Walter Landry <[email protected]> writes: > When running the game, saving and then reloading, I sometimes get a segfault. > I managed to track down the problem. Rogue's objects use a const char* to > represent damage (e.g. "1d3"). The pointer to this string gets saved in the > savefile, but not the string itself. When the program is run again, the > pointer is no longer valid, leading to segfaults.
Thanks for the helpful report! I appreciate your fix suggestion, but would prefer to patch the loading code to reconstruct obj->damage from obj->kind, which uniquely determines it AFAICT; I'll take care of that when I get a chance. -- Aaron M. Ucko, KB1CJC (amu at alum.mit.edu, ucko at debian.org) http://www.mit.edu/~amu/ | http://stuff.mit.edu/cgi/finger/[email protected] -- To UNSUBSCRIBE, email to [email protected] with a subject of "unsubscribe". Trouble? Contact [email protected]

