(&u.uz)); /* discard overview info for level */
{
static const char Unachieve[] = "%s achievement revoked.";