loose objects at game end
Some post-3.4.3 code to clean up thrown or kicked objects which were in transit at the end of a game didn't work correctly for kicked objects, leading to an "obj not free" panic if you kicked an object at some point and didn't kick anything else before the game was over. Unlike thrownobj, kickobj wasn't being cleared after use.
This commit is contained in:
25
src/dokick.c
25
src/dokick.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)dokick.c 3.5 2007/05/16 */
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/* SCCS Id: @(#)dokick.c 3.5 2008/09/04 */
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/* Copyright (c) Izchak Miller, Mike Stephenson, Steve Linhart, 1989. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -18,6 +18,7 @@ extern boolean notonhead; /* for long worms */
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STATIC_DCL void FDECL(kickdmg, (struct monst *, BOOLEAN_P));
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STATIC_DCL void FDECL(kick_monster, (XCHAR_P, XCHAR_P));
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STATIC_DCL int FDECL(kick_object, (XCHAR_P, XCHAR_P));
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STATIC_DCL int FDECL(really_kick_object, (XCHAR_P,XCHAR_P));
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STATIC_DCL char *FDECL(kickstr, (char *));
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STATIC_DCL void FDECL(otransit_msg, (struct obj *, BOOLEAN_P, long));
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STATIC_DCL void FDECL(drop_to, (coord *,SCHAR_P));
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@@ -397,9 +398,27 @@ struct obj *obj;
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}
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}
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/* jacket around really_kick_object */
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STATIC_OVL int
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kick_object(x, y)
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xchar x, y;
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{
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int res = 0;
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/* if a pile, the "top" object gets kicked */
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kickobj = level.objects[x][y];
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if (kickobj) {
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/* kick the object; if doing is fatal, done() will clean up kickobj */
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res = really_kick_object(x, y);
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kickobj = (struct obj *)0;
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}
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return res;
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}
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/* guts of kick_object */
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STATIC_OVL int
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really_kick_object(x, y)
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xchar x, y;
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{
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int range;
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struct monst *mon, *shkp = 0;
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@@ -407,9 +426,6 @@ xchar x, y;
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char bhitroom;
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boolean costly, isgold, slide = FALSE;
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/* if a pile, the "top" object gets kicked */
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kickobj = level.objects[x][y];
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/* kickobj should always be set due to conditions of call */
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if(!kickobj || kickobj->otyp == BOULDER
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|| kickobj == uball || kickobj == uchain)
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@@ -810,7 +826,6 @@ dokick()
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return 1;
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}
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kickobj = (struct obj *)0;
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if (OBJ_AT(x, y) &&
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(!Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
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|| sobj_at(BOULDER,x,y))) {
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@@ -710,10 +710,10 @@ die:
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/* might have been killed while using a disposable item, so make sure
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it's gone prior to inventory disclosure and creation of bones data */
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inven_inuse(TRUE);
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/* not on object lists; if an active light source, would cause big
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trouble (`obj_is_local' panic) for savebones() -> savelev() */
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if (thrownobj) dealloc_obj(thrownobj);
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if (kickobj) dealloc_obj(kickobj);
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/* maybe not on object lists; if an active light source, would cause
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big trouble (`obj_is_local' panic) for savebones() -> savelev() */
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if (thrownobj && thrownobj->where == OBJ_FREE) dealloc_obj(thrownobj);
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if (kickobj && kickobj->where == OBJ_FREE) dealloc_obj(kickobj);
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/* Sometimes you die on the first move. Life's not fair.
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* On those rare occasions you get hosed immediately, go out
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