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» SmaugMuds.org » Codebases » SmaugFUSS » Compendium of bugs in SmaugFU...
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Compendium of bugs in SmaugFUSS
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Post is unread #1 May 13, 2013, 11:50 am   Last edited May 13, 2013, 1:19 pm by Zeno
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Zeno
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I'm going to start a list of confirmed bugs in stock SmaugFUSS, as I've found a few in recent times that have cropped up in my MUD and I successfully reproduced in a stock 1.9 SmaugFUSS. I'm researching a fix on these in my spare time too and I'll try submitting a pull request once we "crowdsource" the appropriate code.

-MAJOR: mpmload breaks resets (2nd part unconfirmed)
-MINOR: Area file format save backwards (need to verify)
-MODERATE: Random exits cannot be created (need to verify)
-MINOR: pass_door not working on wandering mobs (need to verify)

[EDIT] I think I lose editing on this topic after a while, I may move this to Github wiki or Issues.
       
Post is unread #2 May 13, 2013, 1:13 pm
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Aurin
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-MINOR Anti-Flag not implemented and the fix :)
-MINOR mprog_drive random selection, fix is within the link. While not too big of a deal for small populations, larger populated muds would start to see the problem more readily.
       
Post is unread #3 May 13, 2013, 8:59 pm   Last edited May 13, 2013, 9:12 pm by GatewaySysop
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GatewaySysop
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Wasn't there another/different posted fix at one point for the anti-flags? I checked my code and I have a fix in place, although very different from the above link, it basically addresses the same issue.

EDIT: Actually, on looking, it's not a fix, this appears to be stock FUSS code in wear_obj. Am I crazy for not understanding why there needs to be a fix in do_wear if it's just calling wear_obj? :shrug:

       
Post is unread #4 May 14, 2013, 9:12 am
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Aurin
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I may have put the fix in a different place, but in stock FUSS, anti-flags were not working at all--for me. That is, while I could assign the flag, the flags did nothing....they were just that, flags. I could wear any piece of equipment prior to my fix, regardless of flag on it--with a test character, of course, I understand that an Imm char could wear it regardless. That made it broken, for me. Adding in my fix, fixed the issue for me. I don't know why it works for you, and didn't for me.

And, I admit I'm not the best coder and I did this back close to when I was first started as Coder, so I may simply have missed something simple, but I was fixing a problem. *shrugs* If you want to not use it, that's up to whomever goes through and updates to smaugFUSS2.0 (or 1.10, whatever the convention will be heh). :)
       
Post is unread #5 May 14, 2013, 7:19 pm   Last edited May 14, 2013, 7:19 pm by GatewaySysop
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GatewaySysop
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Aurin said:

I may have put the fix in a different place, but in stock FUSS, anti-flags were not working at all--for me. That is, while I could assign the flag, the flags did nothing....they were just that, flags. I could wear any piece of equipment prior to my fix, regardless of flag on it--with a test character, of course, I understand that an Imm char could wear it regardless. That made it broken, for me. Adding in my fix, fixed the issue for me. I don't know why it works for you, and didn't for me.

And, I admit I'm not the best coder and I did this back close to when I was first started as Coder, so I may simply have missed something simple, but I was fixing a problem. *shrugs* If you want to not use it, that's up to whomever goes through and updates to smaugFUSS2.0 (or 1.10, whatever the convention will be heh). :)


Not a jab or anything, but I found the same code I'm talking about in FUSS all the way back to 1.7 so I don't know. I tried the antiwarrior flag, in particular, with a test character, and it worked just fine for me. It handles this the same way it does the anti-good, anti-evil and anti-neutral stuff, was actually in the exact same place if memory serves.

Just saying, take a look and maybe try with a fresh copy of the base? I think this one has been fixed somewhere along the ways. I checked my logs, and I certainly didn't put this code in to place, so it was fixed in FUSS 1.4 too, since that's my base code. :blink:

Just trying to help and who knows, maybe I'm missing something here. :shrug:

I'll see if I can find any others that I patched up that might be applicable to the current release. I'm sure there's a few things in there somewhere that I fixed and lost track of and didn't post up.

