#pentagram@irc.freenode.net logs for 9 Mar 2003 (GMT)

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[11:43:23] <wjp> Kirben: it should be possible to include module.mk into Makefile.mingw to get the up-to-date object list
[11:43:51] <wjp> although I'm not sure if it would be as easy for the tools
[11:55:15] <Kirben> That seems to cause errors, since modules.mk includes other files too
[11:56:37] <wjp> hm, right... annoying
[11:57:39] <Kirben> Is easy to update file list anyway, nice to see avatar show up now.
[11:58:04] <wjp> http://www.math.leidenuniv.nl/~wpalenst/pentagram.png :-)
[11:58:54] <Kirben> Is that a creature or some kind of tent next to avatar ?
[11:59:21] <wjp> it's a kith (some kind of big angry spider-like thingie)
[11:59:24] <DarkeZzz> Creature. *grin*
[11:59:40] <wjp> best avoided at the start of the game :-)
[12:01:58] <wjp> DarkeZzz: any comments on my comments in World.h, btw?
[12:04:06] * DarkeZzz checks wjp's comments to see if there's a comment to comment on.
[12:05:38] * wjp comments that there would be comment to comment on, or he would've have *gah* never mind :-)
[12:06:43] * DarkeZzz comments on wjp's comment that commented on his comment about comments that he's not going to comment on such already commented comments. *nod*
[12:07:03] <DarkeZzz> Try to say *that* three times fast! *Grin*
[12:07:07] * wjp bows before the master of convoluted sentences
[12:07:16] <wjp> no thanks :-)
[12:07:27] <DarkeZzz> How about a "Makes sense." comment on your World.h comments. *grin*
[12:07:39] <wjp> I'll take it :-)
[12:08:04] * DarkeZzz commits the transaction.
[12:09:02] <wjp> I was wondering.. I don't really want the 'next' field from U8's item structure
[12:09:12] <wjp> (since we'll most likely be using a std::list or something for item lists)
[12:09:20] <wjp> but do we need to read it?
[12:09:33] <DarkeZzz> Agreed. I can't really think of a reason for it.
[12:09:53] <wjp> can we deduce which items belong to which container without it?
[12:10:02] * wjp grrrs.... I can't get to cvs either
[12:10:28] <wjp> (although everything works through my uni. machine... *considers ssh-tunneling it through there*)
[12:13:09] <DarkeZzz> Looks like it's definately at your end then, everything seems to work here.
[12:13:17] <wjp> yeah
[12:14:24] <DarkeZzz> Looks like I'm having trouble bouncing to a couple of .uk sites too, I guess something's busted somewhere.
[12:17:27] <wjp> container contents apparently do something with the x coordinate of items
[12:17:33] <wjp> items one level deep have x == 1
[12:17:41] <wjp> items two levels deep have x == 2, ...
[12:18:59] <wjp> weird way of encoding that, but I guess it works
[12:20:17] <wjp> (x,y) coordinates inside the container seem to be stored in the y field
[12:20:33] <wjp> (why do I get the feeling that we already figured this out a long time ago?)
[12:21:05] <DarkeZzz> Yeah, I've got the same feeling too.
[12:23:26] <wjp> do we want to use this encoding too? I guess we'll have to support it anyway because the original's start savegame uses it
[12:24:22] <wjp> it's pretty safe, as long as the map stays far enough away from the line x == 0
[12:24:50] <wjp> (and if you forget about having 256 levels of nested containers :-) )
[12:45:59] * DarkeZzz snickers.
[12:46:21] <DarkeZzz> Yes, I can't see any real problem with it. Would be nice if we thought up a 'better' solution to the problem though. *grin*
[12:46:35] <wjp> U7 uses 'end-of-contents' markers
[12:49:21] <wjp> wouldn't be a bad idea to come up with a new save format, anyway
[12:49:33] <wjp> I'd like to avoid itemcach/npcdata
[12:50:03] <wjp> (with hacks like storing half the frame in itemcach, and the other half in npcdata)
[13:20:47] <wjp> any idea where the avatar's inventory is stored?
[13:23:17] <wjp> and inventories of NPCs, for that matter
[13:23:24] <wjp> (if they even have inventories?)
[13:37:26] <DarkeZzz> I'd guess NPCs would have inventories, but I don't know where they're stored, nor the avatar's either.
[13:43:02] <DarkeZzz> FYI, I don't particularly like the idea of a termination marker, but then again I think null-terminated strings are also suboptimal. *grin*
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[14:03:05] <Dark-Star> anyone interested in knowing that pentagram compiles and builds fine under MSVC7? ;-)
[14:03:26] <wjp> I think Colourless uses MSVC for pentagram
[14:03:41] <wjp> but it's good to know :-)
[14:03:56] <Dark-Star> I needed to do some fixes though...
[14:04:08] <wjp> S_ISDIR ?
[14:04:10] <Dark-Star> i.e. there's no msvc_include.h so I created one
[14:04:16] <Dark-Star> yes, that's one of them
[14:04:29] <wjp> that's probably in Colourless' msvc_include.h :-)
[14:04:34] <Dark-Star> and the _[v]snprintf functions ...
[14:04:48] <wjp> some #define's for that too, I would expect
[14:04:55] <Dark-Star> yep.
[14:05:30] <Dark-Star> and a #define HAVE_SYS_STAT_H, as well as #define SIZEOF_{SHORT,INT,LONG}. that's all. pretty portable I'd say :)
[14:05:51] <Dark-Star> no, wait...
[14:06:06] <Dark-Star> I had to remove the std:: from all calls to std::toupper
[14:06:38] <wjp> or include toupper in namespace std?
[14:06:48] <wjp> (unless it's a macro?)
[14:06:55] <Dark-Star> dunno how i'd do that...
[14:07:10] <wjp> something like:
[14:07:18] <wjp> namespace std { int toupper(int c); }
[14:07:25] <wjp> I think
[14:07:37] <wjp> not sure if it'll work, though :-)
[14:08:12] <wjp> but you should probably ask Colourless for his msvc_include.h + project files
[14:08:58] <Dark-Star> ok, I will... maybe he'll even commit them to CVS :-)
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