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Off the Edge of the Map

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Posts1,199
JoinedMar 21, 2006
Bug: Code will not compile in Cygwin.
Danger: Major - Code will not compile in Cygwin without these changes.
Found by: Remcon
Fixed by: Remcon
---
Act_move.c
find
change it to
Act_obj.c
line 2824 change
to this
build.c function do_mset
find
change it to this
Clans.c
function do_gatherclans
find
change it to
function do_clanstat
find
change it to
function do_clans
find
change it to
DB.c
function create_mobile
find
change it to
Fight.c
line 989
change
to
line 994
change
to
line 1065
change
to
line 1070
change
to
Fskills.c
line 959
change
to
Handler.c
find
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Magic.c
line 1650
change
to
line 1805
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to
line 1870
change
to
line 2115
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to
line 2487
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to
line 2849
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to
line 3064
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to
line 3094
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to
line 3254
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to
line 3339
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to
line 3962
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to
line 4317
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to
line 5044
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to
planets.c
around line 602
find
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find
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Ships.c
line 363
change
to
line 742
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to
line 746
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to
Skills.c
line 2881
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to
Space.c
around line 528
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around line 702
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around line 712
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around line 725
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around line 736
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around line 746
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around line 903
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around line 912
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around line 1151
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around line 1159
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around line 1168
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around line 1176
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around line 1184
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around line 1192
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around line 1246
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around line 1318
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around line 1326
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around line 4937
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around line 7077
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around line 7446
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around line 7711
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around line 7857
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line 8101
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around line 8154
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around line 8329
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around line 8381
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line 8529
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around line 8540
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line 8612
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around line 8623
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line 8696
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around line 8707
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line 9038
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around line 9084
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around line 9257
