On 8/10/07, Joe Wells <[EMAIL PROTECTED]> wrote:
>
> "Bradley Arsenault" <[EMAIL PROTECTED]> writes:
>
> gdb says b is NULL after this command, so get_building is clearly
> returning NULL.


Yes, its being given an invalid input somehow.


First, am I correct in understanding that b is actually supposed to be
> an attack flag (not a real building)?


b is supposed to be an attack flag, because the I that is used to
get_buildings comes from the vector attack_flags.


Is it always the case that the building register contains only attack
> flags?  Otherwise why should entries 0, 1, 2, etc., be guaranteed to
> be only attack flags and not also other buildings that are being
> managed?


The difference between Echo and the actual game is that every building is
given a unique ID for the entire game. Rather than the GID's, which can be
re-used, the echo ID's are only used once for a building. I store those ID's
in the vector attack_flags and retrieve them in this function. Somehow, the
vector contains an ID for a flag that has already been destroyed. 0, 1, 2,
and probably up to 20 are most likely normal buildings cause thats what
nicowar constructs first, somewhere in there would be a couple exploration
flags. A flag is a building the game engines perspective, except in a few
special circumstances.


So b->locked[true] indicates whether the attack flag is accessible by
> land *or* water, while b->locked[false] indicates whether it is
> accessible by land only?  Right?


Yes.


For what it is worth, this happened when I had wiped out about 1/3 of
> Nicowar's base area.  Would that cause Nicowar to delete one of its
> attack flags in a strange way?


Hmm, it might have something to do with it, although doubtful. It might have
removed the flag with that is_locked override right there since i've never
actually seen nicowar do it in action (despite much hard testing)



> Okay.
>
> --
> Joe
>
>
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-- 
Extra cheese comes at a cost. Bradley Arsenault.
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