#nuvie@irc.freenode.net logs for 27 Jul 2006 (GMT)

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[06:36:04] <sbx|afk> luteijn: I will remove those assertions later today.
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[11:49:23] <Yuv422> It looks like the original hatched silver serpents in a ball
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[12:22:54] <Yuv422> hey SB-X
[12:43:18] <SB-X> hello
[12:43:49] <SB-X> (re: hatched silver serpents) That sounds like the safest way to spawn them, since you only need to check 4 tiles around the egg.
[12:43:58] <SB-X> ...regardless of how many parts they have
[12:44:03] <Yuv422> yeah
[12:44:35] <SB-X> we probably need an Actor::spawn() function that's used to place an actor when hatched from an egg
[12:46:03] <SB-X> when it's hatched*
[12:46:36] <SB-X> otherwise it will be tossed but maybe that's what you want
[12:47:08] <SB-X> toss_actor() won't care about keeping the parts together
[12:49:57] <Yuv422> I think toss actor is called before the objects are places
[12:49:59] <Yuv422> placed
[12:50:11] <Yuv422> or does it init the actor then toss it?
[12:50:26] <SB-X> no it just tosses it, but it might not be able to find all the objects
[12:50:47] <SB-X> that depends how far you search for them
[12:57:59] <Yuv422> I search for objs from U6Actor::init
[12:59:02] <SB-X> we might want to place them differently depending on worktype too
[13:02:08] <SB-X> Yuv422: Can I remove calls to MsgScroll::display_prompt() and change the prompt to display only when it's the player's turn?
[13:02:31] <Yuv422> sure
[13:02:47] <Yuv422> the prompt bugs have been annoying me for awhile
[13:02:50] <Yuv422> :-)
[13:03:33] <SB-X> ok great
[13:05:14] <SB-X> I think we fixed most of them but we won't have to worry about when to display_prompt() this way. We'll need a method to explicitely take control from the player when doing an action or effect, and return to them afterwards.
[13:06:25] <SB-X> Game::pause_user() does that now but we shouldnt return until all effects are finished
[13:08:18] <Yuv422> Argh
[13:08:20] <SB-X> oh yeah, it's currently not displaying the prompt when going into a dungeon or using a ladder to exit
[13:08:28] <Yuv422> there are serpents everywhere
[13:08:29] <SB-X> that's one prompt bug still around
[13:08:30] <SB-X> lol
[13:08:45] <SB-X> it might be rehatching the egg :\
[13:09:13] <Yuv422> how can we handle the serpent eggs in a generic way?
[13:09:24] <SB-X> we shouldn't have to handle them specially
[13:09:35] <Yuv422> each egg should only spawn snake
[13:09:54] <Yuv422> with the qty being snake length
[13:10:02] <Yuv422> not number of snakes to hatch
[13:10:16] <SB-X> but that's true of any egg, it should only spawn it's contents once, and that's usually enforced by the fact that you don't spawn until you go away and come back, deleting the actors
[13:10:23] <SB-X> oh i get it
[13:10:49] <SB-X> spoke too soon :)
[13:10:54] <Yuv422> hehe
[13:10:56] <Yuv422> np
[13:17:09] <SB-X> that's a good question
[13:17:30] <Yuv422> maybe a status flag in the serpent object
[13:17:32] <Yuv422> in the egg
[13:17:34] <Yuv422> container
[13:18:17] <SB-X> you could break the egg after hatching
[13:18:34] <SB-X> that would get saved though
[13:19:50] <SB-X> in any event, move the obj->qty loop to after you know it's an object
[13:20:37] <SB-X> can you always assume it's an actor if it has a non-zero quality/worktype?
[13:22:24] <Yuv422> yeah
[13:23:03] <Yuv422> I think serpents need to be handled specially
[13:23:22] <Yuv422> because they only spawn one per egg
[13:23:36] <Yuv422> but have a qty > 1
[13:24:24] <SB-X> ... ActorManager::spawn_actor(Obj *actor_obj, Obj *egg_obj)
[13:25:18] <SB-X> not the best solution because you have to pass the egg and you have to handle U6 and other games
[13:29:22] <SB-X> and because it takes an object instead of the object type
[13:30:54] <Yuv422> it takes some of the intelligence away from the eggmanager too
[13:30:59] <Yuv422> which isn't the best
[13:31:32] <SB-X> why?
[13:31:44] <SB-X> you could of course put it in EggManager
[13:31:51] <Yuv422> yeah
[13:31:57] <Yuv422> :-(
[13:31:58] <SB-X> but I don't see why it needs to handle anything else
[13:32:03] <Yuv422> I'll sleep on it
[13:32:07] <SB-X> hehe ok
[13:32:13] <SB-X> going to work on Rest now...
[13:32:19] <Yuv422> cool
[13:32:28] <Yuv422> I've got the snake coils working
[13:32:35] <Yuv422> I've just got to add the tails
[13:32:45] <Yuv422> I'll work on that later
[13:32:46] <SB-X> nice
[13:32:49] <SB-X> ok
[13:32:52] <Yuv422> time for bed
[13:32:54] <Yuv422> cya
[13:32:59] <SB-X> cya
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[13:33:46] <SB-X> need to try adding a couple of magic spells too
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[21:35:09] <EsBee-Eks> when I wake people up by switching their worktype from WORKTYPE_U6_SLEEP, they change to a sitting frame
[21:42:42] <EsBee-Eks> and when I set a guy whose facing right to OBJ_U6_MUSICIAN_PLAYING he faces down instead of right
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