#nuvie@irc.freenode.net logs for 1 Aug 2006 (GMT)

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[00:34:47] <SB-X> servus: i was just really too tired to be on irc the last two days when i mistyped those things into other channels
[00:34:59] <SB-X> get_member_num() takes an id_n too
[00:40:00] <SB-X> it does look to be passing an invalid number though
[00:40:36] <SB-X> it's passing 255
[00:44:37] <SB-X> oh that was stupid, I shouldn't be calling get_member_num() there
[00:44:46] <SB-X> it has to return 255 because in_party==false
[00:45:17] <SB-X> I was tired and copy/pasted from the previous line without thinking much about it.
[00:48:47] <SB-X> luteijn: Thanks for fixing it. The uint8 is only there because the compiler complained about the function call being ambiguous with just a 0.
[01:21:12] <luteijn> if the balloon is in inventory, it should probably be gotten out first, before 'inflating' it..
[01:33:28] <SB-X> yeah
[01:36:00] <SB-X> actually it should drop it first
[01:36:32] <SB-X> that's what you said
[01:37:21] <luteijn> but drop where? on top of character that is holding it I guess.
[01:37:27] <SB-X> on a nearby tile
[01:37:39] <SB-X> heh, you can put the balloon into a backpack
[01:37:46] <SB-X> or into a bag
[01:38:26] <SB-X> if you use it from there it still drops it
[01:38:57] <SB-X> check every tile around the actor holding it
[01:39:14] <SB-X> if none can be passed then say Not enough room.
[01:39:58] <luteijn> let's see if I can get it to do that. Does it get inflated after being dropped?
[01:40:19] <SB-X> yes
[01:41:26] <SB-X> it's actually dropped next to the avatar if in party mode, else next to whoever uses it
[01:41:40] <SB-X> because if your in party mode the avatar is always the one using the object, I guess
[01:42:03] <SB-X> you can walk past the baloon
[01:42:05] <SB-X> balloon
[01:43:40] <SB-X> Cast-Not while aboard ship!
[01:43:46] <SB-X> thought you could cast rel hur
[01:44:18] <luteijn> probably only just before getting aboard.
[02:08:13] <SB-X> the savegame filename is never freed
[02:08:44] <SB-X> it's allocated in SaveManager::load_latest_save() and passed to SaveGame
[02:16:03] <luteijn> looks like you can only walk into a red gate from the North/South, not East/West?!
[02:17:03] <SB-X> eek
[02:17:30] <SB-X> no sense make that
[02:19:15] <SB-X> i only check the obj position, which shouldnt chagne
[02:19:16] <SB-X> change*
[02:21:24] <SB-X> er, once i step off of it they enter the gate
[02:21:48] <SB-X> oh, it seems to be checking the actor's old position
[02:22:45] <SB-X> not sure how to fix that
[02:24:27] <SB-X> perhaps to pass a target location in pass_obj
[02:24:50] <SB-X> usecode->pass_obj(obj, x,y)
[02:24:59] <SB-X> usecode->pass_obj(obj, actor, x,y)
[02:40:13] <SB-X> done
[02:41:50] <luteijn> trying to get the right messages on the scroll for the balloon usage... Not sure if I'm dropping on the right places though, what order are the surrounding spots considered?
[02:43:14] <SB-X> i'm not sure that matters, it seemed to check the tile left of the avatar first
[02:43:59] <servus> SB-X: Gosh, it was a joke! :)
[02:44:20] <SB-X> :)
[02:45:03] <luteijn> hmm ok, becuase I now run from nw n ne w c e sw s se. Or shouldit only try the 4 cardinal directions?
[02:46:56] <SB-X> well the vortex cube doesn't block it
[02:47:59] <SB-X> and you can use it inside a building
[02:48:25] <SB-X> if all the nearby tiles are blocked, it drops the balloon at the actor's location
[02:49:07] <luteijn> so it doesn;t actually say 'Not enough room' after all?
[02:49:13] <SB-X> Nope!
[02:49:23] <SB-X> maybe i was thinking of snes u6
[02:49:35] <SB-X> you can use actor's to block it
[02:49:52] <SB-X> except sherry
[02:50:46] <luteijn> hmm I'm just calling drop(obj,xx,yy) repeatedly at the moment.
[02:52:22] <SB-X> that's the only way to check the location and drop the balloon unless you want to call MapWindow::can_drop_obj() twice
[02:54:18] <luteijn> hmm after Ive checked all the locations and failed, I want to drop it on the 'center' spot, but drop won't let me.. unless hackmove is on. Can I just save current hackmove state, switch it to on, call drop, and then switch it back to whatever it was, or is that too ugly?
[02:55:12] <SB-X> does drop() print a message?
[02:55:17] <SB-X> maybe you dont want to call drop at all
[02:55:28] <SB-X> and just place the object yourself
[02:56:07] <SB-X> from what I can see in the original there is no drop animation either, it just places the balloon at the location immediately
[02:56:53] <SB-X> balloon.x = x; balloon.y = y; obj_manager->addObj(balloon, true);
[02:57:06] <luteijn> bleh, that's why I hate C++. It's supposed to make it easier to reuse code, but you end up duplicating stuff all over..
[02:57:22] <SB-X> not sure that's a C++ issue instead of a problem with our code
[02:57:36] <SB-X> after dropping it then call use on it
[02:57:43] <SB-X> and it will use it normally
[02:58:05] <luteijn> It sort of worked already, except for the spurious messages.
