[05:05:56] --> Yuv422 has joined #nuvie
[05:14:31] --> sbx has joined #nuvie
[05:14:39] <Yuv422> hi sbx
[05:14:40] <sbx> hello
[05:14:54] <Yuv422> I got a patch via email today. :)
[05:15:05] <Yuv422> I've just merged it in
[05:15:10] <Yuv422> will commit it in a sec
[05:15:22] <sbx> whats it do?
[05:15:30] <Yuv422> it adds get support
[05:15:46] <sbx> quite a patch
[05:16:20] <Yuv422> but he added it via the free roaming cursor so I changed it to the arrow cursor
[05:16:28] <sbx> are the inventory access methods completely implemented?
[05:16:29] <Yuv422> and added a check.
[05:16:35] <Yuv422> you could get any object
[05:16:36] <Yuv422> :)
[05:16:38] <sbx> oh yeah
[05:16:49] <Yuv422> including pillars, fireplaces doors etc. ;)
[05:17:08] <sbx> yeah we dont need that, you can ask iolo for those
[05:17:09] <sbx> :)
[05:17:12] <sbx> i forget about the short range arrow
[05:18:06] <sbx> the check isnt in the inventory handling part is it?
[05:18:14] <sbx> weight/item slot check
[05:18:27] <Yuv422> it checks to see if the object has weight
[05:18:40] <Yuv422> I haven't put the weight restriction check in yet.
[05:18:54] <Yuv422> I might just merge that into the add item method in actor
[05:18:59] <sbx> it should be in the get event part anyway
[05:19:03] <sbx> i conversations the script checks the weight itself
[05:19:06] <sbx> in*
[05:19:15] <sbx> and the add item, transfer item doesnt check it
[05:19:25] <Yuv422> ah k
[05:19:29] <sbx> so you can ask iolo for a fireplace etc
[05:19:36] <Yuv422> right
[05:19:39] <Yuv422> I forgot that
[05:19:39] <sbx> "That's too heavy for you, but I'll let you have it anyway!"
[05:20:07] <sbx> im pretty sure it doesnt use an alternate "give" command but ill probably check again
[05:20:31] <servus> use a referring interface
[05:20:55] <Yuv422> ?
[05:21:12] <servus> picking up items yourself just uses get_item_refer() which checks weights, then calls get_item();... iolo calls get_item() directly or calls get_item_cheat() which just calls get_item() without checking
[05:21:32] <servus> just a simple function used as a layer...
[05:21:35] <Yuv422> ah k
[05:21:41] <servus> might make for clearer code:)
[05:21:49] <sbx> thats almost like it does it
[05:21:55] <sbx> except i dont think iolo calls get_item_cheat
[05:22:17] <servus> then he calls get_item directly, but id like to have that "stub" function in there for every way you can get an item
[05:22:25] <sbx> get event calls the inventory access methods
[05:22:29] * servus shrugs
[05:22:31] <sbx> ok
[05:22:45] <servus> just my two obsidian chits:)
[05:23:06] <sbx> hehe i havnt actually looked at how its coded in nuvie yet
[05:25:50] <Yuv422> ok get support is in CSV
[05:25:51] <Yuv422> CVS
[05:30:35] <sbx> wonderful
[05:30:54] * sbx goes around stealing grandfather clocks.
[05:31:03] <Yuv422> hehe
[05:31:07] <Yuv422> yeah got to fix that
[05:31:20] <Yuv422> and the clock themselves while I'm at it :)
[05:31:36] <sbx> im cleaning out the entire castle
[05:32:02] <Yuv422> hehe I better add that weight check then ;)
[05:32:33] <Yuv422> you can even pinch the left stone lion as it holds the cheat scroll
[05:33:04] <sbx> you can take the eggs too
[05:33:39] <Yuv422> yup eggs shouldn't be visible anyway.
[05:34:27] <sbx> have to figure out what to do with them first
[05:35:21] <Yuv422> maybe we could have an egg class
[05:37:03] <sbx> do you know what they all do?
