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DG Scripts bug fixes (#44)
* Increase ID space DG Scripts uses tiny idspace that results in wacky bugs when the mud is running too long. * Overhaul script ids All references to GET_ID(ch/obj) were removed and replaced by char_script_id() and obj_script_id(), which don’t assign ids until they are needed. The ch->id and obj->id variable names were changed to script_id to prevent accidental errors for future programmers. This change greatly increases how long the mud can run before it runs out of ID space. * Fix extraction count This prevents an error log where it has over-counted the extractions pending. It now behaves correctly when the same mob is %purge%’d or extract_char()’d twice.
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14 changed files with 182 additions and 125 deletions
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@ -1254,9 +1254,9 @@ int enter_player_game (struct descriptor_data *d)
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load_room = r_frozen_start_room;
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/* copyover */
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GET_ID(d->character) = GET_IDNUM(d->character);
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d->character->script_id = GET_IDNUM(d->character);
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/* find_char helper */
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add_to_lookup_table(GET_ID(d->character), (void *)d->character);
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add_to_lookup_table(d->character->script_id, (void *)d->character);
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/* After moving saving of variables to the player file, this should only
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* be called in case nothing was found in the pfile. If something was
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