Login
User Name:

Password:



Register

Forgot your password?
 I3 and IMC
Dec 26, 2024 3:27 am
By GatewaySysop
Hi - Clean SmaugFuss map/description issue..
Dec 15, 2024 7:29 pm
By Samson
AFKMud 2.2.4
Dec 10, 2024 4:09 pm
By Samson
Ubuntu 22.04.5 LTS
Dec 5, 2024 5:10 pm
By Remcon
SmaugFUSS 1.8/1.9
Nov 29, 2024 11:46 am
By Remcon
SWFOTEFUSS 1.5.1
Author: Various
Submitted by: Samson
SWRFUSS 1.4.1
Author: Various
Submitted by: Samson
SmaugFUSS 1.9.5
Author: Various
Submitted by: Samson
AFKMud 2.2.4
Author: AFKMud Team
Submitted by: Samson
LOP 1.5
Author: Remcon
Submitted by: Remcon
Users Online
Yandex, DotBot, Remcon, Bing

Members: 1
Guests: 25
Stats
Files
Topics
Posts
Members
Newest Member
494
3,808
19,708
592
CliffHunti

Today's Birthdays
There are no member birthdays today.
» SmaugMuds » Codebases » LoP Codebase » Issue in mprog_bribe_trigger ...
Forum Rules | Mark all | Recent Posts

Issue in mprog_bribe_trigger in mud_prog.c
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Dec 29, 2009 10:18 pm   
Go to the top of the page
Go to the bottom of the page

Remcon

GroupAdministrators
Posts1,946
JoinedJul 26, 2005

 
Open up the mud_prog.c program and find the mprog_bribe_trigger function and replace it with this
void mprog_bribe_trigger( CHAR_DATA *mob, CHAR_DATA *ch, int amount )
{
   char buf[MSL];
   MPROG_DATA *mprg;
   OBJ_DATA *obj;
   int useprog = 0, amdiff = 0, uamount = 0, onprog;

   if( is_npc( mob ) && can_see( mob, ch ) && HAS_PROG( mob->pIndexData, BRIBE_PROG ) )
   {
      /* Don't let a mob trigger itself, nor one instance of a mob trigger another instance. */
      if( is_npc( ch ) && ch->pIndexData == mob->pIndexData )
         return;

      obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
      if( !obj )
      {
         bug( "%s: failed to create object using vnum %d.", __FUNCTION__, OBJ_VNUM_MONEY_SOME );
         return;
      }

      snprintf( buf, sizeof( buf ), obj->short_descr, num_punct( amount ) );
      STRSET( obj->short_descr, buf );
      obj->value[0] = amount;
      obj = obj_to_char( obj, mob );
      decrease_gold( mob, amount );

      uamount = ( obj->value[0] * obj->count );

      /* Go through once to see which we should use */
      onprog = 0;
      for( mprg = mob->pIndexData->mudprogs; mprg; mprg = mprg->next )
      {
         ++onprog;
         if( ( mprg->type == BRIBE_PROG ) && ( uamount >= atoi( mprg->arglist ) ) && ( amdiff == 0 || ( uamount - atoi( mprg->arglist ) ) < amdiff ) )
         {
            amdiff = ( uamount - atoi( mprg->arglist ) );
            useprog = onprog;
         }
      }

      /* Go through it again and use the closest bribe program to the amount */
      onprog = 0;
      for( mprg = mob->pIndexData->mudprogs; mprg; mprg = mprg->next )
      {
         if( ++onprog != useprog )
            continue;

         if( ( mprg->type == BRIBE_PROG ) && ( uamount >= atoi( mprg->arglist ) ) )
         {
            increase_gold( mob, uamount );
            mprog_driver( mprg->comlist, mob, ch, obj, NULL, false );
            if( obj )
               extract_obj( obj );
            break;
         }
      }
   }
}

This is only for LoP since there are lots of changes to gold handling on LoP.
Feel free to use what you want for the change for SmaugFUSS etc... for the addition.

This fixes a crashing issue when giving a mobile gold that has a bribe program.
(The old one uses amount in the snprintf for the obj->short_descr when it should be using num_punct( amount ).)
It also adds in so if you have more then one bribe program it takes the highest (closest) to the amount given to the mobile to execute instead of the lower ones so order won't be an issue with them.

Pages:<< prev 1 next >>