[05:37:21] <Yuv422> not really
[05:37:45] <Yuv422> well enough to make a start I guess
[05:39:52] <sbx> what is the calculation to see how much weight an actor can carry?
[05:40:13] <Yuv422> strength * 2
[05:40:25] <Yuv422> total weight
[05:40:41] <Yuv422> an strength for equiped objects
[05:40:42] <sbx> so...
[05:41:17] <sbx> (strength * 2) - weight of all objects on actor?
[05:41:38] <sbx> would be how much free space they have
[05:42:30] <Yuv422> yes
[05:42:33] <sbx> either actor or inventory should have a function for the amount of free space they can carry
[05:42:44] <Yuv422> actor
[05:42:46] <sbx> or, one for the amount they are carrying, and one for the amount they could carry total
[05:43:03] <sbx> or all three
[05:43:29] <Yuv422> actor can handle readied items by itself
[05:44:02] <Yuv422> do we really want to overload our actors?
[05:44:06] <Yuv422> via spam.
[05:44:35] <sbx> what do you mean overload?
[05:45:02] <Yuv422> giving an actor objects over their max weight
[05:45:07] <sbx> yes
[05:45:25] <sbx> unless there is a problem in the way its designed that prevents that
[05:45:34] <sbx> if its too difficult :\
[05:45:46] <Yuv422> it shouldn't be too difficult
[05:45:55] <sbx> inventory_has_object just needs to be modified to use quality
[05:45:59] <sbx> and return the number of objects
[05:46:51] <Yuv422> so obj_n and quality
[05:47:00] <Yuv422> and return Obj *
[05:47:06] <sbx> no
[05:47:08] <sbx> just return a count
[05:47:29] <Yuv422> why a count
[05:47:32] <sbx> or maybe have a new method to do it and have inventory_has_object call it
[05:47:40] <sbx> because the script wants to know the quantity
[05:47:57] <sbx> oh
[05:48:04] <sbx> i see, Obj has qty
[05:48:16] <sbx> either way then
[05:49:11] <sbx> i know, there can just be a new one to get_obj
[05:49:18] <sbx> inventory_has_object can call that
[05:49:27] <sbx> and there can be an inventory_count_objects
[05:49:31] <sbx> also calls it
[05:50:40] <sbx> if you are not doing it now i can add them
[05:51:15] <Yuv422> sure
[05:52:11] <Yuv422> oh one thing I ment to ask you
[05:52:29] <Yuv422> can you put methods in the .cpp file if they are greater than one line?
[05:52:49] <sbx> ok
[05:52:51] <sbx> one statement?
[05:52:58] <sbx> because i could put several on one line to fit that rule ;)
[05:53:06] <Yuv422> hehe
[05:53:12] <Yuv422> I think you know what I mean:P
[05:53:16] <sbx> ok
[05:53:28] <Yuv422> it just helps readablity
[06:07:20] <Yuv422> hey servus
[06:08:07] <Yuv422> feel like writing up support for the U6 intro?! ;)
[06:09:27] <sbx> and start menu
[06:09:33] <sbx> and character creation screen
[06:09:42] <Yuv422> :) now your talking.
[06:10:06] <Yuv422> and end sequence
[06:13:04] <Yuv422> I guess that's a no. :(
[06:13:34] <sbx> heh
[06:13:57] <Yuv422> we need to find someone willing to help with those areas
[06:14:02] <sbx> how about i add these to Actor: inventory_weight_max(), inventory_weight()
[06:14:10] <sbx> is that good?
[06:14:20] <sbx> or maybe they should have different names
[06:14:35] <Yuv422> inventory_get_max_weight
[06:14:48] <sbx> the first one is how much weight the actor can carry given their strength, the second is the weight of all their current inventory
[06:14:50] <sbx> ok
[06:15:03] <Yuv422> the names aren't too important
[06:15:11] <Yuv422> inventory_get_total_weight
[06:15:28] <sbx> yeah sounds good
[06:15:33] --> maku has joined #nuvie
[06:15:44] <Yuv422> Hi Maku
[06:15:51] <maku> Hello
[06:15:51] <Yuv422> did you get my email?
