Issue in mprog_bribe_trigger in mud_prog.c
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#1 Dec 29, 2009 10:18 pm
GroupAdministrators
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JoinedJul 26, 2005
Open up the mud_prog.c program and find the mprog_bribe_trigger function and replace it with this
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.
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.
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