[02:58:56] <luteijn> Let's see if I can at least use can_drop_obj..
[02:59:28] * SB-X spams 99 balloons to make testing using them easier without having to enter, exit, and get the balloon to check each square.
[02:59:56] <SB-X> can_drop_obj should work although a map check might be better
[03:00:56] <SB-X> map->is_passable() doesn't check for a blocking actor though
[03:01:27] <luteijn> that's why I went for drop.
[03:04:33] <SB-X> 4X2
[03:04:33] <SB-X> XoX
[03:04:33] <SB-X> 1X3
[03:04:39] <SB-X> X2X
[03:04:39] <SB-X> 1o4
[03:04:39] <SB-X> X3X
[03:04:48] <SB-X> that's the order it checks free squares
[03:05:02] <SB-X> where X is a blocking actor
[03:06:08] <SB-X> left is checked before down-left
[03:08:30] <SB-X> and down-left is checked before up
[03:09:30] <SB-X> and up is checked before down :)
[03:09:48] <SB-X> not that you have to care about the order
[03:10:49] <SB-X> it checks up-right, right, and down-right last... probably how you're already doing it
[03:18:22] <luteijn> mine was going:
[03:18:24] <luteijn> 123
[03:18:36] <luteijn> 456
[03:18:40] <luteijn> 789
[03:19:54] <luteijn> easy to flip. still have to figure out how to drop the balloon, as we don' tknow who has it, just who is using it..
[03:20:16] <SB-X> ActorManager::get_actor_holding_obj(obj)
[03:20:27] <SB-X> but go by who is using it
[03:20:37] <SB-X> items.actor_ref
[03:20:54] <luteijn> but I have to remove it from someone's inventory, isn't it?
[03:21:03] <SB-X> yes
[03:21:45] <SB-X> since items.actor_ref is already set then it's no problem using both
[03:23:35] <SB-X> I forgot that you're working on use already, so you wouldn't need to call use again.
[03:23:55] <SB-X> just put all that in an if(obj->is_in_inventory()) { ... } block
[03:24:53] <SB-X> actaully if(obj->is_in_inventory() || obj->is_in_container()) { ... }
[03:24:55] <SB-X> actually*
[03:25:20] <SB-X> but if it's in a container just exit with error because don't handle that yet
[03:28:19] <SB-X> if(obj->is_in_container()) { scroll->display_string("Not now!\n"); return true; } if(obj->is_in_inventory()) { ... }
[03:29:26] <luteijn> first have to get it woring again now that I have to get all the things that 'drop' used to call accessable.. but it's always been in an is_in_inventory() block.
[03:56:32] <SB-X> do monsters that throw weapons ever run out of weapons?
[03:57:30] <luteijn> Not sure if they generate their inventory when hatched, or when dying. Maybe check with pickpocket on their inventory?
[03:57:37] <SB-X> good idea
[03:58:01] <SB-X> i created a list of monster inventories to be added to nuvie, but hadn't checked if they have the stuff before dying
[04:00:13] <luteijn> u6o only generates the inventory upon death, but I hope U6 has the monsters really carry their gear.
[04:00:44] <SB-X> you cant pickpocket monsters in u6o?
[04:01:19] <luteijn> nope, only can cast pickpocket to get the guild belt, afaik.
[04:02:19] <SB-X> ah that's too bad
[04:02:28] <SB-X> i pickpocketed a troll and he had a spear, throwing axe, and a chest which when opened created an explosion that killed him
[04:02:38] <SB-X> when i stole the spear or throwing axe, he got another one
[04:02:57] <SB-X> from out of nowhere
[04:03:14] <SB-X> they must be magically generated (unless the objects he has have quantity > 1)
[04:03:34] <SB-X> it seems like they do run out eventually
[04:04:00] <luteijn> hmm maybe pickpocket only shows unique things, since you can only get one?
[04:05:01] <SB-X> "Look-Thou dost see a dead body. Searching here, you find a throwing axe, a throwing axe, a throwing axe, a throwing axe, a throwing axe, a throwing axe, a throwing axe, a spear, a spear, a spear, and a wooden shield. (never saw the shield with Pickpocket)
[04:05:05] <SB-X> "
[04:05:32] <luteijn> maybe pickpocket has a chance to fail to notice things?
[04:06:56] <SB-X> now this one has two spears and 34 gold coins
[04:07:38] <luteijn> every pickpocket casting has the same result on the same actor if you cast it a few times in a row?
[04:08:37] <SB-X> is there a way to regenerate magic points immediately?
[04:09:19] <luteijn> dunno, can't you just set your int to 30 with iolo, so you have a few to play with?
[04:09:33] <SB-X> it is :)
[04:09:37] <SB-X> maybe i should set it to 90
[04:10:06] <SB-X> it looks like every pickpocket on the same actor has the same result if you cast it a few times in a row
[04:10:28] <SB-X> thanks for reminding me about iolo's cheat menu
[04:11:08] <SB-X> but heal up doesnt raise magic points
[04:11:15] <SB-X> and int doesnt go over 30
[04:16:13] <SB-X> guess we should handle multiple readied objects in the same slot
[04:16:29] <SB-X> and just create the monsters with everything already equipped
[04:21:27] <SB-X> the chest for a particular actor always has the same contents
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