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around line 9266
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around line 9275
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around line 9284
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around line 9293
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to
Special.c
line 774
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to
line 780
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to
line 855
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line 861
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to
Swskills.c
line 2858
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to
line 2898
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line 4808
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line 4901
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line 6519
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to
Update.c
line 754
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line 816
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line 1902
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line 2723
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around line 3168
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line 3189
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to
Stole Remcon's post, fancified it, and posted it as the bugfix, because there were a lot of changes and I didn't want to re-type them out. >.>
Danger: Major - Code will not compile in Cygwin without these changes.
Found by: Remcon
Fixed by: Remcon
---
Act_move.c
find
short encumbrance( CHAR_DATA * ch, short move ) { int cur, max; max = can_carry_w( ch ); cur = ch->carry_weight; if( cur >= max ) return move * 4; else if( cur >= max * 0.95 ) return move * 3.5; else if( cur >= max * 0.90 ) return move * 3; else if( cur >= max * 0.85 ) return move * 2.5; else if( cur >= max * 0.80 ) return move * 2; else if( cur >= max * 0.75 ) return move * 1.5; else return move; }
change it to
short encumbrance( CHAR_DATA * ch, short move ) { int cur, max; max = can_carry_w( ch ); cur = ch->carry_weight; if( cur >= max ) return ( short )( move * 4 ); else if( cur >= max * 0.95 ) return ( short )( move * 3.5 ); else if( cur >= max * 0.90 ) return ( short )( move * 3 ); else if( cur >= max * 0.85 ) return ( short )( move * 2.5 ); else if( cur >= max * 0.80 ) return ( short )( move * 2 ); else if( cur >= max * 0.75 ) return ( short )( move * 1.5 ); else return move; }
Act_obj.c
line 2824 change
WAIT_STATE( ch, 1.5 * PULSE_VIOLENCE );
to this
WAIT_STATE( ch, ( int )( 1.5 * PULSE_VIOLENCE ) );
build.c function do_mset
find
if( !str_cmp( arg2, "level" ) ) { if( !can_mmodify( ch, victim ) ) return; if( !IS_NPC( victim ) ) { send_to_char( "Not on PC's.\r\n", ch ); return; } if( value < 0 || value > LEVEL_AVATAR + 5 ) { ch_printf( ch, "Level range is 0 to %d.\r\n", LEVEL_AVATAR + 5 ); return; } { int ability; for( ability = 0; ability < MAX_ABILITY; ability++ ) victim->skill_level[ability] = value; } victim->top_level = value; victim->armor = 100 - value * 2.5; victim->hitroll = value / 5; victim->damroll = value / 5; if( IS_NPC( victim ) && IS_SET( victim->act, ACT_PROTOTYPE ) ) { victim->pIndexData->level = value; victim->pIndexData->ac = 100 - value * 2.5; victim->pIndexData->hitroll = victim->hitroll; victim->pIndexData->damroll = victim->damroll; } sprintf( outbuf, "%s damnumdie %d", arg1, value / 10 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s damsizedie %d", arg1, 4 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s damplus %d", arg1, 2 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitnumdie %d", arg1, value / 5 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitsizedie %d", arg1, 10 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitplus %d", arg1, value * 10 ); do_mset( ch, outbuf ); return; }
change it to this
