Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
auth_update crash
Dec 23, 2017, 10:15 pm
By Remcon
check_tumble
Dec 18, 2017, 7:21 pm
By Remcon
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Users Online
CommonCrawl

Members: 0
Guests: 4
Stats
Files
Topics
Posts
Members
Newest Member
478
3,708
19,242
612
Jacki72H
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Bugfix Lists » AFKMud Bugfix List » AFKMud Bug Archive » [Bug] Assisting mob check is ...
Forum Rules | Mark all | Recent Posts

[Bug] Assisting mob check is iterating over the entire CHAR_DATA list
< Newer Topic :: Older Topic > AFKMud 1.64

Pages:<< prev 1 next >>
Post is unread #1 Jan 9, 2005, 11:57 am   Last edited Nov 13, 2005, 11:59 am by Samson
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Bug: Assisting mob check is iterating over the entire CHAR_DATA list instead of the room.
Discovered in: AFKMud 1.64
Danger: Medium - Potential for unintended data corruption.
Found by: Samson
Fixed by: Samson

---

event_handler.c, ev_violence:

Locate:
           if( IS_NPC(rch) && !IS_AFFECTED( rch, AFF_CHARM ) && !IS_ACT_FLAG( rch, ACT_NOASSIST ) && !IS_ACT_FLAG( rch, ACT_PET ) )
           {
                if( char_died(ch) )
                   break;
                if( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 )
                {
                   CHAR_DATA *vch;
                   CHAR_DATA *target;
                   int number;

                   target = NULL;
                   number = 0;
               for( vch = ch->in_room->first_person; vch; vch = vch->next )
                   {
                        if( can_see( rch, vch, FALSE ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 )
                        {
                           if( vch->mount && vch->mount == rch )
                                target = NULL;
                           else
                           {
                                target = vch;
                                number++;
                           }
                        }
                   }

                   if( target )
                        multi_hit( rch, target, TYPE_UNDEFINED );
                }
           }


Replace with:

           if( IS_NPC(rch) && !IS_AFFECTED( rch, AFF_CHARM ) && !IS_ACT_FLAG( rch, ACT_NOASSIST ) && !IS_ACT_FLAG( rch, ACT_PET ) )           {
                if( char_died(ch) )
                   break;
                if( rch->pIndexData == ch->pIndexData || number_bits( 3 ) == 0 )
                {
                   CHAR_DATA *vch;
                   CHAR_DATA *target;
                   int number;

                   target = NULL;
                   number = 0;
                   for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
                   {
                        if( can_see( rch, vch, FALSE ) && is_same_group( vch, victim ) && number_range( 0, number ) == 0 )
                        {
                           if( vch->mount && vch->mount == rch )
                                target = NULL;
                           else
                           {
                                target = vch;
                                number++;
                           }
                        }
                   }

                   if( target )
                        multi_hit( rch, target, TYPE_UNDEFINED );
                }
           }


When cycling through available candidates to see who can assist in a fight, the loop iterates across the entire CHAR_DATA list, which can produce unintended results ranging from unexpected mobs joining the fight to possible pointer corruption if an unintended mob dies.

This bug is also present in other Smaug codebases in the violence_update function.
       
Pages:<< prev 1 next >>