#pentagram@irc.freenode.net logs for 20 Mar 2003 (GMT)

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[13:01:23] <Colourless> wjp i've been thinking... perhaps we should remove the concept of fixed and nonfixed from pentagram entirely?
[13:01:45] <wjp> well... not entirely
[13:01:47] <Colourless> it would simplify things
[13:02:08] <wjp> I don't really want to store objects from fixed in savegames
[13:02:13] <wjp> (other than the ones in the current map)
[13:02:43] <Colourless> hmm, i see.
[13:03:18] <wjp> for the current we should probably mostly remove the distinction, though
[13:03:48] <wjp> with probably the only way to see which is which the from_fixed extended flag
[13:04:13] <wjp> but that would only be used for determining which items can be cached out when the map is unloaded
[13:04:39] <wjp> (I don't have the details entirely worked out yet, though)
[13:05:04] <wjp> especially the temporary glob items are still somewhat tricky
[13:05:05] <Colourless> well, that should IMO, be all that is really required
[13:05:30] <wjp> I'm thinking they should be marked as from_fixed iff the parent glob is
[13:05:31] <Colourless> yes that is going to be a largish issue
[13:05:37] <Colourless> yes so do i
[13:05:46] <wjp> (iff = if and only if, btw :-) )
[13:06:27] <Colourless> well, i'm not sure from_fixed is entirely required for them
[13:06:50] <wjp> a temporary flag would be sufficient too, probably
[13:07:26] <Colourless> it's the DISPOSABLE flag that means temporary IIRC
[13:08:14] * wjp nods; then we can use that one
[13:08:35] <wjp> although for engine internals it might be better to use our own extended_flags
[13:08:47] <Colourless> i'm guessing the OWNED flag is to do with the steeling code
[13:08:54] <Colourless> s/steeling/stealing/
[13:09:04] * wjp nods
[13:09:15] <wjp> sounds plausible
[13:09:25] <Colourless> CONTAINED should be set if an object is in a container
[13:09:31] <Colourless> invisible, flipped obvious
[13:09:46] <Colourless> IN_NPC_LIST, set true for all NPCs IIRC
[13:10:11] <Colourless> GUMP_OPEN is set if an object has a gump open. Don't think usecode sets or clears this flag, but it does check it
[13:10:43] <Colourless> EQUIPPED should be pretty obvious
[13:11:04] <Colourless> BOUNCING, ETHEREAL, HANGING and LOW_FRICTION are all physics related
[13:25:55] <wjp> any idea where equiped items and inventory are stored, btw?
[13:26:18] <Colourless> in the avatar as a container i guess
[13:26:33] <Colourless> that is the avatar is a container, and they are stored in him
[13:27:03] <Colourless> since each item can only go in one specific spot it isn't an issue with working out what slot an item goes in
[13:27:07] <wjp> do you start with any inventory?
[13:27:25] <Colourless> backback is it iirc. i'll check
[13:27:38] <wjp> but the backpack isn't actually an item, is it?
[13:27:53] <wjp> (I seem to remember the inventory gump has the backpack fixed in it)
[13:28:57] <Colourless> yes but i think the backpack is an actual item still though
[13:29:26] <wjp> ok, that's what I would've done in pentagram internally anyway
[13:38:07] <wjp> any idea if other NPCs can have equipped items and inventories?
[13:38:30] <wjp> I'm guessing no and yes (resp.)
[13:38:37] <Colourless> not as far as I know
[13:38:49] <Colourless> monsters 'maybe'
[13:39:02] <Colourless> but normal npcs can't have their corpses searched
[13:39:03] <wjp> dead monsters definitely
[13:39:31] <wjp> are dead monsters the same objects as the alive ones?
[13:40:07] <Colourless> that I have no idea
[13:40:17] <wjp> I think I remember some usecode that in the 'click' code could output either 'dead something' or 'something'
[13:40:25] <wjp> but I think that was for a 'real' npc
[13:41:18] <Colourless> yes it should
[13:41:28] <Colourless> s/should/could/
[13:42:09] <Colourless> the ::Look() function for the npcs would report different things depending on if you met the npc, they were dead, or in some cases game flags
[13:42:23] <Colourless> met flags were of course saved in the global flags
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[21:13:28] <wjp> we don't know? :-)
[21:14:12] <Dominus> staff.freenode ?
[21:14:20] <wjp> apparently
[21:15:13] <Dominus> strange
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