if( !str_cmp( arg2, "level" ) ) { if( !can_mmodify( ch, victim ) ) return; if( !IS_NPC( victim ) ) { send_to_char( "Not on PC's.\r\n", ch ); return; } if( value < 0 || value > LEVEL_AVATAR + 5 ) { ch_printf( ch, "Level range is 0 to %d.\r\n", LEVEL_AVATAR + 5 ); return; } { int ability; for( ability = 0; ability < MAX_ABILITY; ability++ ) victim->skill_level[ability] = value; } victim->top_level = value; victim->armor = ( short )( 100 - value * 2.5 ); victim->hitroll = value / 5; victim->damroll = value / 5; if( IS_NPC( victim ) && IS_SET( victim->act, ACT_PROTOTYPE ) ) { victim->pIndexData->level = value; victim->pIndexData->ac = ( short )( 100 - value * 2.5 ); victim->pIndexData->hitroll = victim->hitroll; victim->pIndexData->damroll = victim->damroll; } sprintf( outbuf, "%s damnumdie %d", arg1, value / 10 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s damsizedie %d", arg1, 4 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s damplus %d", arg1, 2 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitnumdie %d", arg1, value / 5 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitsizedie %d", arg1, 10 ); do_mset( ch, outbuf ); sprintf( outbuf, "%s hitplus %d", arg1, value * 10 ); do_mset( ch, outbuf ); return; }
Clans.c
function do_gatherclans
find
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += planet->pop_support; pCount++; revenue += get_taxes( planet ); }
change it to
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += ( int )planet->pop_support; pCount++; revenue += get_taxes( planet ); }
function do_clanstat
find
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += planet->pop_support; pCount++; revenue += get_taxes( planet ); }
change it to
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += ( int )planet->pop_support; pCount++; revenue += get_taxes( planet ); }
function do_clans
find
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += planet->pop_support; pCount++; revenue += get_taxes( planet ); }
change it to
for( planet = first_planet; planet; planet = planet->next ) if( clan == planet->governed_by ) { support += ( int )planet->pop_support; pCount++; revenue += get_taxes( planet ); }
DB.c
function create_mobile
find
if( pMobIndex->ac ) mob->armor = pMobIndex->ac; else mob->armor = 100 - mob->top_level * 2.5;
change it to
if( pMobIndex->ac ) mob->armor = pMobIndex->ac; else mob->armor = ( short )( 100 - mob->top_level * 2.5 );
Fight.c
line 989
change
dam *= 1.5;
to
dam = ( int )( dam * 1.5 );
line 994
change
dam *= 1.25;
to
dam = ( int )( dam * 1.25 );
line 1065
change
dam *= 0.75;
to
dam = ( int )( dam * 0.75 );
line 1070
change
dam *= 0.5;
to
dam = ( int )( dam * 0.5 );
Fskills.c
line 959
change
victim->hit -= dam * 1.5;
to
victim->hit -= ( short )( dam * 1.5 );
Handler.c
find
int get_exp_worth( CHAR_DATA * ch ) { int wexp; wexp = ch->skill_level[COMBAT_ABILITY] * ch->top_level * 50; wexp += ch->max_hit * 2; wexp -= ( ch->armor - 50 ) * 2; wexp += ( ch->barenumdie * ch->baresizedie + GET_DAMROLL( ch ) ) * 50; wexp += GET_HITROLL( ch ) * ch->top_level * 10; if( IS_AFFECTED( ch, AFF_SANCTUARY ) ) wexp += wexp * 1.5; if( IS_AFFECTED( ch, AFF_FIRESHIELD ) ) wexp += wexp * 1.2; if( IS_AFFECTED( ch, AFF_SHOCKSHIELD ) ) wexp += wexp * 1.2; wexp = URANGE( MIN_EXP_WORTH, wexp, MAX_EXP_WORTH ); return wexp; }
change it to
int get_exp_worth( CHAR_DATA * ch ) { int wexp; wexp = ch->skill_level[COMBAT_ABILITY] * ch->top_level * 50; wexp += ch->max_hit * 2; wexp -= ( ch->armor - 50 ) * 2; wexp += ( ch->barenumdie * ch->baresizedie + GET_DAMROLL( ch ) ) * 50; wexp += GET_HITROLL( ch ) * ch->top_level * 10; if( IS_AFFECTED( ch, AFF_SANCTUARY ) ) wexp += ( int )( wexp * 1.5 ); if( IS_AFFECTED( ch, AFF_FIRESHIELD ) ) wexp += ( int )( wexp * 1.2 ); if( IS_AFFECTED( ch, AFF_SHOCKSHIELD ) ) wexp += ( int )( wexp * 1.2 ); wexp = URANGE( MIN_EXP_WORTH, wexp, MAX_EXP_WORTH ); return wexp; }
Magic.c
line 1650
change
af.duration = ( 1 + ( level / 3 ) ) * DUR_CONV;
to
af.duration = ( int )( ( 1 + ( level / 3 ) ) * DUR_CONV );
line 1805
change
af.duration = 10 * level * DUR_CONV;
to
af.duration = ( int )( 10 * level * DUR_CONV );
line 1870
change
af.duration = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV;
to
af.duration = ( int )( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
line 2115
change
af.duration = ( 4 * level ) * DUR_CONV;
to
af.duration = ( int )( ( 4 * level ) * DUR_CONV );
line 2487
change
af.duration = level * DUR_CONV;
to
af.duration = ( int )( level * DUR_CONV );
line 2849
change
af.duration = ( ( level / 4 ) + 12 ) * DUR_CONV;
to
af.duration = ( int )( ( ( level / 4 ) + 12 ) * DUR_CONV );
