code logs -> 2013 -> Sun, 15 Sep 2013< code.20130914.log - code.20130916.log >
--- Log opened Sun Sep 15 00:00:53 2013
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01:10
< [R]>
Anyone have a guide to what the common tiles are in roguelikes?
01:10
< [R]>
Like < and > are stairs, + is a door?
01:10
< [R]>
Mostly I want something like an "upgrade bay" (making my own) and shop.
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01:34
<&ToxicFrog>
[R]: shops are generally multitile.
01:35
<&McMartin>
In Nethack, a shop is an ordinary[*] room full of goods and with a shopkeeper(@) in .
01:35
<&ToxicFrog>
In all the games I've played where they aren't, they're a door, window, or NPC embedded in a wall that opens a shop menu when poked
01:45 * Alek points at Omega
01:45 * McMartin pokes at his Sprite structs, which are a couple levels above Spritesheet.
01:45
<@Alek>
a roguelike that functioned that way.
01:46
<&McMartin>
Things that are kind of ugly; references into the spritesheet have an x and y, but w and h live one level up.
01:46
<&McMartin>
I think this makes sense because it's a constant, like the hotspot and the hitbox.
02:26
<&McMartin>
...ew
02:27
<&McMartin>
I have mncl_play_music and mncl_play_music_resource, which have identical signatures but different semantics.
02:27
<&McMartin>
I should probably rename the former
02:27
<&McMartin>
Not sure what to, though.
02:27
<&McMartin>
(The former takes a path into the virtual filesystem, and the latter takes an identifier out of the resource map)
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02:35
<&McMartin>
Oho! I can refactor it so that there's "take a resource name" and then there's "take a MNCL_RAW * object"
02:35
<&McMartin>
That's better.
02:39
<&McMartin>
I've been setting my focus incorrectly, I think.
02:40
<&McMartin>
I should start working on getting a working pure-C library, and then do the "trivial FFI" stuff on top of that. Good FFI doesn't need what a lot of that work did.
02:40
< Vorntastic>
Ffi?
02:40
<&McMartin>
Foreign Function Interface.
02:41
<&McMartin>
One of Monocle's goals is "you should be able to bind to it even if all you have are the ability to make calls and speak integers."
02:41
<&McMartin>
Er
02:41
<&McMartin>
Integers and const char * strings.
02:42
<&McMartin>
Integers includes int_ptr_t but not any structs that you *have* to crack open.
02:42
<&McMartin>
However, most FFI systems have pretty effective struct-cracking.
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02:48
< Vorntastic>
Ah yes.
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03:37
<&McMartin>
Hrm, nope, that doesn't really work out under the hood.
03:39 * McMartin shifts to just a rename of play_music to play_music_file.
03:48
< Vorntastic>
Many languages nowadays are doubles based. Lua, js.
03:51
<&McMartin>
Lua has a separate unit that it uses for intptr_t.
03:52
<&McMartin>
I forget the name of it, something like Hard Cookie or something.
03:52
<&McMartin>
With Lua, you'd call mncl_sprite_resource("earth") and it then hands you something you can mass to mncl_draw_sprite(sprite,x,y,frame).
03:54
<&McMartin>
That something probably shouldn't be a double.
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04:26
<&McMartin>
All right.
04:27
<&McMartin>
I don't have any kind of remotely acceptable way to initialize it yet, but MNCL_SPRITE and mncl_draw_sprite behave as advertised.
04:35
<@Azash>
Have they been advertised?
04:35
<&McMartin>
No; I just added them to the header and they are still undocumented.
04:35
<&McMartin>
I'm not sure how much of this API I should really be exposing, in the end.
04:36
<&McMartin>
The ultimate plan is for you to construct these by loading in a JSON file that defines your resources, and then the load routine resolves all this.
04:36
<&McMartin>
Then you can say "give me an opaque pointer" that you pass to stuff like mncl_draw_sprite.
04:38
<@Azash>
I'm honoured to be part of your plan
04:39
<&McMartin>
Generic you, chucklehead, though if you want to mess with a medium-level graphics and sound API I'm all for input and messing-around~
04:40
<@Azash>
Is it in a repo?
04:42
<&McMartin>
The exact stuff I'm talking about now, not yet, because I haven't pushed
04:42
<&McMartin>
But!
04:42
<&McMartin>
https://github.com/michaelcmartin/monocle
04:47
<&McMartin>
Hr.
04:47
<&McMartin>
Hrm, even
04:47
<&McMartin>
I can get what I have pushable soon.
04:49
<&McMartin>
Done
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05:42
<@Tarinaky>
Fixed length strings: http://www.youtube.com/watch?v=qnZ5EGPyr1o
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09:30
< jeroud>
McMartin: If you can make it work on OSX without sdlmain I'd love to do Python bindings.
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10:30
< Alexey198>
hi
10:32
< jeroud>
o/
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11:21
<&McMartin>
jeroud: That's put pretty far down the roadmap. -_-
11:21
<&McMartin>
Basically, without building a custom Mac-only version of SDL1 this doesn't work
11:21
<&McMartin>
But it happens automatically once I convert parts of it to SDL2
11:22
<&McMartin>
But that's not on the agenda until I get the exposed parts working.
11:22
<&McMartin>
... and until SDL2 gets decent representation in my devsystem repos.
11:29
<&McMartin>
But since I plan to rewrite the renderer to use SDL2 eventually, and since SDL2 doesn't have this requirement, I'm counting that as wasted effort for now.
11:29
<&McMartin>
Mac will be restricted to C/C++/Gambit for the meantime.
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21:57
< [R]>
# wc -lc sprintf.min.js
21:57
< [R]>
0 2307 sprintf.min.js
21:57
< [R]>
<3 wc's line counter
22:03
<&jerith>
It just counts newlines.
22:10
< [R]>
Apparently
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23:38
< simon_>
what's it called when a language doesn't allow you to refer to variables/functions defined *below* the place they're being used?
23:54
<@celticminstrel>
I know what you mean, but not sure of a name for it...
23:55
< simon_>
most languages take this property for granted, but I've been in Haskell-land for so long I feel a need to address it.
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23:59
<&ToxicFrog>
simon_: lexical scope without forward declaration?
--- Log closed Mon Sep 16 00:00:08 2013
code logs -> 2013 -> Sun, 15 Sep 2013< code.20130914.log - code.20130916.log >

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