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

View File

@@ -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)