line 3064
change
af.duration = number_fuzzy( level / 4 ) * DUR_CONV;
to
af.duration = ( int )( number_fuzzy( level / 4 ) * DUR_CONV );
line 3094
change
af.duration = level * DUR_CONV;
to
af.duration = ( int )( level * DUR_CONV );
line 3254
change
af.duration = ( 4 + level ) * DUR_CONV;
to
af.duration = ( int )( ( 4 + level ) * DUR_CONV );
line 3339
change
af.duration = level / 2 * DUR_CONV;
to
af.duration = ( int )( level / 2 * DUR_CONV );
line 3962
change
af.duration = ( number_fuzzy( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV;
to
af.duration = ( int )( ( number_fuzzy( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV );
line 4317
change
return damage( ch, victim, ( dam * 1.4 ), sn );
to
return damage( ch, victim, ( int )( dam * 1.4 ), sn );
line 5044
change
af.duration = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV;
to
af.duration = ( int )( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
planets.c
around line 602
find
if( planet->size > 0 ) { float tempf; tempf = planet->citysize; pc = tempf / planet->size * 100; tempf = planet->wilderness; pw = tempf / planet->size * 100; tempf = planet->farmland; pf = tempf / planet->size * 100; }
change it to
if( planet->size > 0 ) { float tempf; tempf = planet->citysize; pc = ( int )( tempf / planet->size * 100 ); tempf = planet->wilderness; pw = ( int )( tempf / planet->size * 100 ); tempf = planet->farmland; pf = ( int )( tempf / planet->size * 100 ); }
find
long get_taxes( PLANET_DATA * planet ) { long gain; gain = planet->base_value; gain += planet->base_value * ( planet->pop_support / 100 ); gain += ( planet->population * 150 ); gain += UMAX( 0, planet->pop_support / 10 * ( planet->population * 20 ) ); return gain; }
change it to
long get_taxes( PLANET_DATA * planet ) { long gain; gain = planet->base_value; gain += ( long )( planet->base_value * ( planet->pop_support / 100 ) ); gain += ( planet->population * 150 ); gain += UMAX( 0, ( int )( planet->pop_support / 10 * ( planet->population * 20 ) ) ); return gain; }
Ships.c
line 363
change
ch->pcdata->clan->funds -= ship_prototypes[ship_type].cost * 1.3;
to
ch->pcdata->clan->funds -= ( long )( ship_prototypes[ship_type].cost * 1.3 );
line 742
change
bmshipcost = ship_prototypes[x].cost * 2.5;
to
bmshipcost = ( int )( ship_prototypes[x].cost * 2.5 );
line 746
change
bmshipcost = ship_prototypes[x].cost * 1.5;
to
bmshipcost = ( int )( ship_prototypes[x].cost * 1.5 );
Skills.c
line 2881
change
af.duration = ch->skill_level[SMUGGLING_ABILITY] * DUR_CONV;
to
af.duration = ( int )( ch->skill_level[SMUGGLING_ABILITY] * DUR_CONV );
Space.c
around line 528
find
if( missile->mx < target->vx ) missile->mx += UMIN( missile->speed / 5, target->vx - missile->mx ); else if( missile->mx > target->vx ) missile->mx -= UMIN( missile->speed / 5, missile->mx - target->vx ); if( missile->my < target->vy ) missile->my += UMIN( missile->speed / 5, target->vy - missile->my ); else if( missile->my > target->vy ) missile->my -= UMIN( missile->speed / 5, missile->my - target->vy ); if( missile->mz < target->vz ) missile->mz += UMIN( missile->speed / 5, target->vz - missile->mz ); else if( missile->mz > target->vz ) missile->mz -= UMIN( missile->speed / 5, missile->mz - target->vz ); if( abs( missile->mx ) - abs( target->vx ) <= 20 && abs( missile->mx ) - abs( target->vx ) >= -20 && abs( missile->my ) - abs( target->vy ) <= 20 && abs( missile->my ) - abs( target->vy ) >= -20 && abs( missile->mz ) - abs( target->vz ) <= 20 && abs( missile->mz ) - abs( target->vz ) >= -20 )
change it to
if( missile->mx < target->vx ) missile->mx += UMIN( missile->speed / 5, ( int )( target->vx - missile->mx ) ); else if( missile->mx > target->vx ) missile->mx -= UMIN( missile->speed / 5, ( int )( missile->mx - target->vx ) ); if( missile->my < target->vy ) missile->my += UMIN( missile->speed / 5, ( int )( target->vy - missile->my ) ); else if( missile->my > target->vy ) missile->my -= UMIN( missile->speed / 5, ( int )( missile->my - target->vy ) ); if( missile->mz < target->vz ) missile->mz += UMIN( missile->speed / 5, ( int )( target->vz - missile->mz ) ); else if( missile->mz > target->vz ) missile->mz -= UMIN( missile->speed / 5, ( int )( missile->mz - target->vz ) ); if( abs( ( int )missile->mx ) - abs( ( int )target->vx ) <= 20 && abs( ( int )missile->mx ) - abs( ( int )target->vx ) >= -20 && abs( ( int )missile->my ) - abs( ( int )target->vy ) <= 20 && abs( ( int )missile->my ) - abs( ( int )target->vy ) >= -20 && abs( ( int )missile->mz ) - abs( ( int )target->vz ) <= 20 && abs( ( int )missile->mz ) - abs( ( int )target->vz ) >= -20 )
