On Tue, 4 Jun 1996, Tarot wrote: > Ok, call me a moron, but does anyone know why this code (from the end of > fight.c) causes the mud to crash? > > /* Auto DHIT */ > if (GET_LEVEL(ch) >= 15 && GET_CLASS(ch) == CLASS_WARRIOR && !IS_NPC(ch)) > hit(ch, FIGHTING(ch), TYPE_UNDEFINED); > /* end of Auto DHIT */ > hit(ch, FIGHTING(ch), TYPE_UNDEFINED); > if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != > NULL) (mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""); > I think I might have missed something earlyer in the code, but not quite > sure. I player hits and then Dhits then the prompt appears and the mud crashes. Hehe, well, the obvious thing I'd suggest is to make a check like if FIGHTING(ch) blah blah, for each of the hit() calls.. The reason why the mud crashes is 99% sure because of you not checking. I can't remember if the perform_violence() routine checks for the fact wether or not you're fighting at the beginning, but even if it does so, here is the reason why you crash: By calling perform_violence (which was set up as a single attack procedure) you'r char is 'cleared', as beeing able to fight. then you call the first hit(), and it does the hit stuff.. but coincidence does, that the mob/char you fight dies (which means the char_data structire FIGHTING(ch) is reffering to, no longer exists), so now you call it once again (dual hit:), and as you call the hit() procedure with somethign that does not exist (In real code I just think it refferences to a code segment which the program no longer owns), the mud will SEGFAULT.. bottom line, add a if(FIGHTING(ch)) at each hit() call.. Regards, Con. d. -- Rasmus Rønlev DOEK'94 WWW: http://www.econ.cbs.dk/people/raro94ab Student instructor MUD: exiled.mud.circlemud.org 5000 126.96.36.199 5000 Student, B.Sc in Computer Science and Business Administration.
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