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Question Crash - need help

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07 Mar 2018 21:36 #7674 by JTP
typed up and print *i:
Code:
(gdb) up #1 0x0816a12c in isname_obj (search=0xbfb2f82c "toothpick", list=0x0) at spells.c:239 239 sprintf(namelist, "%s", list); (gdb) print *i Cannot access memory at address 0x0


Where in the link distributed code do i need to look to see if i accidently deleted it in mine ?
Not sure what i should look for.

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07 Mar 2018 21:38 #7675 by thomas
You didn't go to the correct frame - go up until it shows
Code:
#2 0x0816a241 in spell_locate_object (level=64, ch=0xa7d5e30, victim=0x0, obj=0xa7cb7f8) at spells.c:287
Then type "print *i".

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07 Mar 2018 21:39 #7676 by thomas

JTP wrote: Where in the link distributed code do i need to look to see if i accidently deleted it in mine ?
Not sure what i should look for.


Literally the line it sends you to:
Code:
corpse->name = strdup("corpse");

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07 Mar 2018 21:44 #7677 by JTP
my make_corpse:
Code:
static void make_corpse(struct char_data *ch, int attacktype) { char buf2[MAX_NAME_LENGTH + 64], spec_desc[255]; char buf3[MAX_NAME_LENGTH + 64]; struct obj_data *corpse, *o; struct obj_data *money; struct obj_data *head; int i, x, y; head = create_obj(); head->item_number = NOTHING; IN_ROOM(head) = NOWHERE; if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD)) { if ((GET_HIT(ch) < -30) && (attacktype == TYPE_SLASH || attacktype == TYPE_BITE)) { head->name = strdup("head"); snprintf(buf3, sizeof(buf3), "the severed head of %s is lying here.", GET_NAME(ch)); head->description = strdup(buf3); snprintf(buf3, sizeof(buf3), "severed head of %s", GET_NAME(ch)); head->short_description = strdup(buf3); GET_OBJ_TYPE(head) = ITEM_CONTAINER; for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) { if (x < EF_ARRAY_MAX) GET_OBJ_EXTRA_AR(head, x) = 0; if (y < TW_ARRAY_MAX) head->obj_flags.wear_flags[y] = 0; } SET_BIT_AR(GET_OBJ_WEAR(head), ITEM_WEAR_TAKE); SET_BIT_AR(GET_OBJ_EXTRA(head), ITEM_NODONATE); GET_OBJ_VAL(head, 0) = 0; GET_OBJ_VAL(head, 3) = 1; GET_OBJ_WEIGHT(head) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(head) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(head) = CONFIG_MAX_NPC_CORPSE_TIME+2; else GET_OBJ_TIMER(head) = CONFIG_MAX_PC_CORPSE_TIME+3; obj_to_room(head, IN_ROOM(ch)); } } switch (attacktype) { case SPELL_FIRESHIELD: case SPELL_FIREBALL:sprintf(spec_desc,"smoldering remains of %s are", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); break; case SPELL_CHILL_TOUCH: case SPELL_FROST_BOLT:sprintf(spec_desc,"frozen corpse of %s is", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); break; default:sprintf(spec_desc,"corpse of %s is", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); break; } corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; if (GET_CLASS(ch) == CLASS_NPC_UNDEAD) { corpse->name = strdup("dust pile bones"); snprintf(buf2, sizeof(buf2), "A pile of dust and bones is here."); corpse->description = strdup(buf2); snprintf(buf2, sizeof(buf2), "a pile of dust and bones"); corpse->short_description = strdup(buf2); } else { snprintf(buf2, sizeof(buf2), "corpse %s", spec_desc); corpse->name = strdup(buf2); snprintf(buf2, sizeof(buf2), "The %s lying here.", spec_desc); corpse->description = strdup(buf2); snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch)); corpse->short_description = strdup(buf2); } GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; for(x = y = 0; x < EF_ARRAY_MAX || y < TW_ARRAY_MAX; x++, y++) { if (x < EF_ARRAY_MAX) GET_OBJ_EXTRA_AR(corpse, x) = 0; if (y < TW_ARRAY_MAX) corpse->obj_flags.wear_flags[y] = 0; } SET_BIT_AR(GET_OBJ_WEAR(corpse), ITEM_WEAR_TAKE); SET_BIT_AR(GET_OBJ_EXTRA(corpse), ITEM_NODONATE); if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD)) SET_BIT_AR(GET_OBJ_EXTRA(corpse), ITEM_TANNABLE); GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = CONFIG_MAX_NPC_CORPSE_TIME; else GET_OBJ_TIMER(corpse) = CONFIG_MAX_PC_CORPSE_TIME; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) { remove_otrigger(GET_EQ(ch, i), ch); obj_to_obj(unequip_char(ch, i), corpse); } /* transfer gold */ if (GET_GOLD(ch) > 0) { /* following 'if' clause added to fix gold duplication loophole. The above * line apparently refers to the old "partially log in, kill the game * character, then finish login sequence" duping bug. The duplication has * been fixed (knock on wood) but the test below shall live on, for a * while. -gg 3/3/2002 */ if (IS_NPC(ch) || ch->desc) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); }

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07 Mar 2018 21:50 #7678 by thomas
And there's your bug:
Code:
... head = create_obj(); head->item_number = NOTHING; IN_ROOM(head) = NOWHERE; if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD)) { if ((GET_HIT(ch) < -30) && (attacktype == TYPE_SLASH || attacktype == TYPE_BITE)) { head->name = strdup("head"); snprintf(buf3, sizeof(buf3), "the severed head of %s is lying here.", GET_NAME(ch)); head->description = strdup(buf3); ...
Now, consider what happens if you kill an undead NPC. You create the head object. Then you check if it's an undead. It is, so you skip the part where you set the name. But the head is already in the object list, and locate object will eventually iterate to it and crash.

The solution is relatively simple; don't create the object unless it's needed:
Code:
... - head = create_obj(); - - head->item_number = NOTHING; - IN_ROOM(head) = NOWHERE; if (!(GET_CLASS(ch) == CLASS_NPC_UNDEAD)) { if ((GET_HIT(ch) < -30) && (attacktype == TYPE_SLASH || attacktype == TYPE_BITE)) { + head = create_obj(); + + head->item_number = NOTHING; + IN_ROOM(head) = NOWHERE; head->name = strdup("head"); snprintf(buf3, sizeof(buf3), "the severed head of %s is lying here.", GET_NAME(ch)); head->description = strdup(buf3); ---

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07 Mar 2018 22:04 #7679 by JTP
Ok now it dont crash, but im not making an head anymore it seems, tryed killing 30 mobs ?

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