around line 702
find
if( ship->starsystem->star1 && strcmp( ship->starsystem->star1, "" ) && abs( ship->vx - ship->starsystem->s1x ) < 10 && abs( ship->vy - ship->starsystem->s1y ) < 10 && abs( ship->vz - ship->starsystem->s1z ) < 10 )
change it to
if( ship->starsystem->star1 && strcmp( ship->starsystem->star1, "" ) && abs( ( int )( ship->vx - ship->starsystem->s1x ) ) < 10 && abs( ( int )( ship->vy - ship->starsystem->s1y ) ) < 10 && abs( ( int )( ship->vz - ship->starsystem->s1z ) ) < 10 )
around line 712
find
if( ship->starsystem->star2 && strcmp( ship->starsystem->star2, "" ) && abs( ship->vx - ship->starsystem->s2x ) < 10 && abs( ship->vy - ship->starsystem->s2y ) < 10 && abs( ship->vz - ship->starsystem->s2z ) < 10 )
change it to
if( ship->starsystem->star2 && strcmp( ship->starsystem->star2, "" ) && abs( ( int )( ship->vx - ship->starsystem->s2x ) ) < 10 && abs( ( int )( ship->vy - ship->starsystem->s2y ) ) < 10 && abs( ( int )( ship->vz - ship->starsystem->s2z ) ) < 10 )
around line 725
find
if( ship->starsystem->planet1 && strcmp( ship->starsystem->planet1, "" ) && abs( ship->vx - ship->starsystem->p1x ) < 10 && abs( ship->vy - ship->starsystem->p1y ) < 10 && abs( ship->vz - ship->starsystem->p1z ) < 10 )
change it to
if( ship->starsystem->planet1 && strcmp( ship->starsystem->planet1, "" ) && abs( ( int )( ship->vx - ship->starsystem->p1x ) ) < 10 && abs( ( int )( ship->vy - ship->starsystem->p1y ) ) < 10 && abs( ( int )( ship->vz - ship->starsystem->p1z ) ) < 10 )
around line 736
find
if( ship->starsystem->planet2 && strcmp( ship->starsystem->planet2, "" ) && abs( ship->vx - ship->starsystem->p2x ) < 10 && abs( ship->vy - ship->starsystem->p2y ) < 10 && abs( ship->vz - ship->starsystem->p2z ) < 10 )
change it to
if( ship->starsystem->planet2 && strcmp( ship->starsystem->planet2, "" ) && abs( ( int )( ship->vx - ship->starsystem->p2x ) ) < 10 && abs( ( int )( ship->vy - ship->starsystem->p2y ) ) < 10 && abs( ( int )( ship->vz - ship->starsystem->p2z ) ) < 10 )
around line 746
find
if( ship->starsystem->planet3 && strcmp( ship->starsystem->planet3, "" ) && abs( ship->vx - ship->starsystem->p3x ) < 10 && abs( ship->vy - ship->starsystem->p3y ) < 10 && abs( ship->vz - ship->starsystem->p3z ) < 10 )
change it to
if( ship->starsystem->planet3 && strcmp( ship->starsystem->planet3, "" ) && abs( ( int )( ship->vx - ship->starsystem->p3x ) ) < 10 && abs( ( int )( ship->vy - ship->starsystem->p3y ) ) < 10 && abs( ( int )( ship->vz - ship->starsystem->p3z ) ) < 10 )
around line 903
find
if( ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship->target0->starsystem == ship->starsystem && abs( target->vx - ship->vx ) <= 1000 && abs( target->vy - ship->vy ) <= 1000 && abs( target->vz - ship->vz ) <= 1000 && ship->primaryState < ship->primaryCount )
change it to
if( ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship->target0->starsystem == ship->starsystem && abs( ( int )( target->vx - ship->vx ) ) <= 1000 && abs( ( int )( target->vy - ship->vy ) ) <= 1000 && abs( ( int )( target->vz - ship->vz ) ) <= 1000 && ship->primaryState < ship->primaryCount )
around line 912
find
schance -= ( abs( target->vx - ship->vx ) / 70 ); schance -= ( abs( target->vy - ship->vy ) / 70 ); schance -= ( abs( target->vz - ship->vz ) / 70 );
change it to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 70 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 70 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 70 );
around line 1151
find
if( target != ship && abs( ship->vx - target->vx ) < target_too_close && abs( ship->vy - target->vy ) < target_too_close && abs( ship->vz - target->vz ) < target_too_close )
change it to
if( target != ship && abs( ( int )( ship->vx - target->vx ) ) < target_too_close && abs( ( int )( ship->vy - target->vy ) ) < target_too_close && abs( ( int )( ship->vz - target->vz ) ) < target_too_close )
around line 1159
