Welcome to the Builder Academy

Question do_mforce bug

More
23 Feb 2018 01:52 #7617 by Fizban
do_mforce bug was created by Fizban
Currently if you use %force% %actor% or %force% %self% in a player-attached script it causes a crash. After running GDB it seemed to be being caused by:


if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
return;

The intent of those lines seems fairly redundant as best as I can tell.

Changing it to:


if (ch->desc && (GET_LEVEL(ch-) < LVL_IMPL))
return;

gets rid of the crash, but makes %force% %actor% <stuff> still not work on a player-attached script.

Removing the two lines completely makes it "still" not work, but, at this point is sends:

[ Mob ((null), VNum 65535):: mforce: forcing self ]

That's caused by

if (victim == ch) {
mob_log(ch, "mforce: forcing self");
return;
}

I'd probably change that to be:

if (victim == ch && IS_NPC(ch)) {
mob_log(ch, "mforce: forcing self");
return;
}

This way you retain the functionality of getting that error when a script on a mob is written to do %force% %self%, which isn't harmful, but also won't work so it's nice to retain the message as error detection.

I don't see any issues with this fix, I still can't type mforce or %force% to manually abuse anything.

The full function and proposed changes are below in case anyone else sees an issue with the changes.
Code:
ACMD(do_mforce) { char arg[MAX_INPUT_LENGTH]; if (!MOB_OR_IMPL(ch)) { send_to_char(ch, "%s", CONFIG_HUH); return; } if (AFF_FLAGGED(ch, AFF_CHARM)) return; - if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) - return; argument = one_argument(argument, arg); if (!*arg || !*argument) { mob_log(ch, "mforce: bad syntax"); return; } if (!str_cmp(arg, "all")) { struct descriptor_data *i; char_data *vch; for (i = descriptor_list; i ; i = i->next) { if ((i->character != ch) && !i->connected && (IN_ROOM(i->character) == IN_ROOM(ch))) { vch = i->character; if (GET_LEVEL(vch) < GET_LEVEL(ch) && CAN_SEE(ch, vch) && valid_dg_target(vch, 0)) { command_interpreter(vch, argument); } } } } else { char_data *victim; if (*arg == UID_CHAR) { if (!(victim = get_char(arg))) { mob_log(ch, "mforce: victim (%s) does not exist",arg); return; } } else if ((victim = get_char_room_vis(ch, arg, NULL)) == NULL) { mob_log(ch, "mforce: no such victim"); return; } - if (victim == ch) { + if (victim == ch && IS_NPC(ch)) { mob_log(ch, "mforce: forcing self"); return; } if (valid_dg_target(victim, 0)) command_interpreter(victim, argument); } }

Please Log in or Create an account to join the conversation.

More
27 Feb 2018 20:27 #7633 by thomas
Replied by thomas on topic do_mforce bug
Good catch.

Please Log in or Create an account to join the conversation.

Time to create page: 0.184 seconds