I have recently installed the complainer code from the list and did
a few fix ups to allow it to compile without errors, now the game
crashes after only a few seconds of active connection.
int get_people_room(const int room)
{
struct char_data *person;
int i = 0;
for(person = world[room].people; person; person = person->next_in_room)
{
if(person)
i++;
}
return i;
}
struct char_data *select_person_room(const int room)
{
struct char_data *person;
int i;
i = get_people_room(room);
if(!i)
return NULL;
for(person = world[room].people; i; person = person->next_in_room)
{
i--;
}
return person;
}
SPECIAL(complainer)
{
struct char_data *vict1, *self;
ACMD(do_wake);
ACMD(do_flee);
ACMD(do_sleep);
ACMD(do_say);
self = (struct char_data *) me;
if(!AWAKE(self))
{
if(cmd)
{
if(number(0,1))
{
do_wake(self,0,0,0);
}
return (0);
}
else
{
if(number(1,5) == 5)
{
do_wake(self,0,0,0);
}
return (1);
}
}
if(CMD_IS("flee") && CAN_SEE(self, ch))
{
act("$n tells you 'You wuss! haha...'", FALSE, self, 0, ch, TO_VICT);
do_flee(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
act("$n says 'I bet $N just peed $S pants.'", FALSE,
self, 0, ch, TO_ROOM);
break;
case 2:
act("$n says 'I heard $N runs from $S own shadow too.'", FALSE,
self, 0, ch, TO_ROOM);
break;
case 3:
act("$n says 'I bet $N's afraid of the dark too.'", FALSE,
self, 0, ch, TO_ROOM);
break;
default:
break;
}
return (1);
}
if(CMD_IS("sleep") && CAN_SEE(self, ch))
{
do_sleep(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
do_say(self, "Ok everyone... Shhhhhh", 0, 0);
break;
case 2:
do_say(self, "That's a good idea... I'm going to sleep too.", 0, 0); do_sleep(self,0,0,0);
break;
case 3:
do_say(self, "Heh. What a sleepyhead.", 0, 0);
break;
default:
break;
}
}
if(cmd)
return (0);
if(FIGHTING(self))
{
switch(number(1,8))
{
case 1:
do_say(self,"I think I'm losing...",0,0);
break;
case 2:
do_say(self,"The world won't miss a loudmouth like me. Hah.",0,0);
break;
case 3:
if(GET_HIT(self) < (GET_MAX_HIT(self)/3))
{
do_say(self,"I'll live...",0,0);
do_say(self,"My cuts are only flesh wounds.",0,0);
}
break;
default:
break;
}
return (1);
}
if(get_people_room(self->in_room) <= 1)
return (0);
vict1 = select_person_room(self->in_room);
if(!AWAKE(vict1)) || (!CAN_SEE(self, vict1)) || (vict1 == self))
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
gdb does not like this line, I believe there is a problem with the
select_person_room but I can't put my finger on it.
Program received signal SIGSEGV, Segmentation fault.
0x808d321 in complainer (ch=0x826acd8, me=0x826acd8, cmd=0,
argument=0x80b198b "") at spec_procs.c:984
984 if(!AWAKE(vict1)) || (!CAN_SEE(self, vict1)) || (vict1 == self))
Any assistance you can render would be greatly appreciated.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
return (0);
if(FIGHTING(vict1))
{
if((number(0,1)) && CAN_SEE(self, vict1))
{
vict1 = FIGHTING(vict1); /* swap the person we're talking about*/
/* makes it more interesting. */
}
switch(number(1,8))
{
case 1:
act("$n says '$N started it!'", FALSE, self, 0, vict1,
TO_NOTVICT);
act("$n says 'I KNOW you started it!'", FALSE, self,
0, vict1, TO_VICT);
break;
case 2:
act("$n says '$N's fighting technique is so lame...'", FALSE,
self, 0, vict1, TO_NOTVICT);
act("$n says 'Your fighting technique is so lame...'", FALSE,
self,0,vict1,TO_VICT);
break;
case 3:
act("$n says 'Hehe. I think $N is going to die.'", FALSE,
self,0,vict1,TO_NOTVICT);
break;
case 4:
act("$n says 'Hehe. I hope $N loses. $E's such a jerk.'", FALSE,
self,0,vict1,TO_NOTVICT);
default:
break;
}
return (1);
}
/* just a summary of how we can get to this point :P. (for those who
might be lost already. */
/* execution gets here only if the mob assigned with this is not sleeping,
not fighting, if a person hasn't fled or gone to sleep, or the person
we've chosen isn't fighting and awake. */
switch(number(1,14))
{
case 1:
do_say(self,"I talk too much!",0,0);
break;
case 2:
do_say(self,"I think I'm brainless.",0,0);
break;
case 3:
do_say(self,"I think YOU'RE brainless.",0,0);
break;
case 4:
do_say(self,"People are stupid.",0,0);
break;
case 5:
do_say(self,"Who's to blame?",0,0);
break;
case 6:
if(IS_NPC(vict1) && MEMORY(vict1))
act("$n says 'I think $N is after someone.'",FALSE, self, 0,
vict1, TO_ROOM);
break;
case 7:
act("$n says '$N sleeps too much.'", FALSE, self, 0,
vict1, TO_NOTVICT);
break;
case 8:
act("$n says 'Run everyone!!! $N is going to kill you!'", FALSE, self,
0, vict1, TO_NOTVICT);
break;
case 9:
act("$n says '$N eats the crumbs on the floor of the bakery.'", FALSE,
self, 0, vict1, TO_NOTVICT);
act("$n
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_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/ _/ _/ _/ _/ _/ _/
_/_/_/ _/_/ _/ _/ _/_/ _/_//_/ _/ _/ _/ _/ _/ _/
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_/ _/ _/ _/__/ _/ _/ _/ _/ _/_/_/ _/_/ _/ _/_
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