find
if( ship->starsystem->star1 && strcmp( ship->starsystem->star1, "" ) && abs( ship->vx - ship->starsystem->s1x ) < too_close && abs( ship->vy - ship->starsystem->s1y ) < too_close && abs( ship->vz - ship->starsystem->s1z ) < too_close )
change it to
if( ship->starsystem->star1 && strcmp( ship->starsystem->star1, "" ) && abs( ( int )( ship->vx - ship->starsystem->s1x ) ) < too_close && abs( ( int )( ship->vy - ship->starsystem->s1y ) ) < too_close && abs( ( int )( ship->vz - ship->starsystem->s1z ) ) < too_close )
around line 1168
find
if( ship->starsystem->star2 && strcmp( ship->starsystem->star2, "" ) && abs( ship->vx - ship->starsystem->s2x ) < too_close && abs( ship->vy - ship->starsystem->s2y ) < too_close && abs( ship->vz - ship->starsystem->s2z ) < too_close )
change it to
if( ship->starsystem->star2 && strcmp( ship->starsystem->star2, "" ) && abs( ( int )( ship->vx - ship->starsystem->s2x ) ) < too_close && abs( ( int )( ship->vy - ship->starsystem->s2y ) ) < too_close && abs( ( int )( ship->vz - ship->starsystem->s2z ) ) < too_close )
around line 1176
find
if( ship->starsystem->planet1 && strcmp( ship->starsystem->planet1, "" ) && abs( ship->vx - ship->starsystem->p1x ) < too_close && abs( ship->vy - ship->starsystem->p1y ) < too_close && abs( ship->vz - ship->starsystem->p1z ) < too_close )
change it to
if( ship->starsystem->planet1 && strcmp( ship->starsystem->planet1, "" ) && abs( ( int )( ship->vx - ship->starsystem->p1x ) ) < too_close && abs( ( int )( ship->vy - ship->starsystem->p1y ) ) < too_close && abs( ( int )( ship->vz - ship->starsystem->p1z ) ) < too_close )
around line 1184
find
if( ship->starsystem->planet2 && strcmp( ship->starsystem->planet2, "" ) && abs( ship->vx - ship->starsystem->p2x ) < too_close && abs( ship->vy - ship->starsystem->p2y ) < too_close && abs( ship->vz - ship->starsystem->p2z ) < too_close )
change it to
if( ship->starsystem->planet2 && strcmp( ship->starsystem->planet2, "" ) && abs( ( int )( ship->vx - ship->starsystem->p2x ) ) < too_close && abs( ( int )( ship->vy - ship->starsystem->p2y ) ) < too_close && abs( ( int )( ship->vz - ship->starsystem->p2z ) ) < too_close )
around line 1192
find
if( ship->starsystem->planet3 && strcmp( ship->starsystem->planet3, "" ) && abs( ship->vx - ship->starsystem->p3x ) < too_close && abs( ship->vy - ship->starsystem->p3y ) < too_close && abs( ship->vz - ship->starsystem->p3z ) < too_close )
change it to
if( ship->starsystem->planet3 && strcmp( ship->starsystem->planet3, "" ) && abs( ( int )( ship->vx - ship->starsystem->p3x ) ) < too_close && abs( ( int )( ship->vy - ship->starsystem->p3y ) ) < too_close && abs( ( int )( ship->vz - ship->starsystem->p3z ) ) < too_close )
around line 1246
find
if( target != ship && ship->shipstate == SHIP_READY && abs( ship->vx - target->vx ) < target_too_close && abs( ship->vy - target->vy ) < target_too_close && abs( ship->vz - target->vz ) < target_too_close )
change it to
if( target != ship && ship->shipstate == SHIP_READY && abs( ( int )( ship->vx - target->vx ) ) < target_too_close && abs( ( int )( ship->vy - target->vy ) ) < target_too_close && abs( ( int )( ship->vz - target->vz ) ) < target_too_close )
around line 1318
find
if( ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship->missilestate == MISSILE_READY && ship->target0->starsystem == ship->starsystem && abs( target->vx - ship->vx ) <= 1200 && abs( target->vy - ship->vy ) <= 1200 && abs( target->vz - ship->vz ) <= 1200 && ship->missiles > 0 )
change it to
if( ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25 && ship->missilestate == MISSILE_READY && ship->target0->starsystem == ship->starsystem && abs( ( int )( target->vx - ship->vx ) ) <= 1200 && abs( ( int )( target->vy - ship->vy ) ) <= 1200 && abs( ( int )( target->vz - ship->vz ) ) <= 1200 && ship->missiles > 0 )
around line 1326
find
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
change it to
schance -= ( abs( ( int )( target->vx - ship->vx ) / 100 ) ); schance -= ( abs( ( int )( target->vy - ship->vy ) / 100 ) ); schance -= ( abs( ( int )( target->vz - ship->vz ) / 100 ) );
around line 4937
find
missile->mx = ship->vx; missile->my = ship->vy; missile->mz = ship->vz;
change it to