[06:15:56] <maku> Yep
[06:15:59] <sbx> Yuv422: oh there is already get_inventory_weight?
[06:16:05] <Yuv422> :)
[06:16:15] <Yuv422> thanks again for the patch
[06:16:21] <maku> You're welcome
[06:16:37] <maku> I am willing to do more for nuvie
[06:16:41] <sbx> Yuv422: add get_inventory_weight to get_inventory_equip_weight to get total weight?
[06:16:49] <maku> I'm just getting hold of the source ;)
[06:17:10] <sbx> im not sure if u6 counted what you were wearing when it checked to see if you can carry something
[06:17:33] <Yuv422> I'd say equip weight is a subset of total weight
[06:17:36] <sbx> hi maku
[06:17:43] <maku> hi sbx
[06:18:11] <Yuv422> sbx: maku provided the get patch, as you've probably guessed.
[06:18:18] <sbx> yes very nice
[06:18:22] <maku> thanks
[06:19:52] <maku> can actors walk through each other in Ultim VI? IIRC that shouldn't happen
[06:20:21] <maku> it's a long time since I last played the orginal U6
[06:20:38] <Yuv422> yeah I haven't added the block on actors yet
[06:21:11] <Yuv422> you could only walk through members of your party.
[06:21:26] <Yuv422> they just swapped positions with you.
[06:22:18] <maku> I had a look at Actor.cpp. This blocking functionality would be easiest (and most logical) to add to the Actor.move() function.
[06:22:38] <Yuv422> yes
[06:22:41] <maku> The only problem is that Actor class doesn't know anything about ActorManager
[06:23:50] <Yuv422> that might be a problem when actors need to move around
[06:23:54] <Yuv422> by themselves
[06:24:38] <sbx> should they ask map then?
[06:24:51] <sbx> oh it doesnt have map pointer eithe
[06:24:53] <sbx> r
[06:25:00] <sbx> oh it does!
[06:25:01] <sbx> heh
[06:25:10] <maku> :)
[06:25:16] <Yuv422> yes map would probably be the best bet
[06:25:34] <Yuv422> as it provides the object blocking check
[06:26:07] <Yuv422> map::is_passable
[06:26:28] <sbx> maybe the actor should set moving vector on themselves
[06:26:35] <sbx> which basically already has the needed variables
[06:26:45] <sbx> and actormanager on updates moves the actors that are set to move
[06:27:04] <maku> sounds reasonable
[06:29:45] <sbx> Yuv422: is there a way to get weight of any object by number?
[06:29:55] <Yuv422> yes
[06:30:02] <Yuv422> via ObjManager
[06:30:22] <Yuv422> float get_obj_weight(Obj *obj);
[06:30:44] <Yuv422> oh you mean by obj_n
[06:30:45] <Yuv422> ?
[06:30:50] <sbx> yes
[06:31:15] <sbx> for any instance of that object, not just a specific one
[06:31:33] <Yuv422> we might as well change that to obj_n
[06:31:58] <Yuv422> want me to change it?
[06:32:29] <Yuv422> hmm
[06:32:34] <maku> go ahead
[06:32:38] <Yuv422> but it does need the qty
[06:33:08] <Yuv422> and it does weights for items in a container
[06:33:21] <sbx> i dont need the method i asked about after all
[06:33:27] <sbx> i can get the Obj* from actor
[06:33:27] <Yuv422> ah k
[06:33:31] <sbx> then call that to weight them all
[06:33:34] <sbx> weigh*
[06:33:38] <sbx> which is all i had to do
[06:33:58] <Yuv422> don't forget that get_obj_weight needs to be divided by 10
[06:34:24] <Yuv422> maku: did you want to work on anything?
[06:34:38] <sbx> oops
[06:34:42] <maku> Yes. I want.
[06:34:54] <maku> Just name a task ;)
[06:35:29] <sbx> why is it divided by 10?
[06:35:43] <Yuv422> that's how it is stored in tileflag
[06:36:05] <sbx> i think the npc scripts handle it as a normal integer too
[06:36:23] <Yuv422> rounded to the nearest stone?
