Re: [NEWBIE] Crashing circle30bpl16-dg7a-oasis2.0

From: Minturn.Del.PRC.Oceana (Del@PRCOceana.Corona.Navy.Mil)
Date: 03/22/00


This topic has been up before, if you check the archives.. I believe the
solution was to check to make sure there was a victim in fight code.



-----Original Message-----
From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of
Steve Kunitzer
Sent: Wednesday, March 22, 2000 5:02 AM
To: CIRCLE@post.queensu.ca
Subject: [CIRCLE] [NEWBIE] Crashing circle30bpl16-dg7a-oasis2.0


I've been dabbling with the circle30bpl16-dg7a-oasis2.0 archive from the
ftp site and I have come up with the following crash...

Whenever a mortal character "kills" another mob, the mud crashes.
I have narrowed down the error (as best I think I know how to) to fight.c
in the raw_kill or die methods.

void die(struct char_data * ch, struct char_data * killer)
{
  gain_exp(ch, -(GET_EXP(ch) / 2));
  if (!IS_NPC(ch)) {
    REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_KILLER);
    REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_THIEF);
  }
  raw_kill(ch, killer);  <-------
}

If I remove or modify the line above I get no crash but no corpse and
objects left behind.

void raw_kill(struct char_data * ch, struct char_data * killer)
{
  if (FIGHTING(ch))
    stop_fighting(ch);

  while (ch->affected)
    affect_remove(ch, ch->affected);

    if (killer) {
      if (death_mtrigger(ch, killer))
        death_cry(ch);
  } else
      death_cry(ch);

  make_corpse(ch);   <--------
  extract_char(ch);  <--------
}


If I comment out either of these two lines I don't get a crash but a whole
slew of attempt to damage a corpse messages.

Has anyone else run into this problem?

It has been driving me crazy.


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