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fix #2253 - shk dismissing kops from other level (trunk only)
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     From a bug report, if you rob a shop, let the
angry shopkeeper catch up with you outside his shop, escape to another
level with adjacent shk tagging along, then pacify the shk by paying him
off, he will dismiss kops on the present level and return to his shop
but when you return to his shop level there'll still be kops chasing you
there.  This fix adds an extra flag to the eshk structure so that kops
can be dismissed a second time when the shk migrates back to shop level.
The first dismisal (on the "wrong" level) still takes place in case any
kops are around.  Neither dismissal actually occurs if there happens to
be another angry shk present on the level where dismissal is being done.
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nethack.rankin committed Apr 15, 2011
1 parent 7002734 commit 8df1e4d
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Showing 6 changed files with 78 additions and 21 deletions.
2 changes: 2 additions & 0 deletions doc/fixes35.0
Original file line number Diff line number Diff line change
Expand Up @@ -355,6 +355,8 @@ Eye of the Aethiopica, Eyes of the Overworld, and Sceptre of Might must be
Mitre of Holiness and Tsurugi of Muramasa convey Protection when worn/wielded
effectiveness of magic cancellation by worn armor has been reduced
Protection improves the effectiveness of magic cancellation
if an angry shopkeeper chased the hero to a different level and then got paid
off, he'd dismiss kops on that other level but not on his shop level


Platform- and/or Interface-Specific Fixes
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1 change: 1 addition & 0 deletions include/extern.h
Original file line number Diff line number Diff line change
Expand Up @@ -2051,6 +2051,7 @@ E void FDECL(delete_contents, (struct obj *));
E void FDECL(obfree, (struct obj *,struct obj *));
E void FDECL(home_shk, (struct monst *,BOOLEAN_P));
E void FDECL(make_happy_shk, (struct monst *,BOOLEAN_P));
E void FDECL(make_happy_shoppers, (BOOLEAN_P));
E void FDECL(hot_pursuit, (struct monst *));
E void FDECL(make_angry_shk, (struct monst *,XCHAR_P,XCHAR_P));
E int NDECL(dopay);
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2 changes: 1 addition & 1 deletion include/mextra.h
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
/* NetHack 3.5 mextra.h $Date$ $Revision$ */
/* SCCS Id: @(#)mextra.h 3.5 2009/01/30 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */

Expand Down Expand Up @@ -119,6 +118,7 @@ struct eshk {
schar unused; /* to force alignment for stupid compilers */
boolean following; /* following customer since he owes us sth */
boolean surcharge; /* angry shk inflates prices */
boolean dismiss_kops; /* pacified shk sends kops away */
coord shk; /* usual position shopkeeper */
coord shd; /* position shop door */
d_level shoplevel; /* level (& dungeon) of his shop */
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46 changes: 45 additions & 1 deletion src/dog.c
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
/* NetHack 3.5 dog.c $Date$ $Revision$ */
/* SCCS Id: @(#)dog.c 3.5 2008/10/20 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */

Expand Down Expand Up @@ -218,12 +217,57 @@ void
losedogs()
{
register struct monst *mtmp, *mtmp0 = 0, *mtmp2;
int dismissKops = 0;

/*
* First, scan migrating_mons for shopkeepers who want to dismiss Kops,
* and scan mydogs for shopkeepers who want to retain kops.
* Second, dismiss kops if warranted, making more room for arrival.
* Third, place monsters accompanying the hero.
* Last, place migrating monsters coming to this level.
*
* Hero might eventually be displaced (due to the third step, but
* occuring later), which is the main reason to do the second step
* sooner (in turn necessitating the first step, rather than combining
* the list scans with monster placement).
*/

/* check for returning shk(s) */
for (mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon) {
if (mtmp->mux != u.uz.dnum || mtmp->muy != u.uz.dlevel) continue;
if (mtmp->isshk) {
if (ESHK(mtmp)->dismiss_kops) {
if (dismissKops == 0) dismissKops = 1;
ESHK(mtmp)->dismiss_kops = FALSE; /* reset */
} else if (!mtmp->mpeaceful) {
/* an unpacified shk is returning; don't dismiss kops
even if another pacified one is willing to do so */
dismissKops = -1;
/* [keep looping; later monsters might need ESHK reset] */
}
}
}
/* make the same check for mydogs */
for (mtmp = mydogs; mtmp && dismissKops >= 0; mtmp = mtmp->nmon) {
if (mtmp->isshk) {
/* hostile shk might accompany hero [ESHK(mtmp)->dismiss_kops
can't be set here; it's only used for migrating_mons] */
if (!mtmp->mpeaceful) dismissKops = -1;
}
}

