I'm creating a game using my own homemade gaming engine, but I'm running into trouble using lists.
I have a structure in my program called BoardState. Each of these structures has a list of BoardState pointers called children. This is because I create a tree of BoardStates for the AI of my game.
To aid in the creation of my tree, I have a function called MakeBoard. This function gets passed all the information it needs to create a new board, and then it should add the pointer to that new board to the end of the parent board's children list. Here is the relevant function, MakeBoard:
void MakeBoard(BoardState* pStartBoard, int iPiece, int iPosStart, int iPosFinish, int* pJumpArray)
{
//BoardState* pNewBoard = &NewBoard;
//pNewBoard->bPlayerTurn = !(pStartBoard->bPlayerTurn);
//NewBoard.bPlayerTurn = !(pStartBoard->bPlayerTurn);
BoardState* pNewBoard = (BoardState*)malloc(sizeof(BoardState));
pNewBoard->bPlayerTurn = !(pStartBoard->bPlayerTurn);
// Copy the BoardPositions of the starting board into the new Board.
for(int i = 0; i < 37; i++)
{
pNewBoard->posArray[i] = pStartBoard->posArray[i];
//NewBoard.posArray[i] = pStartBoard->posArray[i];
}
// Make the BoardPosition change necessary to reflect the move.
pNewBoard->posArray[iPosStart] = -1;
pNewBoard->posArray[iPosFinish] = iPiece;
//NewBoard.posArray[iPosStart] = -1;
//NewBoard.posArray[iPosFinish] = iPiece;
// Now account for any pieces that were jumped, if applicable.
if(pJumpArray != NULL)
{
for(int i = 0; i < 16; i++)
{
if(pJumpArray[i] != -1)
{
pNewBoard->posArray[pJumpArray[i]] = -1;
//NewBoard.posArray[pJumpArray[i]] = -1;
}
}
}
// Connect the parent board to this child board.
pNewBoard->parent = pStartBoard;
//NewBoard.parent = pStartBoard;
//pStartBoard->children.push_back(_pTestState);
pStartBoard->children.push_back(pNewBoard); // <- The problem
//pStartBoard->children.push_back(&NewBoard);
}
The extra commented parts are where I was trying out other ideas to see if they worked.
Unfortunately this causes the program to throw the following error:
Access violation reading location 0xcdcdcdd1.
If I dig into the debugger, I find out that the problem is occurring in the STL list file. These are the top three calls in the call stack:
OpenGL_Engine_Test1.exe!std::list >::_Insert(std::list >::_Const_iterator<1> _Where=..., tagBoardState * const & _Val=0x049a1a80) Line 718 + 0x10 bytes C++
OpenGL_Engine_Test1.exe!std::list<tagBoardState *,std::allocator<tagBoardState *> >::push_back(tagBoardState * const & _Val=0x049a1a80) Line 670 + 0x51 bytes C++
OpenGL_Engine_Test1.exe!MakeBoard(tagBoardState * pStartBoard=0x049a0580, int iPiece=16, int iPosStart=21, int iPosFinish=16, int * pJumpArray=0x00000000) Line 352 C++
It then opens up the file where list is defined, and points out the problem line inside the _insert function:
void _Insert(const_iterator _Where, const _Ty& _Val) { // insert _Val at _Where
#if _HAS_ITERATOR_DEBUGGING if (_Where._Mycont != this) _DEBUG_ERROR("list insert iterator outside range"); #endif /* _HAS_ITERATOR_DEBUGGING */
_Nodeptr _Pnode = _Where._Mynode();
_Nodeptr _Newnode = _Buynode(_Pnode, _Prevnode(_Pnode), _Val); // PROBLEM
_Incsize(1);
_Prevnode(_Pnode) = _Newnode;
_Nextnode(_Prevnode(_Newnode)) = _Newnode;
}
Beyond this, i don't really know more. I have no idea why this problem is occurring. I know that an "Access Violation" basically means that I'm either trying to access something that doesn't exist, I don't have access to, or there is some sort of scope problem, but I can't see how any of those are applicable.
If anyone can point me in the right direction, I would really appreciate it. I've done a lot of searching, but almost everything I've found has been pertaining to Vectors and haven't seemed to be my issue exactly.