Fix dangling chain bug.

If a punished player picks up the iron ball, gets engulfed and
saves, then the saved game will have missed saving the dangling
chain since it was not on the floor or in the inventory.  Upon
restoring the saved game, the game will be in a bad state since
the ball will be worn but the chain will be missing.
This commit is contained in:
Bart House
2019-06-23 21:39:22 -07:00
parent 87be6fad43
commit ed08938ada
3 changed files with 28 additions and 19 deletions

View File

@@ -436,6 +436,7 @@ enum bodypart_types {
#define POTION_OCCUPANT_CHANCE(n) (13 + 2 * (n))
#define WAND_BACKFIRE_CHANCE 100
#define BALL_IN_MON (u.uswallow && uball && uball->where == OBJ_FREE)
#define CHAIN_IN_MON (u.uswallow && uchain && uchain->where == OBJ_FREE)
#define NODIAG(monnum) ((monnum) == PM_GRID_BUG)
/* Flags to control menus */

View File

@@ -540,7 +540,8 @@ unsigned int *stuckid, *steedid;
struct sysflag newgamesysflags;
#endif
struct context_info newgamecontext; /* all 0, but has some pointers */
struct obj *otmp, *tmp_bc;
struct obj *otmp;
struct obj *bc_obj;
char timebuf[15];
unsigned long uid;
boolean defer_perm_invent;
@@ -643,17 +644,15 @@ unsigned int *stuckid, *steedid;
restore_timers(fd, RANGE_GLOBAL, FALSE, 0L);
restore_light_sources(fd);
invent = restobjchn(fd, FALSE, FALSE);
/* tmp_bc only gets set here if the ball & chain were orphaned
because you were swallowed; otherwise they will be on the floor
or in your inventory */
tmp_bc = restobjchn(fd, FALSE, FALSE);
if (tmp_bc) {
for (otmp = tmp_bc; otmp; otmp = otmp->nobj) {
if (otmp->owornmask)
setworn(otmp, otmp->owornmask);
}
if (!uball || !uchain)
impossible("restgamestate: lost ball & chain");
/* restore dangling (not on floor or in inventory) ball and/or chain */
bc_obj = restobjchn(fd, FALSE, FALSE);
while(bc_obj) {
struct obj * nobj = bc_obj->nobj;
if (bc_obj->owornmask)
setworn(bc_obj, bc_obj->owornmask);
bc_obj->nobj = (struct obj *)0;
bc_obj = nobj;
}
migrating_objs = restobjchn(fd, FALSE, FALSE);
@@ -671,6 +670,10 @@ unsigned int *stuckid, *steedid;
for (otmp = invent; otmp; otmp = otmp->nobj)
if (otmp->owornmask)
setworn(otmp, otmp->owornmask);
if ((uball && !uchain) || (uchain && !uball))
impossible("restgamestate: lost ball & chain");
/* reset weapon so that player will get a reminder about "bashing"
during next fight when bare-handed or wielding an unconventional
item; for pick-axe, we aren't able to distinguish between having

View File

@@ -280,6 +280,7 @@ savegamestate(fd, mode)
register int fd, mode;
{
unsigned long uid;
struct obj * bc_objs = (struct obj *)0;
#ifdef MFLOPPY
count_only = (mode & COUNT_SAVE);
@@ -307,14 +308,18 @@ register int fd, mode;
save_light_sources(fd, mode, RANGE_GLOBAL);
saveobjchn(fd, invent, mode);
if (BALL_IN_MON) {
/* prevent loss of ball & chain when swallowed */
uball->nobj = uchain;
uchain->nobj = (struct obj *) 0;
saveobjchn(fd, uball, mode);
} else {
saveobjchn(fd, (struct obj *) 0, mode);
/* save ball and chain if they are currently dangling free (i.e. not on
floor or in inventory) */
if (CHAIN_IN_MON) {
uchain->nobj = bc_objs;
bc_objs = uchain;
}
if (BALL_IN_MON) {
uball->nobj = bc_objs;
bc_objs = uball;
}
saveobjchn(fd, bc_objs, mode);
saveobjchn(fd, migrating_objs, mode);
savemonchn(fd, migrating_mons, mode);