U162 - killing shopkeeper with unpaid thrown objects
While an object is being thrown, it isn't on any list. This means that killing a shopkeeper with an unpaid object wouldn't be able to clear the unpaid bit. By the time the object lands, the shopkeeper is gone, and then it's too late. Added a new global to track a thrown object, set it and later clear it in throwit(), also clear it as needed in dealloc_obj(), and check it in setpaid(). It should be possible to use this global to avoid losing thrown objects during hangup saves as well. But that can wait.
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@@ -16,6 +16,8 @@ STATIC_DCL void FDECL(check_contained, (struct obj *,const char *));
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#endif
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#endif /* OVL1 */
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extern struct obj *thrownobj; /* defined in dothrow.c */
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/*#define DEBUG_EFFECTS*/ /* show some messages for debugging */
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struct icp {
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@@ -1483,6 +1485,8 @@ dealloc_obj(obj)
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if (obj_sheds_light(obj))
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del_light_source(LS_OBJECT, (genericptr_t) obj);
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if (obj == thrownobj) thrownobj = (struct obj*)0;
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free((genericptr_t) obj);
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}
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