missile->mx = ( int )ship->vx; missile->my = ( int )ship->vy; missile->mz = ( int )ship->vz;
around line 7077
find
if( abs( target->vx - ship->vx ) > 500 + ship->sensor * 2 || abs( target->vy - ship->vy ) > 500 + ship->sensor * 2 || abs( target->vz - ship->vz ) > 500 + ship->sensor * 2 )
change it to
if( abs( ( int )( target->vx - ship->vx ) ) > 500 + ship->sensor * 2 || abs( ( int )( target->vy - ship->vy ) ) > 500 + ship->sensor * 2 || abs( ( int )( target->vz - ship->vz ) ) > 500 + ship->sensor * 2 )
around line 7446
find
if( abs( target->vx - ship->vx ) > 500 + ship->sensor * 2 || abs( target->vy - ship->vy ) > 500 + ship->sensor * 2 || abs( target->vz - ship->vz ) > 500 + ship->sensor * 2 )
change it to
if( abs( ( int )( target->vx - ship->vx ) ) > 500 + ship->sensor * 2 || abs( ( int )( target->vy - ship->vy ) ) > 500 + ship->sensor * 2 || abs( ( int )( target->vz - ship->vz ) ) > 500 + ship->sensor * 2 )
around line 7711
find
if( abs( eShip->vx - ship->vx ) < 500 && abs( eShip->vy - ship->vy ) < 500 && abs( eShip->vz - ship->vz ) < 500 && eShip->sclass > SHIP_CRUISER )
change it to
if( abs( ( int )( eShip->vx - ship->vx ) ) < 500 && abs( ( int )( eShip->vy - ship->vy ) ) < 500 && abs( ( int )( eShip->vz - ship->vz ) ) < 500 && eShip->sclass > SHIP_CRUISER )
around line 7857
find
if( abs( ship->vx - target->vx ) > 5000 || abs( ship->vy - target->vy ) > 5000 || abs( ship->vz - target->vz ) > 5000 )
change it to
if( abs( ( int )( ship->vx - target->vx ) ) > 5000 || abs( ( int )( ship->vy - target->vy ) ) > 5000 || abs( ( int )( ship->vz - target->vz ) ) > 5000 )
line 8101
change
if( abs( target->vx - ship->vx ) > 1000 || abs( target->vy - ship->vy ) > 1000 || abs( target->vz - ship->vz ) > 1000 )
to
if( abs( ( int )( target->vx - ship->vx ) ) > 1000 || abs( ( int )( target->vy - ship->vy ) ) > 1000 || abs( ( int )( target->vz - ship->vz ) ) > 1000 )
around line 8154
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
around line 8329
change
if( abs( target->vx - ship->vx ) > range || abs( target->vy - ship->vy ) > range || abs( target->vz - ship->vz ) > range )
to
if( abs( ( int )( target->vx - ship->vx ) ) > range || abs( ( int )( target->vy - ship->vy ) ) > range || abs( ( int )( target->vz - ship->vz ) ) > range )
around line 8381
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
line 8529
change
if( abs( target->vx - ship->vx ) > 1000 || abs( target->vy - ship->vy ) > 1000 || abs( target->vz - ship->vz ) > 1000 )
to
if( abs( ( int )( target->vx - ship->vx ) ) > 1000 || abs( ( int )( target->vy - ship->vy ) ) > 1000 || abs( ( int )( target->vz - ship->vz ) ) > 1000 )
around line 8540
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
line 8612
change
if( abs( target->vx - ship->vx ) > 1000 || abs( target->vy - ship->vy ) > 1000 || abs( target->vz - ship->vz ) > 1000 )
to
if( abs( ( int )( target->vx - ship->vx ) ) > 1000 || abs( ( int )( target->vy - ship->vy ) ) > 1000 || abs( ( int )( target->vz - ship->vz ) ) > 1000 )
around line 8623
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
line 8696
change
if( abs( target->vx - ship->vx ) > 800 || abs( target->vy - ship->vy ) > 800 || abs( target->vz - ship->vz ) > 800 )
to
if( abs( ( int )( target->vx - ship->vx ) ) > 800 || abs( ( int )( target->vy - ship->vy ) ) > 800 || abs( ( int )( target->vz - ship->vz ) ) > 800 )
around line 8707
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
line 9038
change
if( abs( target->vx - ship->vx ) > 1000 || abs( target->vy - ship->vy ) > 1000 || abs( target->vz - ship->vz ) > 1000 )
to
if( abs( ( int )( target->vx - ship->vx ) ) > 1000 || abs( ( int )( target->vy - ship->vy ) ) > 1000 || abs( ( int )( target->vz - ship->vz ) ) > 1000 )
around line 9084
change
schance -= ( abs( target->vx - ship->vx ) / 100 ); schance -= ( abs( target->vy - ship->vy ) / 100 ); schance -= ( abs( target->vz - ship->vz ) / 100 );
to
schance -= ( abs( ( int )( target->vx - ship->vx ) ) / 100 ); schance -= ( abs( ( int )( target->vy - ship->vy ) ) / 100 ); schance -= ( abs( ( int )( target->vz - ship->vz ) ) / 100 );
around line 9257
change
if( starsystem2->star1 && strcmp( starsystem2->star1, "" ) && abs( ship->jx - starsystem2->s1x ) < 300 && abs( ship->jy - starsystem2->s1y ) < 300 && abs( ship->jz - starsystem2->s1z ) < 300 )
to
