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» SmaugMuds.org » Codebases » SmaugFUSS » Compiling under g++ 4.6.3
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Compiling under g++ 4.6.3
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Post is unread #1 Aug 5, 2012, 11:48 pm
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Andril
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As ayuri has pointed out for SWFotEFUSS there are a number of warnings, errors with the Werror compiler flag, about unused variables. I've fixed them in a fresh download of 1.9 and was wondering if anyone was interested in the results?

I can try to upload a diff here, if someone will tell me how to use the diff command to generate the thing, so it could potentially be applied to what's available for download.

Mostly it just required removal of a bunch of bool variables in places. The biggest change was dealing with the KEY macro because of the fread_fuss_* functions in db.c not using fMatch. I went ahead and made a copy of it, removed the fMatch bit, named it FKEY, and replaced the calls in those functions as needed while removing fMatch altogether.

Also, I removed the args macro and updated all the function prototypes that were using it. Just seems like a rather pointless thing to me. :shrug:
       
Post is unread #2 Aug 10, 2012, 2:34 pm
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ayuri
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Ohh I'm highly interested! I've started to look at that a wee bit, but with the baby and now being back to work my time is nil.

ayuri
       
Post is unread #3 Aug 10, 2012, 4:05 pm
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Andril
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Ok, stuck a patch up under SmaugFUSS. Ignore the fact that I can't spell variables...

Hmm, should I do one of these for SWFotE and SWR as well?
       
Post is unread #4 Aug 11, 2012, 1:31 am   Last edited Aug 11, 2012, 1:32 am by Andril
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Andril
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Welp, won't let me edit my previous post anymore so here goes.

Uploaded an archive here to update not only SmaugFUSS but the 1.4 and 1.3 FUSS versions of FotE and SWR respectively.

Quite a learning experience this has been! :)
       
Post is unread #5 Aug 13, 2012, 12:03 am
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ayuri
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For the very few people still running a SWR or FotE game, thank you.

ayuri
       
Post is unread #6 Aug 13, 2012, 4:22 am
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Andril
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Yeah. I'd like to work on one, I just don't have anyone else that I can do it with. I need someone there to talk with and bounce ideas off of. I have a lot of awesome ideas for an SWR in my not so humble opinion. :lol:
       
Post is unread #7 Aug 14, 2012, 8:54 pm
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ayuri
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Just wanted to say I've tested running the patch to files in a stock swfotefuss1.4 - looks good!

Again thank you!
ayuri
       
Post is unread #8 Aug 15, 2012, 12:36 am
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ayuri
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Should point out, there is a bug in the part of your diff file for FotE:
The part where its editing fight.c:
ch_ret damage( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt )
 {
    short dameq;
-   int room;
    bool npcvict;
    bool loot;
    int xp_gain;
    OBJ_DATA *damobj, *wield, *victwield;
    ch_ret retcode;
    short dampmod;
-   int nocorpse = 0;
    retcode = rNONE;

    if( !ch )
@@ -1769,10 +1767,6 @@
          loot = legal_loot( ch, victim );
       else
          loot = FALSE;
-      if( IS_SET( victim->act, ACT_NOCORPSE ) )
-         nocorpse = 1;
-      // Make sure snipe doesnt loot.
-      room = victim->in_room->vnum;

This is making it so someone using snipe can loot the corpse with out entering the room. So, that will need to be worked about.

ayuri
       
Post is unread #9 Aug 15, 2012, 9:05 am   Last edited Aug 15, 2012, 9:28 am by Andril
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Andril
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I'll take another look but I don't remember seeing it actually being used for anything.

Edit:
Nope. I didn't screw up! :)

      if( !IS_NPC( ch ) && loot && new_corpse && new_corpse->item_type == ITEM_CORPSE_NPC
       && new_corpse->in_room == ch->in_room && can_see_obj( ch, new_corpse ) && ch->position > POS_SLEEPING )
      {
         /*
          * Autogold by Scryn 8/12 
          */
         if( IS_SET( ch->act, PLR_AUTOGOLD ) && !loot_coins_from_corpse( ch, new_corpse ) )
            return rBOTH_DIED;

         if( new_corpse && !obj_extracted(new_corpse) && new_corpse->in_room == ch->in_room
          && ch->position > POS_SLEEPING && can_see_obj( ch, new_corpse ) )
         {
            if( IS_SET( ch->act, PLR_AUTOLOOT ) )
               do_get( ch, "all corpse" );
            else
               do_look( ch, "in corpse" );
            if( !char_died(ch) && IS_SET( ch->act, PLR_AUTOSAC ) && !obj_extracted(new_corpse)
             && new_corpse->in_room == ch->in_room && ch->position > POS_SLEEPING
             && can_see_obj( ch, new_corpse ) )
               do_sacrifice( ch, "corpse" );
         }
      }


That's the loot code. Notice that the room variable is never referenced in any of that and that all the room checks are being done through the objects and characters in_room members.

...
Having said that, is snipe allowing you to loot corpses from another room now when it didn't before?
       
Post is unread #10 Aug 15, 2012, 12:53 pm   Last edited Aug 15, 2012, 12:53 pm by ayuri
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ayuri
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Well I'll be damned...in stock FUSS if you snipe its letting you see and loot the corpse from the room your in. Whoops. I'm sorry thought it was the patch that was letting me do that!

Hooray new bug! I checked on my live game and on a new copy of SWFoteFUSS with out the patch. I just don't recall being able to do that before...But its been a few months and my mind could have been or still is going.
My apologies!!

ayuri

       
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