[06:36:32] <Yuv422> or x10
[06:36:41] <sbx> i guessed x10 but i dont know now
[06:36:45] <sbx> im going to look at the original
[06:37:07] <Yuv422> are you any good at sound programing maku?
[06:38:19] <maku> it's long since I last have done sound programming. I dont't think I'm so good.
[06:38:20] <Yuv422> you could work on the intro sequence?
[06:38:50] <maku> I could have a look
[06:38:59] <maku> just give me a starting point
[06:39:30] <Yuv422> I haven't investigated it too much but I think it should be fairly straight forward
[06:39:41] <Yuv422> we'll need a class to decode the shape files
[06:39:43] <Yuv422> .shp
[06:40:00] <Yuv422> I think that is where most of the intro graphics are stored
[06:40:30] <maku> there are four intro.shp:s
[06:40:45] <Yuv422> have you got nodlings u6 notes?
[06:41:13] <maku> nope. you probably know where to get them?
[06:41:19] <Yuv422> yes
[06:41:21] <Yuv422> on sec
[06:41:23] <Yuv422> one
[06:41:50] <Yuv422> http://www.geocities.com/nodling/ultima/text/u6tech.txt
[06:42:07] <maku> okay. I'll grap them and have a look
[06:42:09] <Yuv422> this doc describes the shp file format
[06:42:37] <maku> then I should be able to do it
[06:42:53] <Yuv422> you'll probably need to get the original running in an emulator
[06:42:57] <Yuv422> if your on linux
[06:43:08] <Yuv422> I think it runs straight on win32 XP
[06:43:12] <Yuv422> not sure though
[06:43:26] <Yuv422> how do you run it sbx?
[06:44:48] <maku> I am using FreeBSD. I play orginal on my brother's w2k computer.
[06:44:58] <sbx> dosbox
[06:45:22] <Yuv422> cool so we can add FreeBSD to the list of supported platforms. :)
[06:45:52] <Yuv422> I assume nuvie runs ok on FreeBSD?
[06:46:03] <maku> just perfectly!
[06:46:12] <Yuv422> )
[06:46:14] <Yuv422> :)
[06:46:24] <maku> remember that Mac os X is derived from FreeBSD
[06:46:33] <Yuv422> hehe yeah.
[06:46:57] <Yuv422> I try to write portable code too whereever possible
[06:47:59] <Yuv422> those .shp files are probably compressed
[06:48:19] <Yuv422> they might be library files too.
[06:48:25] <Yuv422> I haven't check them yet.
[06:48:35] <Yuv422> have you looked at them sbx?
[06:49:27] <Yuv422> maku: Here's another useful doc. http://3e8.org/pub/ultima6/u6notes.txt
[06:50:39] <sbx> nope
[06:51:21] <Yuv422> the intro text is contained in the u.exe file
[06:51:40] <Yuv422> along with the character creation questions
[06:52:13] <maku> nice...
[06:52:26] <maku> do we have an exe unpacker yet?
[06:53:21] <Yuv422> nope
[06:53:26] <sbx> Yuv422: should ObjManager::get_obj_weight(Obj *obj) be returning the weight / 10? that line is commented out, but the Actor inventory methods divide it
[06:53:43] <Yuv422> no
[06:53:50] <Yuv422> because the function is recursive
[06:54:11] <Yuv422> there would be rounding errors if we did.
[06:54:28] <Yuv422> it's better to divide it after it is totaled
[06:54:43] <Yuv422> u.exe isn't packed like game.exe
[06:55:08] <maku> okay. that'll simplify things up a bit
[06:55:14] <Yuv422> I don't know if we should get the text from u.exe or just inline it into our source
[06:56:24] <sbx> Yuv422: does anything outside get_obj_weight depend on the value not being divided right now?
[06:56:24] <maku> it would probably be easier (at first) just do inlining
[06:56:55] <Yuv422> sbx: Actor
[06:56:57] <sbx> Yuv422: nm i see it does
[06:56:58] <sbx> heh
[06:56:59] <sbx> ok
[06:57:06] <maku> BTW who is working on conversations?
