On Sun, 8 Sep 1996, annick elziere wrote: > I see that im not the only one having problems with using that > system for going about multiple attacks, I have tried numorous > variations of that type of system and they all seem to do the same > thing. > If none of you circle guru's know whats wrong with this type > of system, can you guide me toward a better way? Im not looking > for code, just for an idea or a direction to go about it. Not to flame anyone, but I think people might be a little fed up answering the same question, because that's what it basically is. The solution to keep the mud from segfaulting due to the addition of multiple-hits inside the perform_violence() routine is to make a : if (FIGHTING(ch)) { ... do some hit stuff and skill checking } That will stop all the crashes, at least some of them :) What happens is, that when you call the hit() function it calls the damage() function, which MIGHT 'kill' the mob/player ch is fighting, and extract it from the game (by calling die())..... Thus, if you call hit() successfully after that, before ending the perform_violence() routine, you will be trying to kill/hit something thats no longer in the game... This causes SERIOUS problems (segmentation faults, on everything but Linux - personal oppinion :). OFFTOPIC: Using Linux for mud devellopment sucks (allso my oppinion, because it's too forgiving at present!). Does anyone know if it's possible for a C.S. student, to obtain a free copy of Solaris for the intel family proccessors ? Regards, Con. d. -- Rasmus Rønlev DOEK'94 WWW: http://www.econ.cbs.dk/people/raro94ab Student instructor MUD: exiled.mud.circlemud.org 5000 199.199.16.100 5000 Student, B.Sc in Computer Science and Business Administration. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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