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.
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
-/* 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. */
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))