[06:57:12] <Yuv422> sbx
[06:57:14] <Yuv422> :)
[06:57:53] <maku> talking to Sherry (SW corner of the castle) causes two "Error: Unknown operation"
[06:58:24] <sbx> theres a lot of those still
[06:58:38] <sbx> i havnt looked at it
[06:59:18] <maku> it's about inventory checks
[06:59:41] <Yuv422> maku: try talking to Lord British. :)
[06:59:51] <Yuv422> you'll see lots of unknowns there.
[07:00:31] <Yuv422> if you say "heal
[07:00:32] <Yuv422> "
[07:00:34] <maku> first when it checks if Avatar really has cheese with him and after that if you give cheese away and script tries to remove item from inventory
[07:01:08] <maku> I think these two shouldn't be very hard to implement
[07:02:38] <sbx> im implementing more inventory checks at the moment
[07:03:14] <sbx> well actually im checking some things in the original
[07:03:16] <sbx> but thats part of it
[07:03:43] <Yuv422> in the original could you get/use on a diagonal?
[07:04:12] <maku> you mean NE SE SW NW directions?
[07:04:19] <Yuv422> yes
[07:04:56] <sbx> you can get
[07:04:57] <maku> IIRC use may only be used with dirs N, E, S and W
[07:05:06] <maku> get is more flexible
[07:05:23] <sbx> and you can use
[07:05:49] <maku> I think one can get items from about two tiles range. sbx?
[07:06:35] <sbx> it says Out of range! if i use the mouse
[07:06:41] <maku> okay.
[07:07:54] <maku> I could implement the ability to use containers making getting items from chests possible
[07:07:55] <Yuv422> hey guys try going to minoc 27f, 55, 0
[07:08:11] <Yuv422> if you want
[07:08:30] <Yuv422> I'm not sure if objects are going into their container properly
[07:08:30] <maku> how does the teleport command work?
[07:08:39] <Yuv422> alt-214
[07:08:54] <Yuv422> the type 0x275 0x55 0x0
[07:09:01] <Yuv422> the type 0x27f 0x55 0x0
[07:09:08] <Yuv422> +n
[07:09:10] <Yuv422> hehe
[07:09:32] <maku> okay. now I got it working
[07:09:44] <Yuv422> checkout the dodgy wall
[07:09:57] <Yuv422> I'm not sure why it isn't blocking :(
[07:10:08] <servus> (secret door?)
[07:10:25] <Yuv422> nope it is the side of a standard oak door
[07:10:30] <maku> beautiful...
[07:10:46] <Yuv422> you can walk though it too. :(
[07:10:54] <maku> shouldn't bed block also
[07:11:10] <Yuv422> I don't think they did in the original
[07:11:18] <Yuv422> unless it was being used
[07:12:04] <servus> beds dont block, creatures do (creatures are in bed when its being used)
[07:12:12] <Yuv422> yes
[07:12:29] <Yuv422> so only half the bed blocks when in use
[07:12:31] <sbx> nuvie will let you sleep in beds
[07:12:41] <Yuv422> I plan to add that feature
[07:12:58] <Yuv422> you might find an actor in your bed when you wake though ;)
[07:13:19] <Yuv422> Iolo might not be too pleased if you sleep in Gwenno's bed. ;)
[07:13:33] <maku> lol
[07:16:06] <Yuv422> there are some issues with blocking on the docks at minoc too
[07:18:22] --> SB-X has joined #nuvie
[07:21:13] <Yuv422> maku: we've got a mailing list you might want to join
[07:21:16] <Yuv422> nuvie-cvs
[07:21:31] <Yuv422> so you can keep track of cvs commits
[07:21:49] <maku> I'll join the list
[07:22:33] <Yuv422> looks like the project pages are down for maintenance ATM
[07:22:40] <maku> I check cvs about five times a day, so my source is quite current
[07:23:06] <Yuv422> all cvs commits are posted automatically to this list
[07:23:16] <Yuv422> so people know when the source has changed
[07:30:34] <Yuv422> are party members with horses effected my swamp?
