water vs acid

Fix the bug From a bug report.alt.org server, where killing a monster by closing the
castle drawbridge resulted in a panic after the dead monster's possessions
were dropped into the moat and a potion of acid exploded in the process.
water_damage() deleted the object but had no way to tell flooreffects()
that it was gone, so flooreffects() couldn't tell its own caller not to
place and stack the object.  After that, a chunk of freed memory became
part of the floor objects chain and eventually triggered a panic which
tried to make a save file but whose reason didn't get logged properly.
This commit is contained in:
nethack.rankin
2006-05-11 03:26:55 +00:00
parent 45b59990cd
commit a73d997034
7 changed files with 43 additions and 24 deletions

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@@ -217,6 +217,8 @@ properly handle destruction of equipment carried by monsters hit by
don't exercize or abuse wisdom when rumors get used for random graffiti
create_object() created lizard corpses without timers and troll corpses with
their revive timers, then changed the corpsenm field
when a potion of acid was dropped into water and exploded, nethack would
continue to use already freed memory and later might panic or crash
Platform- and/or Interface-Specific Fixes

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)extern.h 3.5 2004/06/12 */
/* SCCS Id: @(#)extern.h 3.5 2006/05/08 */
/* Copyright (c) Steve Creps, 1988. */
/* NetHack may be freely redistributed. See license for details. */
@@ -2173,7 +2173,7 @@ E void FDECL(fill_pit, (int,int));
E int FDECL(float_down, (long, long));
E void NDECL(climb_pit);
E int FDECL(fire_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P,XCHAR_P,XCHAR_P));
E void FDECL(water_damage, (struct obj *,BOOLEAN_P,BOOLEAN_P));
E void FDECL(water_damage, (struct obj **,BOOLEAN_P,BOOLEAN_P));
E boolean NDECL(drown);
E void FDECL(drain_en, (int));
E int NDECL(dountrap);

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)do.c 3.5 2006/03/20 */
/* SCCS Id: @(#)do.c 3.5 2006/05/08 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -129,9 +129,9 @@ boolean pushing;
* away.
*/
boolean
flooreffects(obj,x,y,verb)
flooreffects(obj, x, y, verb)
struct obj *obj;
int x,y;
int x, y;
const char *verb;
{
struct trap *t;
@@ -192,8 +192,8 @@ const char *verb;
return fire_damage(obj, FALSE, FALSE, x, y);
} else if (is_pool(x, y)) {
/* Reasonably bulky objects (arbitrary) splash when dropped.
* If you're floating above the water even small things make noise.
* Stuff dropped near fountains always misses */
* If you're floating above the water even small things make
* noise. Stuff dropped near fountains always misses */
if ((Blind || (Levitation || Flying)) && !Deaf &&
((x == u.ux) && (y == u.uy))) {
if (!Underwater) {
@@ -206,7 +206,8 @@ const char *verb;
map_background(x, y, 0);
newsym(x, y);
}
water_damage(obj, FALSE, FALSE);
water_damage(&obj, FALSE, FALSE);
if (!obj) return TRUE;
} else if (u.ux == x && u.uy == y &&
(t = t_at(x,y)) != 0 && uteetering_at_seen_pit(t)) {
if (Blind && !Deaf)

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)fountain.c 3.5 2005/06/22 */
/* SCCS Id: @(#)fountain.c 3.5 2006/05/08 */
/* Copyright Scott R. Turner, srt@ucla, 10/27/86 */
/* NetHack may be freely redistributed. See license for details. */
@@ -125,7 +125,7 @@ genericptr_t poolcnt;
levl[x][y].typ = POOL;
/* No kelp! */
del_engr_at(x, y);
water_damage(level.objects[x][y], FALSE, TRUE);
water_damage(&level.objects[x][y], FALSE, TRUE);
if ((mtmp = m_at(x, y)) != 0)
(void) minliquid(mtmp);

