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 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ Ah, more asteroids.

Ah, more asteroids.

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Posted by Nick Cash   USA  (626 posts)  Bio
Date Fri 07 May 2004 (UTC)
Message
Ok, well, first off I'm having some linking issues. I'll not ask you all to fix these for me (yet :P). But I am having trouble. It appears that the following code is hanging the entire mud up, making me have to restart:

          for ( asteroid = ship->starsystem->first_asteroid; asteroid; asteroid = asteroid->next_in_system)
          {
                if (abs(ship->vx - asteroid->x) < 1 &&
                    abs(ship->vy - asteroid->y) < 1 &&
                    abs(ship->vz - asteroid->z) < 1 )
                {
                    ship->collision = asteroid->maxhp;
                    asteroid->collision = ship->maxhull;
                }
          }


The only conclusions I've come by is that the asteroid doesnt have an x/y/z. Anyways, I'd ask that you look over http://ew.xidus.net/code/3.0a.c and http://ew.xidus.net/code/asteroids.h for the actual asteroid code. Perhaps you could find any errors in the linking I've got.

~Nick Cash
http://www.nick-cash.com
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Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #1 on Fri 07 May 2004 12:02 AM (UTC)
Message
By the way, this only happens after an asteroid has been destroy and put back in the system. The linking errors are within starsystems because if I go to my Terra star system EVERY asteroid is in the list and display on look and radar. However, you cannot target or fire at them.

~Nick Cash
http://www.nick-cash.com
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Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #2 on Fri 07 May 2004 12:54 AM (UTC)
Message
Something tells me its extract_asteroid. I don't think the unlink is needed.

~Nick Cash
http://www.nick-cash.com
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Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #3 on Thu 13 May 2004 04:14 AM (UTC)
Message
Hmm, perhaps you all can spot something wrong with this function.

/*
 * Extract the asteroid from a starsystem
 */
bool extract_asteroid( ASTEROID_DATA *asteroid )
{
     SPACE_DATA *starsystem;

     starsystem = asteroid->starsystem;

     if ( asteroid == NULL || starsystem == NULL )
        return FALSE;

     if ( starsystem != NULL )
     {
     
      if ( starsystem->last_asteroid == asteroid )
        starsystem->last_asteroid = asteroid->prev_in_system;
        
      if ( starsystem->first_asteroid == asteroid )
        starsystem->first_asteroid = asteroid->next_in_system;
        
      if ( asteroid->prev_in_system )
        asteroid->prev_in_system->next_in_system = asteroid->next_in_system;
     
      if ( asteroid->next_in_system)
        asteroid->next_in_system->prev_in_system = asteroid->prev_in_system;
        
     }

    UNLINK( asteroid, starsystem->first_asteroid, starsystem->last_asteroid, next_in_system, prev_in_system );   
    asteroid->starsystem = NULL;

    return TRUE;
}

Thanks, hopefully we'll find something. I think it has to do with the UNLINK. Perhaps some of what it does is already taken care of above?

~Nick Cash
http://www.nick-cash.com
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Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #4 on Thu 13 May 2004 04:42 AM (UTC)
Message
::sigh:: Posting before I mess with it myself sure makes me look stupid. It appears I had my loop wrong, and was referencing to the master asteroid list (asteroid->next) rather than the individual list of each starystem (asteroid->next_in_system) and I am actually having no linking issues. However, I would still like to know about extract_asteroid. I'll go conjure some other problem for oyu all to solve.

~Nick Cash
http://www.nick-cash.com
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