Mud Wide Socials

Posted by Neves on Tue 14 May 2002 05:18 AM — 4 posts, 18,440 views.

USA #0
I downloaded a snippet to allow mudwide socials, and it worked fine except for the ignore part since it called for next_in_room which obviously didn't reognize players in other rooms so skipped by the check to see if they were ignored. I changed it to use is_ignore(ch, victim), which somehow made it have a segmentation fault if the victim doesn't exist. What would be a good method for debugging it to see what caused the crash?

-Jay
Australia Forum Administrator #1
Well, it would crash if you pass a null pointer. Make sure 'victim' points to a valid player.
USA #2
I realized this, and fixed it and now have it working. Is there anywhere I can set that if victim is a null pointer it will send a bug message instead of crashing? Also I noticed it gives a warning that victim might be uninitialized, while I know most people aren't picky about warning, I try removing them since I assume they mean it is possible it can mess things up, but I am not sure what this error message means. I was thinking maybe because it doesn't necessarily require there to be a victim since you can just send a social to the room you are in, could this be it?

Thanks,
-Jay
Australia Forum Administrator #3
I would have to look at the code to comment in detail, but it sounds like you are not setting victim up.

You can test victim like this:


if (victim != NULL)
  blah blah


However if the compiler is warning you that it is unitialised, then it may well be non-zero but still rubbish.