#nuvie@irc.freenode.net logs for 9 Oct 2003 (GMT)

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[10:22:29] <SB-X> hi
[10:23:16] <SB-X> if i get disconnected it is because my electricity was knocked out by weather
[10:27:16] <SB-X> Yuv422: any more work on ships?
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[10:48:11] <SB-X> o_O weather?
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[11:47:11] <Yuv422> hi SB-X
[11:47:22] <Yuv422> looks like I had a bit of a timeout ;)
[11:53:56] <SB-X> oh wb
[11:56:04] <Yuv422> hehe looks like everyone has an opinion on how the interface should behave. ;)
[11:58:48] <SB-X> yes we do muahaha
[11:59:15] <SB-X> i was thinking of doing something about the InputBinder but decided i dont want to yet
[11:59:24] <Yuv422> hehe
[11:59:41] <SB-X> so i might do animations
[11:59:44] <Yuv422> we'll need to add double click support to the GUI system.
[12:01:41] <Yuv422> hehe I think we need to implement multi-savegames
[12:01:57] <Yuv422> I have 13 different saves
[12:02:11] <Yuv422> which I switch between
[12:02:28] <SB-X> well
[12:02:41] <SB-X> yeah its a good idea
[12:02:41] <SB-X> we need single-save first
[12:04:01] <Yuv422> hehe
[12:04:03] <Yuv422> yeah
[12:04:12] <SB-X> of course besides attacking doors we know that you can use some actors
[12:05:12] <SB-X> someone trying to ride a horse could keep double clicking it and getting "Funny, no response!"
[12:06:01] <SB-X> but we can check if its "usable" first, then "talk" to it
[12:06:32] <Yuv422> yeah
[12:11:07] <Yuv422> argh! my debugger is terrible
[12:11:16] <Yuv422> it keeps segfaulting :(
[12:15:22] <SB-X> what debugger?
[12:15:35] <Yuv422> ok using a ship now sets the 0 actor correctly
[12:15:44] <Yuv422> it's an apple version of gdb
[12:17:13] <Yuv422> is there a method for learing a std::ist
[12:17:17] <Yuv422> std::list
[12:17:22] <Yuv422> clearing
[12:17:26] <Yuv422> :)
[12:18:01] <SB-X> removing all elements? resize(0)
[12:18:07] <Yuv422> ah k
[12:18:09] <Yuv422> cool
[12:20:17] <SB-X> i tried to use clear() on that first and then found out thats to erase the elements
[12:20:31] <SB-X> because i didn't know what it meant by "Erases" first
[12:20:38] <Yuv422> what does it mean?
[12:21:11] <Yuv422> I want to delete the elements as they are just Obj pointers
[12:21:32] <Yuv422> but I also want to itterate through and remove all the elements from the map too.
[12:21:44] <Yuv422> if delete_objs is passed
[12:22:01] <SB-X> clear() should zero them
[12:23:24] <SB-X> actually i think clear() removes them but its not a part of std::list
[12:23:48] <SB-X> but my doc lists it so i tried to use it, its std::string
[12:24:32] <Yuv422> http://www.dinkumware.com/manuals/reader.aspx?b=p/&h=list.html
[12:24:56] <Yuv422> void clear();
[12:24:57] <Yuv422> The member function calls erase( begin(), end()).
[12:25:49] <SB-X> what does erase do?
[12:26:01] <SB-X> my doc says "Erases the elements..."
[12:26:16] <Yuv422> list::erase
[12:26:17] <Yuv422> iterator erase(iterator where);
[12:26:17] <Yuv422> iterator erase(iterator first, iterator last);
[12:26:17] <Yuv422> The first member function removes the element of the controlled sequence pointed to by where. The second member function removes the elements of the controlled sequence in the range [first, last). Both return an iterator that designates the first element remaining beyond any elements removed, or end() if no such element exists.
[12:26:17] <Yuv422> Erasing N elements causes N destructor calls. Reallocation occurs, so iterators and references become invalid for the erased elements.
[12:26:22] <Yuv422> The member functions never throw an exception.
[12:27:30] <SB-X> oh thats cool
[12:30:34] <Yuv422> does this look ok to you.
[12:30:36] <Yuv422> inline void U6Actor::clear_surrounding_objs_list(bool delete_objs)
[12:30:36] <Yuv422> {
[12:30:36] <Yuv422> std::list<Obj *>::iterator obj;
[12:30:36] <Yuv422> if(delete_objs == false)
[12:30:36] <Yuv422> {
[12:30:37] <Yuv422> surrounding_objects.resize(0);
[12:30:39] <Yuv422> return;
[12:30:42] <Yuv422> }
[12:30:43] <Yuv422> obj = surrounding_objects.begin();
[12:30:45] <Yuv422>
[12:30:47] <Yuv422> for(;obj != surrounding_objects.end();)
[12:30:49] <Yuv422> {
[12:30:51] <Yuv422> delete *obj;
[12:30:53] <Yuv422> surrounding_objects.erase(obj);
[12:30:56] <Yuv422> }
[12:30:57] <Yuv422> return;
[12:30:59] <Yuv422> }
[12:32:21] <SB-X> from my limited STL knowledge yes :)
[12:32:33] <SB-X> you're deleting the boat?