[07:32:05] <SB-X> i think so
[07:32:11] <SB-X> in the game i was playing two of them were poisoned
[07:32:14] <SB-X> but they were on horses
[07:32:26] <SB-X> but i wouldve thought that it wouldnt
[07:34:07] <Yuv422> maybe we can add that to nuvie
[07:38:37] <-- sbx has left IRC (Read error: 113 (No route to host))
[07:46:18] <maku> now I have some code for using containers (chests, at least). obj->container field just are NULL. so I cannot test the code.
[07:46:50] <maku> I'll take a shower and then I'll start working with the shapes decoder...
[07:47:01] <Yuv422> cool
[07:47:41] <maku> btw, I also implemented using crates. now they'll open and close as one uses them.
[07:52:05] <Yuv422> back I was just on the phone
[07:52:11] <Yuv422> cool
[07:52:21] * maku is away: refreshing...
[07:58:50] * Yuv422 wonders when the projects page will be back online
[08:01:06] * maku is back (gone 00:08:44)
[08:01:55] <Yuv422> have you added the object number in ObjManager?
[08:02:03] <Yuv422> for crates
[08:03:00] <maku> yes. for myself. OBJ_U6_CRATE 192, OBJ_U6_DRAWER 176, OBJ_U6_BAG 188
[08:03:36] <Yuv422> we need to subclass ObjManager so we can better handle the different games
[08:03:50] <maku> drawer and bag cannot be opened but items can be fetched
[08:04:00] <maku> yep
[08:04:02] <maku> could someone have a look at containers? how the items are stored and how to make items into obj's container list.
[08:04:07] <Yuv422> we have a list of object numbers in the docs cvs
[08:04:30] <Yuv422> did you find any containers with objects in them
[08:04:40] <Yuv422> how about the stone lion in LB's castle?
[08:04:53] <maku> I haven't checked yet
[08:05:23] <Yuv422> hmm I think i might have a issue with containers
[08:05:25] <Yuv422> let me check
[08:05:40] <maku> go ahead
[08:06:14] <Yuv422> in U6LList *ObjManager::loadObjSuperChunk(char *filename)
[08:07:01] <Yuv422> I need to reverse the order of the if else statements
[08:07:10] <Yuv422> so it checks for actor inventory first
[08:07:27] <Yuv422> I'll change it now
[08:07:33] <maku> cool
[08:09:35] <maku> intro strings start at 0x17772 in file u.exe. all are just NUL-terminated strings
[08:10:07] <maku> at 0x17D0C start character creation section
[08:10:46] <Yuv422> I don't know if there were any patches for U6?
[08:11:13] <Yuv422> if there were those values might not be constant across games
[08:11:33] <maku> probably. I'll fetch them from the file
[08:11:49] <maku> so we can inline them. or something...
[08:12:31] <Yuv422> ok containers are fixed
[08:12:35] <Yuv422> I'll just commit
[08:13:37] <maku> great! I'll then test my container using feature
[08:13:55] <Yuv422> ok that's in now
[08:15:22] --- SB-X is now known as sbx|afk
[08:42:05] <maku> I extracted strings from the u.exe
[08:42:13] <Yuv422> nice
[08:42:16] <maku> container handling causes sigsegv all the time
[08:42:27] <Yuv422> hmm
[08:42:29] --- sbx|afk is now known as SB-X
[08:42:29] <maku> what is the structure of obj->container
[08:42:37] <Yuv422> objlist
[08:42:42] <Yuv422> wait
[08:42:51] <Yuv422> no it is a U6LList
[08:43:11] <maku> how can I fetch the first obj itself from the list?
[08:43:33] <Yuv422> U6LList::start()
[08:43:58] <Yuv422> then get the object from the data
[08:44:00] <Yuv422> pointer
[08:44:05] <Yuv422> in U6Link
[08:44:08] <Yuv422> struct
[08:44:56] <maku> like (Obj*)obj->container->start()?
[08:45:08] <Yuv422> nope
[08:45:29] <Yuv422> (Obj*)obj->container->start()->data
[08:45:47] <maku> that's what I meant ;)
[08:45:53] <Yuv422> ah k
[08:46:02] <Yuv422> don't forget container is NULL if empty
[08:46:13] <maku> I have check for that
[08:46:18] <Yuv422> and start() could be NULL to
[08:46:18] <SB-X> is it ever possible for qty to be 0?