/* when a hostile shopkeeper chases hero to another level
and then gets paid off there, get rid of summoned kops
here now that he has returned to his shop level */
if (dismissKops > 0) make_happy_shoppers(TRUE);

/* place pets and/or any other monsters who accompany hero */
while ((mtmp = mydogs) != 0) {
mydogs = mtmp->nmon;
mon_arrive(mtmp, TRUE);
}

/* time for migrating monsters to arrive */
for(mtmp = migrating_mons; mtmp; mtmp = mtmp2) {
mtmp2 = mtmp->nmon;
if (mtmp->mux == u.uz.dnum && mtmp->muy == u.uz.dlevel) {
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12 changes: 11 additions & 1 deletion src/shk.c
Original file line number Diff line number Diff line change
Expand Up @@ -1019,13 +1019,23 @@ register boolean silentkops;
/* arrive near shop's door */
migrate_to_level(shkp, ledger_no(&eshkp->shoplevel),
MIGR_APPROX_XY, &eshkp->shd);
/* dismiss kops on that level when shk arrives */
eshkp->dismiss_kops = TRUE;
}
if (vanished)
pline("Satisfied, %s suddenly disappears!", shk_nam);
} else if(wasmad)
pline("%s calms down.", Monnam(shkp));

if(!angry_shk_exists()) {
make_happy_shoppers(silentkops);
}

/* called by make_happy_shk() and also by losedogs() for migrating shk */
void
make_happy_shoppers(silentkops)
boolean silentkops;
{
if (!angry_shk_exists()) {
#ifdef KOPS
kops_gone(silentkops);
#endif
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36 changes: 18 additions & 18 deletions src/shknam.c
Original file line number Diff line number Diff line change
@@ -1,5 +1,4 @@
/* NetHack 3.5 shknam.c $Date$ $Revision$ */
/* SCCS Id: @(#)shknam.c 3.5 2007/09/14 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */

Expand Down Expand Up @@ -458,11 +457,12 @@ void
neweshk(mtmp)
struct monst *mtmp;
{
if (!mtmp->mextra) mtmp->mextra = newmextra();
if (!ESHK(mtmp)) {
if (!mtmp->mextra)
mtmp->mextra = newmextra();
if (!ESHK(mtmp))
ESHK(mtmp) = (struct eshk *)alloc(sizeof(struct eshk));
(void) memset((genericptr_t) ESHK(mtmp), 0, sizeof(struct eshk));
}
(void) memset((genericptr_t)ESHK(mtmp), 0, sizeof (struct eshk));
ESHK(mtmp)->bill_p = (struct bill_x *)0;
}

void
Expand All @@ -483,6 +483,7 @@ struct mkroom *sroom;
{
register int sh, sx, sy;
struct monst *shk;
struct eshk *eshkp;

/* place the shopkeeper in the given room */
sh = sroom->fdoor;
Expand Down Expand Up @@ -535,24 +536,23 @@ struct mkroom *sroom;
/* now initialize the shopkeeper monster structure */
if(!(shk = makemon(&mons[PM_SHOPKEEPER], sx, sy, MM_ESHK)))
return(-1);
eshkp = ESHK(shk); /* makemon(...,MM_ESHK) allocates this */
shk->isshk = shk->mpeaceful = 1;
set_malign(shk);
shk->msleeping = 0;
shk->mtrapseen = ~0; /* we know all the traps already */
ESHK(shk)->shoproom = (schar)((sroom - rooms) + ROOMOFFSET);
eshkp->shoproom = (schar)((sroom - rooms) + ROOMOFFSET);
sroom->resident = shk;
ESHK(shk)->shoptype = sroom->rtype;
assign_level(&(ESHK(shk)->shoplevel), &u.uz);
ESHK(shk)->shd = doors[sh];
ESHK(shk)->shk.x = sx;
ESHK(shk)->shk.y = sy;
ESHK(shk)->robbed = 0L;
ESHK(shk)->credit = 0L;
ESHK(shk)->debit = 0L;
ESHK(shk)->loan = 0L;
ESHK(shk)->visitct = 0;
ESHK(shk)->following = 0;
ESHK(shk)->billct = 0;
eshkp->shoptype = sroom->rtype;
assign_level(&eshkp->shoplevel, &u.uz);
eshkp->shd = doors[sh];
eshkp->shk.x = sx;
eshkp->shk.y = sy;
eshkp->robbed = eshkp->credit = eshkp->debit = eshkp->loan = 0L;
eshkp->following = eshkp->surcharge = eshkp->dismiss_kops = FALSE;
eshkp->billct = eshkp->visitct = 0;
eshkp->bill_p = (struct bill_x *)0;
eshkp->customer[0] = '\0';
#ifndef GOLDOBJ
shk->mgold = 1000L + 30L*(long)rnd(100); /* initial capital */
#else
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