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)mon.c 3.5 2006/04/14 */
/* SCCS Id: @(#)mon.c 3.5 2006/05/08 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -398,7 +398,7 @@ register struct monst *mtmp;
if (mtmp->data == &mons[PM_GREMLIN] && (inpool || infountain) && rn2(3)) {
if (split_mon(mtmp, (struct monst *)0))
dryup(mtmp->mx, mtmp->my, FALSE);
if (inpool) water_damage(mtmp->minvent, FALSE, FALSE);
if (inpool) water_damage(&mtmp->minvent, FALSE, FALSE);
return (0);
} else if (mtmp->data == &mons[PM_IRON_GOLEM] && inpool && !rn2(5)) {
int dam = d(2,6);
@@ -410,7 +410,7 @@ register struct monst *mtmp;
mondead(mtmp);
if (mtmp->mhp < 1) return (1);
}
water_damage(mtmp->minvent, FALSE, FALSE);
water_damage(&mtmp->minvent, FALSE, FALSE);
return (0);
}
@@ -463,8 +463,8 @@ register struct monst *mtmp;
}
mondead(mtmp);
if (mtmp->mhp > 0) {
water_damage(&mtmp->minvent, FALSE, FALSE);
(void) rloc(mtmp, FALSE);
water_damage(mtmp->minvent, FALSE, FALSE);
return 0;
}
return (1);

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)objnam.c 3.5 2006/04/14 */
/* SCCS Id: @(#)objnam.c 3.5 2006/05/08 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -2583,7 +2583,7 @@ srch:
del_engr_at(u.ux, u.uy);
pline("A pool.");
/* Must manually make kelp! */
water_damage(level.objects[u.ux][u.uy], FALSE, TRUE);
water_damage(&level.objects[u.ux][u.uy], FALSE, TRUE);
newsym(u.ux, u.uy);
return &zeroobj;
}

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@@ -1,4 +1,4 @@
/* SCCS Id: @(#)trap.c 3.5 2006/04/14 */
/* SCCS Id: @(#)trap.c 3.5 2006/05/08 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -2860,11 +2860,21 @@ xchar x, y;
}
void
water_damage(obj, force, here)
register struct obj *obj;
register boolean force, here;
water_damage(objp, force, here)
struct obj **objp;
boolean force, here;
{
struct obj *otmp;
register struct obj *obj = *objp, *otmp;
boolean loose_obj = (obj && obj->where == OBJ_FREE);
if (loose_obj && (obj->nobj || obj->nexthere)) {
/* [this should actually be a panic()] */
impossible("water_damage: loose object has%s%s%s list%s?",
obj->nobj ? " nobj" : "",
(obj->nobj && obj->nexthere) ? " and" : "",
obj->nexthere ? " nexthere" : "",
(obj->nobj && obj->nexthere) ? "s" : "");
}
/* Scrolls, spellbooks, potions, weapons and
pieces of armor may get affected by the water */
@@ -2879,7 +2889,7 @@ register boolean force, here;
if (force || !rn2(2)) obj->greased = 0;
} else if(Is_container(obj) && !Is_box(obj) &&
(obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
water_damage(obj->cobj, force, FALSE);
water_damage(&obj->cobj, force, FALSE);
} else if (!force && (Luck + 5) > rn2(20)) {
/* chance per item of sustaining damage:
* max luck (full moon): 5%
@@ -2902,8 +2912,14 @@ register boolean force, here;
else obj->otyp = SPE_BLANK_PAPER;
} else if (obj->oclass == POTION_CLASS) {
if (obj->otyp == POT_ACID) {
/* damage player/monster? */
/* [should we damage player/monster?] */
pline("A potion explodes!");
/* let caller know that obj has gone away
[when obj is part of a list, delobj()'s
obj_extract_self() takes care of this;
for loose_obj, obj should always equal
*objp and otmp should always be null] */
if (loose_obj && obj == *objp) *objp = otmp;
delobj(obj);
continue;
} else if (obj->odiluted) {
@@ -3024,7 +3040,7 @@ drown()
Hallucination ? "the Titanic" : "a rock");
}
water_damage(invent, FALSE, FALSE);
water_damage(&invent, FALSE, FALSE);
if (u.umonnum == PM_GREMLIN && rn2(3))
(void)split_mon(&youmonst, (struct monst *)0);