On Sat, 14 Dec 1996, Hydragon wrote:
> 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.
I'm very sorry people... I probably should have tested the code before
submitting it :P. Here is a corrected version (once again). I think I
won't be submitting code written from the mailer again... :P I found a lot
more bugs than I had expected (including logic errors that compiled, but
led to the wrong effect...) beyond the one that led to Hydragon's crash.
Hopefully there aren't any bugs left now. Whew...
- mendar
--
/* start of the proc stuff... */
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, const int whom)
{
struct char_data *person;
int i;
i=get_people_room(room);
if(i==NULL)
return NULL;
if(whom>i)
return NULL;
if(whom==1)
{
return (world[room].people);
}
i=whom;
i--;
for(person=world[room].people; i; person=person->next_in_room)
{
i--;
}
return person;
}
SPECIAL(complainer)
{
ACMD(do_sleep);
ACMD(do_say);
ACMD(do_flee);
ACMD(do_wake);
struct char_data *vict1,*self;
self=(struct char_data *)me;
if((!AWAKE(self))&&(!IS_AFFECTED(self, AFF_SLEEP)))
{
if(cmd)
{
if(number(0,1))
{
act("$n awakens.", TRUE, self, 0, 0, TO_ROOM);
GET_POS(self) = POS_STANDING;
}
return (0);
}
else
{
if(number(1,5)==5)
{
act("$n awakens.", TRUE, self, 0, 0, TO_ROOM);
GET_POS(self) = POS_STANDING;
}
return (1);
}
}
if(CMD_IS("flee")&&CAN_SEE(self,ch))
{
switch(number(1,6))
{
case 1:
act("$n tells you 'Run! Run! Flee while you can!'", FALSE,
self, 0, ch, TO_VICT);
break;
case 2:
act("$n tells you 'You wimp.'", FALSE, self,
0, ch, TO_VICT);
break;
case 3:
act("$n tells you 'You wuss! haha...'", FALSE, self,
0, ch, TO_VICT);
break;
default:
break;
}
do_flee(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
act("$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 $N's afraid of the dark too.'", FALSE,
self, 0, ch, TO_ROOM);
break;
default:
break;
}
return (1);
}
if(CMD_IS("sleep")&&CAN_SEE(self,ch))
{
do_sleep(ch,argument,cmd,0);
switch(number(1,6))
{
case 1:
do_say(self, "Ok everyone... Shhhhhh.", 0, 0);
break;
case 2:
do_say(self, "That's a good idea... I'm going to sleep too.", 0, 0);
do_sleep(self,0,0,0);
break;
case 3:
do_say(self, "Heh. What a sleepyhead.", 0, 0);
break;
default:
break;
}
return (1);
}
if(cmd)
return (0);
if(FIGHTING(self))
{
switch(number(1,10))
{
case 1:
do_say(self,"I think I'm losing...",0,0);
break;
case 2:
do_say(self,"The world won't miss a loudmouth like me. Hah.",0,0);
break;
case 3:
if(GET_HIT(self)<(GET_MAX_HIT(self)/3))
{
do_say(self,"I'll live...",0,0);
do_say(self,"My cuts are only flesh wounds.",0,0);
}
break;
default:
break;
}
return (1);
}
if(get_people_room(self->in_room)<=1)
return (0);
vict1=select_person_room(self->in_room,
number(1,get_people_room(self->in_room)));
if(vict1==self)
return (0);
if(!CAN_SEE(self,vict1))
return (0);
if(FIGHTING(vict1))
{
if((number(0,1))&&
(CAN_SEE(self,vict1))&&
(FIGHTING(vict1)!=self))
{
vict1=FIGHTING(vict1); /* swap the person we're talking about */
/* makes it more interesting. */
}
switch(number(1,20))
{
case 1:
act("$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. $E's such a jerk.'", FALSE,
self, 0, vict1, TO_NOTVICT);
default:
break;
}
return (1);
}
/* just a summary of how we can get to this point :P. (for those who
might be lost already) */
/* execution gets here only if the mob assigned with this is not sleeping,
not fighting, if a person hasn't fled or gone to sleep, or the person
we've chosen isn't fighting and awake. */
switch(number(1,40))
{
case 1:
do_say(self,"I talk too much!",0,0);
break;
case 2:
do_say(self,"I think I'm brainless.",0,0);
break;
case 3:
do_say(self,"I think YOU'RE brainless.",0,0);
break;
case 4:
do_say(self,"People are stupid.",0,0);
break;
case 5:
do_say(self,"Who's to blame?",0,0);
break;
case 6:
if(IS_NPC(vict1) && MEMORY(vict1))
act("$n says 'I think $N is after someone.'", FALSE, self,
0, vict1, TO_NOTVICT);
break;
case 7:
act("$n says 'I think $N sleeps too much.'", FALSE, self, 0,
vict1, TO_NOTVICT);
break;
case 8:
act("$n says 'Run everyone!!! $N is going to kill you!'", FALSE, self,
0, vict1, TO_NOTVICT);
break;
case 9:
act("$n says 'I saw $N eat the crumbs on the floor of the"
" bakery.'", FALSE, self, 0, vict1, TO_NOTVICT);
act("$n says 'Bleeech.'", FALSE, self, 0, vict1, TO_ROOM);
break;
case 10:
act("$n says 'I think $N did it. I'm sure...'", FALSE, self, 0,
vict1, TO_NOTVICT);
break;
default:
break;
}
return (1);
}
Alvoria MUD -- "Exedrin worked really nicely... wow..."
Address -- telnet://conan.ids.net:4000/
Homepage -- http://users.ids.net/~mudguy/
(under construction, perhaps not even updated for months to come)
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