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Map goto crashes

 
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ryan0_o



Joined: 01 Mar 2010
Posts: 171

PostPosted: Thu Oct 11, 2012 2:14 pm    Post subject: Map goto crashes Reply with quote

DEBUG_STACK[000] = find_room(0x25d9e10,A Trail Junction)

Everything I try to use goto with a roomname
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Thu Oct 11, 2012 11:58 pm    Post subject: Reply with quote

Version 2.00.8?
Try #map goto number and then #map goto name.
This works on 2.00.8 but I already use 2.00.7.
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Fri Oct 12, 2012 12:19 pm    Post subject: Reply with quote

What does the #help map say for 2.00.7, looking at my doctored 2.00.8 beta code it seems that #MAP GOTO requires a vnum not a name.

In the dim and distant past (well in 2.00.n where n < 8 by more than 1) the default for a room that was not named by the user was for the room name to be the same as the room vnum - now the name is left blank in a new room that is created.
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ixle



Joined: 15 Sep 2011
Posts: 158
Location: United States

PostPosted: Fri Oct 12, 2012 7:00 pm    Post subject: Reply with quote

This sounds mysteriously similar to all the crashes I've been getting with #map find {blah} and #path run.

My bug report is here
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Sat Oct 13, 2012 12:08 pm    Post subject: Reply with quote

2.00.7 #map help say

Code:

#map goto <room name> [exits]: Takes you to the given room name, if
you provide exits those must match as well.


This is very good idea, i don't remember vnum of my rooms I use only #map goto nuln_start or #map goto athel_start


Quote:
2.00.8 beta code it seems that #MAP GOTO requires a vnum not a name.


Really? Why this has been changed?
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ryan0_o



Joined: 01 Mar 2010
Posts: 171

PostPosted: Sun Oct 14, 2012 6:06 pm    Post subject: Reply with quote

Hmm.. how could your find the vnum of a room with a certain name programmatically?

Is there a #map command to aid with this?
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ixle



Joined: 15 Sep 2011
Posts: 158
Location: United States

PostPosted: Sun Oct 14, 2012 8:30 pm    Post subject: Reply with quote

ryan0_o wrote:
Hmm.. how could your find the vnum of a room with a certain name programmatically?

Is there a #map command to aid with this?


Programmatically I'm not sure since the output of #map list isn't triggerable. Otherwise #map list is how you get the vnum.
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ryan0_o



Joined: 01 Mar 2010
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PostPosted: Sun Oct 14, 2012 9:50 pm    Post subject: Reply with quote

I guess I could try looping through every room in the map and try the matching name
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Mon Oct 15, 2012 9:56 am    Post subject: Reply with quote

I previously wrote:
What does the #help map say for 2.00.7, looking at my doctored 2.00.8 beta code it seems that #MAP GOTO requires a vnum not a name.
I was wrong, I found that I am using #MAP GOTO in a couple of places in the map I've got; this is in some special #MAP EXIT <dir> {COMMAND} {stuff..} to slip in an #ACTION to move in the map in response to MUD output (sort of "The Door opens" stuff).

How are you calling the #MAP GOTO? I.E. which one of:
#MAP GOTO <roomname>
#MAP GOTO {<roomname>}
#MAP GOTO $variable_holding_roomname
#MAP GOTO {$variable_holding_roomname}
#MAP GOTO ${variable_holding_roomname}
For some commands you can get subtly different results depending on whether things are wrapped in '{''}'s...
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Mon Oct 15, 2012 10:37 am    Post subject: Reply with quote

I am calling #MAP GOTO <roomname>

Code:
#map goto athel_start

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ryan0_o



Joined: 01 Mar 2010
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PostPosted: Tue Oct 16, 2012 7:32 pm    Post subject: Reply with quote

Code:

#map goto {A Secret Room}


Either way, it still crashes... is there some way I can download a previous version of tintin? This is very hindering...
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3770

PostPosted: Wed Oct 17, 2012 6:28 am    Post subject: Reply with quote

Have you tried the beta?
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Slysven



Joined: 10 Apr 2011
Posts: 365
Location: As "Jomin al'Bara" in WoTMUD or Wiltshire, UK

PostPosted: Thu Oct 18, 2012 6:36 am    Post subject: Reply with quote

Humm, if you use the #MAP GOTO <roomname> [<roomexits>] I think it will be safest to wrap the roomname in '{''}' so that TinTin++ can tell exactly what to search for - although in your case the room name is only one white-space delimited word so that shouldn't be an issue.

For some things (arguments to #ALIASes come to my mind) the arguments that are picked up after the command can sometimes include the whitespace between those things.

Seems the most certain workaround with your current version would be to use:
Code:
#MAP LIST {athel_start}
to get the room vnumber on-screen, store that in a variable, (of the same name for convenience):
Code:
#VARIABLE {athel_start} <result from #MAP LIST above>
then use:
Code:
#MAP GOTO {$athel_start}
to use it... Does this eliminate the crashes?
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Azirek



Joined: 29 Jan 2012
Posts: 28

PostPosted: Fri Oct 19, 2012 7:48 am    Post subject: Reply with quote

2.00.8:

Code:

#map list athel_start
#MAP: You are not inside the map. Use #map goto to enter it.
#map goto athel_start
DEBUG_STACK[000] = find_room(0x80181d000,{athel_start})


Code:

#map list athel_start
#MAP: You are not inside the map. Use #map goto to enter it.
#map goto {athel_start}
DEBUG_STACK[000] = find_room(0x80181d000,{athel_start})


Code:

#map list athel_start
#MAP: You are not inside the map. Use #map goto to enter it.
#map goto 13569
#MAP GOTO: MOVED TO ROOM 13569 {athel_start}.
#map list athel_start
vnum: 13569   distance:    0.000   name: athel_start
#map goto nuln_start
#MAP GOTO: MOVED TO ROOM 4879 {nuln_start}.
#map goto athel_start
#MAP GOTO: MOVED TO ROOM 13569 {athel_start}.


Code:

#map list athel_start
#MAP: You are not inside the map. Use #map goto to enter it.
#var {athel_start}{13569}
#OK. VARIABLE {athel_start} HAS BEEN SET TO {13569}.
#map goto {$athel_start}
#MAP GOTO: MOVED TO ROOM 13569 {athel_start}.


Later I will check the last version 2.00.9 beta.

edit:
2.00.9 beta works ok.
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ryan0_o



Joined: 01 Mar 2010
Posts: 171

PostPosted: Sat Nov 10, 2012 2:16 pm    Post subject: Reply with quote

The BETA does not crash Nod
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