[08:46:24] <SB-X> qty 0 just means 1 right?
[08:46:25] <Yuv422> yes
[08:46:37] <Yuv422> 0 means non stackable
[08:46:45] <Yuv422> and signular
[08:46:49] <Yuv422> singular
[08:47:16] * SB-X yawns.
[08:47:17] <SB-X> ok
[08:47:18] <SB-X> i need sleep
[08:47:33] <SB-X> i have files to commit but im going to wait until tomorrow when i finish what i was doing with them
[08:47:41] <Yuv422> righto
[08:47:43] <SB-X> bye
[08:47:46] <Yuv422> what were you working on?
[08:47:48] <maku> bye-bye
[08:47:52] <Yuv422> cya
[08:47:52] <SB-X> inventory checks
[08:47:56] <Yuv422> ah k
[08:47:56] <SB-X> during conversation
[08:47:59] --- SB-X is now known as sbx|sleep
[08:48:13] <maku> is SB-X from Australia also?
[08:48:34] <Yuv422> no he's in the US
[08:48:45] <Yuv422> Kirben is from Australia
[08:48:51] <maku> and you?
[08:49:01] <Yuv422> yes I'm in Aus too.
[08:49:20] <maku> here it's noon (11:49)
[08:49:26] <Yuv422> finland?
[08:49:28] <maku> yes
[08:49:37] <Yuv422> 6:48PM here
[08:49:57] <maku> anyway... I go to eat now...
[08:50:03] * maku is away: eating
[08:50:05] <Yuv422> righto
[08:58:04] * maku is back (gone 00:08:01)
[09:10:11] <maku> yippee! I got it working!
[09:10:59] <maku> items from the container are below the container itself
[09:11:40] <maku> how can this be changed? is obj->z related to object's position in the object stack?
[09:14:01] <Yuv422> which side of the list are you inserting the object
[09:14:44] <Yuv422> z is the level
[09:14:50] <Yuv422> 0 is the surface leve
[09:14:52] <Yuv422> +l
[09:17:52] <maku> I use addObj() function
[09:18:17] <Yuv422> hmm let me check
[09:18:51] <Yuv422> right that adds it at the end
[09:18:56] <Yuv422> sorry start
[09:19:02] <maku> yep I noteiced
[09:19:03] <Yuv422> we need to add it at the end
[09:19:36] <maku> I started to implement ObjManager::get_obj_pos(ULList *, Obj *) which returns the position of the object
[09:19:52] <maku> but I think this should be added to U6LList
[09:20:18] <maku> int U6LList::get_pos(void *data)
[09:20:40] <Yuv422> what info do you need
[09:20:57] <Yuv422> ah k
[09:21:05] <Yuv422> list is the super chunk
[09:21:27] <maku> if I could get the position of the container in the list then I could use addToPos to add the item after container
[09:22:11] <Yuv422> inline U6LList *ObjManager::get_schunk_list(uint16 x, uint16 y, uint8 level)
[09:22:33] <maku> yes. with that function I get the list
[09:22:53] <Yuv422> then you need the list at x,y
[09:23:31] <maku> what do you mean?
[09:23:56] <Yuv422> the super chunk contains a list of objlist's
[09:24:12] <Yuv422> which in turn contain all objects for a given x,y
[09:24:23] <Yuv422> maybe we need an ObjManager method
[09:24:34] <Yuv422> that gets that objlist from x,y,z
[09:24:54] <Yuv422> I'm going to put the objects in a tree soon
[09:25:03] <Yuv422> it is too slow in it's current
[09:25:05] <Yuv422> form
[09:25:15] <maku> right
[09:27:05] <Yuv422> so the structure of ObjManager is set to change
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[09:55:04] <Yuv422> bbl
[11:43:03] <Yuv422> back
[11:48:41] <maku> hello again
[11:50:42] <Yuv422> hehe whoops you can get the sundial
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