if( starsystem2->star1 && strcmp( starsystem2->star1, "" ) && abs( ( int )( ship->jx - starsystem2->s1x ) ) < 300 && abs( ( int )( ship->jy - starsystem2->s1y ) ) < 300 && abs( ( int )( ship->jz - starsystem2->s1z ) ) < 300 )
around line 9266
change
else if( starsystem2->star2 && strcmp( starsystem2->star2, "" ) && abs( ship->jx - starsystem2->s2x ) < 300 && abs( ship->jy - starsystem2->s2y ) < 300 && abs( ship->jz - starsystem2->s2z ) < 300 )
to
else if( starsystem2->star2 && strcmp( starsystem2->star2, "" ) && abs( ( int )( ship->jx - starsystem2->s2x ) ) < 300 && abs( ( int )( ship->jy - starsystem2->s2y ) ) < 300 && abs( ( int )( ship->jz - starsystem2->s2z ) ) < 300 )
around line 9275
change
else if( starsystem2->planet1 && strcmp( starsystem2->planet1, "" ) && abs( ship->jx - starsystem2->p1x ) < 300 && abs( ship->jy - starsystem2->p1y ) < 300 && abs( ship->jz - starsystem2->p1z ) < 300 )
to
else if( starsystem2->planet1 && strcmp( starsystem2->planet1, "" ) && abs( ( int )( ship->jx - starsystem2->p1x ) ) < 300 && abs( ( int )( ship->jy - starsystem2->p1y ) ) < 300 && abs( ( int )( ship->jz - starsystem2->p1z ) ) < 300 )
around line 9284
change
else if( starsystem2->planet2 && strcmp( starsystem2->planet2, "" ) && abs( ship->jx - starsystem2->p2x ) < 300 && abs( ship->jy - starsystem2->p2y ) < 300 && abs( ship->jz - starsystem2->p2z ) < 300 )
to
else if( starsystem2->planet2 && strcmp( starsystem2->planet2, "" ) && abs( ( int )( ship->jx - starsystem2->p2x ) ) < 300 && abs( ( int )( ship->jy - starsystem2->p2y ) ) < 300 && abs( ( int )( ship->jz - starsystem2->p2z ) ) < 300 )
around line 9293
change
else if( starsystem2->planet3 && strcmp( starsystem2->planet3, "" ) && abs( ship->jx - starsystem2->p3x ) < 300 && abs( ship->jy - starsystem2->p3y ) < 300 && abs( ship->jz - starsystem2->p3z ) < 300 )
to
else if( starsystem2->planet3 && strcmp( starsystem2->planet3, "" ) && abs( ( int )( ship->jx - starsystem2->p3x ) ) < 300 && abs( ( int )( ship->jy - starsystem2->p3y ) ) < 300 && abs( ( int )( ship->jz - starsystem2->p3z ) ) < 300 )
Special.c
line 774
change
victim->gold = victim->gold * .75;
to
victim->gold = ( int )( victim->gold * .75 );
line 780
change
victim->gold = victim->gold * .9;
to
victim->gold = ( int )( victim->gold * .9 );
line 855
change
victim->gold = victim->gold * .75;
to
victim->gold = ( int )( victim->gold * .75 );
line 861
change
victim->gold = victim->gold * .9;
to
victim->gold = ( int )( victim->gold * .9 );
Swskills.c
line 2858
change
mob[mob_cnt]->armor = 100 - mob[mob_cnt]->top_level * 2.5;
to
mob[mob_cnt]->armor = ( int )( 100 - mob[mob_cnt]->top_level * 2.5 );
line 2898
change
mob->armor = 100 - mob->top_level * 2.5;
to
mob->armor = ( int )( 100 - mob->top_level * 2.5 );
line 4808
change
planet->pop_support += URANGE( 0.1, amount / 1000, 2 );
to
planet->pop_support += URANGE( 1, amount / 1000, 2 ); /* ( int )0.1 would be pointless */
line 4901
change
af.duration = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV;
to
af.duration = ( int )( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
line 6519
change
af.duration = ( number_fuzzy( ( ch->pcdata->learned[gsn_battle_command] + 1 ) / 3 ) + 1 ) * DUR_CONV;
to
af.duration = ( int )( ( number_fuzzy( ( ch->pcdata->learned[gsn_battle_command] + 1 ) / 3 ) + 1 ) * DUR_CONV );
Update.c
line 754
change
gain += get_curr_con( ch ) * 1.5;
to
gain += ( int )( get_curr_con( ch ) * 1.5 );
line 816
change
gain += get_curr_int( ch ) * 1.5;
to
gain += ( int )( get_curr_int( ch ) * 1.5 );
line 1902
change
amount = ch->pcdata->bank * .02;
to
amount = ( int )( ch->pcdata->bank * .02 );
line 2723
change
pulse_point = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 );
to
pulse_point = number_range( ( int )( PULSE_TICK * 0.75 ), ( int) ( PULSE_TICK * 1.25 ) );
around line 3168
change
pay = ( int )auction->bet * 0.9; tax = ( int )auction->bet * 0.1;
to
pay = ( int )( auction->bet * 0.9 ); tax = ( int )( auction->bet * 0.1 );
line 3189
change
tax = ( int )auction->item->cost * 0.05;
to
tax = ( int )( auction->item->cost * 0.05 );
Stole Remcon's post, fancified it, and posted it as the bugfix, because there were a lot of changes and I didn't want to re-type them out. >.>
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