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Two frequent crossfire-crashers....




#1:  Frequently, when there are chests about and monsters
to open them, crossfire crashes with "trying to remove
removed object".

Here is a stack trace:
#0  0x40095111 in __kill ()
#1  0x40094d66 in raise (sig=6) at ../sysdeps/posix/raise.c:27
#2  0x40096447 in abort () at ../sysdeps/generic/abort.c:88
#3  0x80c88c1 in remove_ob (op=0x8720278) at object.c:1063
#4  0x8050079 in apply_treasure (op=0x8720278, tmp=0x8beed60) at apply.c:1533
#5  0x80509ad in manual_apply (op=0x8720278, tmp=0x8beed60, aflag=0)
    at apply.c:1754
#6  0x8071f13 in monster_apply_below (monster=0x8720278) at monster.c:861
#7  0x806ea79 in move_monster (op=0x8720278) at monster.c:161
#8  0x80a353a in process_object (op=0x8720278) at time.c:837
#9  0x806dccf in process_events (map=0x0) at main.c:714
#10 0x806e2a6 in main (argc=1, argv=0xbffffa44) at main.c:895
#11 0x4008ecb3 in __libc_start_main (main=0x806e268 <main>, argc=1, 
    argv=0xbffffa44, init=0x8049538 <_init>, fini=0x80ebddc <_fini>, 
    rtld_fini=0x4000a350 <_dl_fini>, stack_end=0xbffffa3c)
    at ../sysdeps/generic/libc-start.c:78


#2:  Frequently, crossfire will crash here:
common/anim.c line 150:

  /* If object is turning, then max animation state is half through the
     * animations.  Otherwise, we can use all the animations.
     */
    max_state=NUM_ANIMATIONS(op)/ NUM_FACINGS(op);
    base_state=0;

NUM_FACINGS(op) will be zero, and there will be an FPE.

PeterM