[CF-Devel] various ways to crash cf as dm..

Mark Wedel mwedel at sonic.net
Sun Dec 23 01:24:41 CST 2001


johnny shelley wrote:
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      Umm.. I dont even know if these should be called bugs, but since mids
     
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      asked me to report the various and sundry ways I keep breaking things,
     
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      here goes.
     
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      creating more than 1 teleporter with a single create command
     
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      creating movers
     
     
 Both of these are caused because the mover/teleporter is placed in the players
inventory, yet the code that process them assume they will always be put on
maps.  Checks can be put in the functions to make sure they actually are on
maps.  I'm not sure why two or more teleporters are needed to show that crash.

 An alternative is to just dump every created object onto the map, and have the
dm pick it up if they want.  I would guess that there may be many more objects
than just the teleporters and movers that could have potential problems.

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      creating a spellcasting monster and removing it.. this doesnt cause a
     
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      crash, but the  now non-existant creature will continue behaving as if
     
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      it were there - it becomes invisible (to dm as well), invincible and
     
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      generally behaves as a nuisance.
     
     
 did you free the monster after removing it?  Looking at the code, you can
remove something, but this doesn't free it.  Thus, the object (with that tag)
still exists, but is basically in limbo.  I'm not sure what the use of that is,
but since the object is still around, it will do its normal actions - even when
removed, it knows the last map it was on (and its location), so probably it
probably still go out trying to do that

 Perhaps there should be delete item that removes and frees the object in one
fell swoop.

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      apparently creating pocket realities on the same map as non-unique
     
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      worlds is bad. characters can enter and leave it just fine, but any
     
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      character that was on the 'real' map when the character entered, will be
     
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      dumped into his pocket reality version of it when he leaves.
     
     
 Mucking with per player unique maps is tricky business.  Even the editor allows
you to do things that will have bad effects in the game (I don't think there is
anything in the editor itself to prevent the user from putting things like
movers and teleporters into a monsters inventory).

    
    


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