       
Post is unread #6 May 14, 2013, 7:31 pm
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Aurin
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I did look through the stock FUSS, and while I did find the code for anti-class (tested to work in stock now, not sure why it didn't before...), didn't see anything for anti-alignment (except in mud.h, which doesn't prevent the wearing of alignment specific items). Maybe I'm just looking in the wrong place. *shrugs*
       
Post is unread #7 May 14, 2013, 7:38 pm   Last edited May 14, 2013, 7:39 pm by GatewaySysop
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GatewaySysop
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Aurin said:

I did look through the stock FUSS, and while I did find the code for anti-class (tested to work in stock now, not sure why it didn't before...), didn't see anything for anti-alignment (except in mud.h, which doesn't prevent the wearing of alignment specific items). Maybe I'm just looking in the wrong place. *shrugs*


I knew I wasn't crazy. :imp:

Also the piece you're referring to for alignment, oddly enough, is located in equip_char( ) not wear_obj( ). Confusing, I know, had to hunt it down after I saw your post because I knew it was in there somewhere. Someone should probably clean this up and put it all in one place, kind of silly to have it split up like this.

       
Post is unread #8 May 16, 2013, 11:04 am
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Quixadhal
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Being that there is an actual github repository for SmaugFUSS now, perhaps said fixes could be applied and push requests submitted to it? You may need to wake Kayle up to accept them, but that seems the best way to get things going.
       
Post is unread #9 May 16, 2013, 11:59 am
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Zeno
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Aye, as I mentioned in my first post. ;)
       
Post is unread #10 May 17, 2013, 10:49 am
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Remcon
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<49hp 90m 110mv> <#10407> l

A dark tunnel below the Battlegrounds                      NW    -     -
-<---- Vnum:  10407 ----------------------------->-        -<---(*)--->-
                                                           -     S     -

Log: [*****] BUG: map_exits: Bad sector type (13) in room 10407.
Log: [*****] BUG: map_exits: Bad sector type (13) in room 10408.
Log: [*****] BUG: map_exits: Bad sector type (13) in room 10407.
Log: [*****] BUG: map_exits: Bad sector type (13) in room 10409.
Log: [*****] BUG: map_exits: Bad sector type (13) in room 10406.
Log: [*****] BUG: map_exits: Bad sector type (13) in room 10407.
[Exits: South Northwest]
+-----------+ The walls of this tunnel are close, barely allowing you 
|           | passage. The earth under your feet is damp and sticking to your 
|           | boots. A squeal can be heard coming from the south. You may 
|   O       | want to return back to the safety of the Battlegrounds. 
|  / \      | 
| O   @     | 
|     |     | 
|     O-O   | 
|           | 
|           | 
+-----------+ 
A large rat scuttles across your path, eyes glowing in the dark.

Might as well fix these bugs while someone is at it lol
       
Post is unread #11 May 17, 2013, 7:26 pm
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GatewaySysop
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Remcon said:

[code]
Might as well fix these bugs while someone is at it lol


What's causing that? At least in my version, 13 is 'underground' and seems to work fine. I don't recall ever fixing it, but I don't have the mapper either. Assuming this is an issue with the mapper itself, based on the error?
       
Post is unread #12 May 18, 2013, 7:55 am
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Aurin
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In mapper.c:
switch ( pRoom->sector_type )
   {
      case SECT_INSIDE:
         dmap[x][y].tegn = 'O';
         dmap[x][y].sector = -1;
         break;

      case SECT_CITY:
         dmap[x][y].tegn = ':';
         break;

      case SECT_FIELD:
      case SECT_FOREST:
      case SECT_HILLS:
         dmap[x][y].tegn = '*';
         break;

      case SECT_MOUNTAIN:
         dmap[x][y].tegn = '@';
         break;

      case SECT_WATER_SWIM:
      case SECT_WATER_NOSWIM:
         dmap[x][y].tegn = '=';
         break;

      case SECT_AIR:
         dmap[x][y].tegn = '~';
         break;

      case SECT_DESERT:
         dmap[x][y].tegn = '+';
         break;

      default:
         dmap[x][y].tegn = 'O';
         dmap[x][y].sector = -1;
         bug( "%s: Bad sector type (%d) in room %d.", __FUNCTION__, pRoom->sector_type, pRoom->vnum );
         break;
   }


Seems a simple enough fix. Just add a case for the other 6 sectors that are defined. :) I count 11 sectors defined above, when apparently there are 17 total. (stock FUSS)

In mud.h:
/*
 * Sector types.
 * Used in #ROOMS.
 */
typedef enum
{
   SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN,
   SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT,
   SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_LAVA, SECT_SWAMP, SECT_ICE,
   SECT_MAX
} sector_types;
       
Post is unread #13 May 18, 2013, 8:42 am
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Remcon
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yea, I'm sure it is easy to fix, Thanks for letting who ever updates it know lol :) I just happened to get the issue when testing other stuff and figured id pass it along.
       
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