[12:32:45] <SB-X> or what
[12:32:48] <Yuv422> yes
[12:33:00] <SB-X> oh you have to increment obj
[12:33:01] <Yuv422> either clearing the list or clearing and removeing the objs
[12:33:11] <SB-X> in the loop
[12:33:15] <Yuv422> obj = surrounding_objects.begin();
[12:33:15] <Yuv422>
[12:33:15] <Yuv422> for(;!surrounding_objects.empty();)
[12:33:15] <Yuv422> {
[12:33:15] <Yuv422> obj_manager->remove_obj(*obj);
[12:33:16] <Yuv422> delete *obj;
[12:33:18] <Yuv422> obj = surrounding_objects.erase(obj);
[12:33:20] <Yuv422> }
[12:33:22] <Yuv422> return;
[12:33:53] <SB-X> heh was just about to say that, and use obj_managers removal
[12:34:04] <SB-X> :)
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[12:35:50] <Yuv422> hi armav
[12:37:11] <armav> hello
[12:44:42] <Yuv422> ok it changes the player to actor 0
[12:44:49] <Yuv422> now I've just got to hide the party
[12:44:53] <Yuv422> when in the boat
[12:55:44] <Yuv422> nice! the actors disapear when you use the ship
[12:56:04] <SB-X> "Not Sea Shanty!"
[12:56:13] <Yuv422> now...
[12:56:22] <Yuv422> how do we get out of the boat
[12:56:26] <Yuv422> at the other side. :(
[12:57:16] <Yuv422> any thoughts?
[12:57:44] <SB-X> modify Event::use to get actor instead of obj if one is there, and get the obj from that actor
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[13:03:16] <Yuv422> hmm
[13:03:24] <Yuv422> yeah
[13:03:37] <Yuv422> sounds good
[13:04:12] <Yuv422> how do I get the party to walk to the boat pos?
[13:04:25] <Yuv422> because it will be an actor at that stage
[13:04:30] <Yuv422> do they force move?
[13:05:36] <SB-X> you'll have to fix Party::walk() and TimedPartyMove::timed() to support the boat since there was no way to test it when they were first made
[13:06:02] <SB-X> the 2nd coord should be NULL and it will start up the boat after everyone is in
[13:06:02] <SB-X> is in = at the 1st coord
[13:06:38] <SB-X> or you can just make them all teleport & disappear for now :)
[13:06:45] <Yuv422> yeah
[13:06:51] <Yuv422> that's what I have done
[13:07:02] <Yuv422> they just blink out of existance
[13:07:14] <Yuv422> maybe you can fit the walk to boat at a later stage.
[13:07:15] <SB-X> heh k
[13:07:18] <Yuv422> fix
[13:07:20] <SB-X> btw i moved all the timer stuff to TimedEvent.[cpp|h] now in my local copy
[13:07:27] <Yuv422> cool
[13:09:47] <armav> does sourceforge cvs work for you?
[13:09:53] <Yuv422> nope
[13:09:58] <Yuv422> well anon doesn't
[13:10:07] <Yuv422> I haven't tried ssh cvs
[13:10:36] <armav> are the daily snapshot from anonymous cvs?
[13:10:40] <armav> *s
[13:11:03] <Yuv422> kirben gets them via ssh cvs
[13:19:30] <Yuv422> ok I've added Actor::make_obj()
[13:21:48] <Yuv422> damn Event doesn't know about actor_manager or map :(
[13:25:32] <Yuv422> ok Event::use is passing an Obj to UseCode based on actor now :)
[13:26:08] <SB-X> excellent
[13:27:10] <SB-X> Use-Julia: "A deed is required!"
[13:27:21] <SB-X> o_O
[13:27:21] <SB-X> not sure what that means
[13:29:46] <Yuv422> hehe
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[13:31:07] <SB-X> hi KtJ_Dragon
[13:31:16] <Yuv422> hi KtJ
[13:31:27] <armav> hi KtJ_Dragon
[13:32:01] <Yuv422> SB-X: you've got object 416 as quest gate? Is this correct
[13:32:01] <KtJ_Dragon> Hi,
[13:32:13] <Yuv422> 416 is also no_vehicle object
[13:32:16] <Yuv422> for actor 0
[13:32:47] <SB-X> interesting
[13:32:57] <SB-X> it's correct
[13:35:44] <Yuv422> hmm
[13:35:56] <Yuv422> the ship is currently gold coin. :(
[13:36:20] <Yuv422> I thought it would always be 416 when not in use
[13:36:25] <SB-X> how convenient
[13:43:51] <Yuv422> np
[13:46:17] <Yuv422> hehe if I line up a skiff next to a ship then use the ship from the skiff, the skiff disappears.
[13:46:22] <Yuv422> that's in the original
[13:46:47] <SB-X> woah
[13:46:48] <SB-X> weird
[13:46:48] <SB-X> heh
[13:47:01] <SB-X> but i understand
[13:47:20] <SB-X> the shipwrights are just enforcing one ship per customer
[13:47:32] <Yuv422> hehe
[13:47:37] <Yuv422> I'm off to bed now
[13:47:38] <SB-X> in a most rude way
[13:47:42] <SB-X> ok cya
[13:47:42] <Yuv422> cya guys
[13:48:02] <Yuv422> I'll commit my code tomorrow when it's a bit more stable
[13:48:03] <Yuv422> cya
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[14:43:04] <SB-X> time to go here too
[14:43:06] * SB-X waves.
[14:43:12] * SB-X is away: ZzZZzzz
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