- October 12, 2024, 06:01
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1] 2
1
Forum / Re: Forum Ranks
« on: December 05, 2012, 12:06 »
Greetings,
Can I propose 'Maecenas' instead of supporter ?
From the senator Gaius Maecenas, a generous benefactor; specifically, a patron of art or literature.
People might even get curious and learn something :P
T.
Can I propose 'Maecenas' instead of supporter ?
From the senator Gaius Maecenas, a generous benefactor; specifically, a patron of art or literature.
People might even get curious and learn something :P
T.
2
FPC Valkyrie / Re: Compile Errors
« on: March 02, 2009, 20:19 »
Dude,
you said that 2 years ago !!!
fpc -Mobjfpc srmain.pas
Compiling vstream.pas
vstream.pas(160,9) Error: No matching implementation for interface method "IOutputStream.Write(const LongInt, Pointer);"
found
T.
you said that 2 years ago !!!
fpc -Mobjfpc srmain.pas
Compiling vstream.pas
vstream.pas(160,9) Error: No matching implementation for interface method "IOutputStream.Write(const LongInt, Pointer);"
found
T.
3
FPC Valkyrie / Need to be able to create voutput buffers
« on: March 21, 2007, 19:29 »
That sounds cryptic , but is quite simple ;)
I want to be able to have the map draw to the output, and then for example the inventory writer to an output buffer, and then first I draw the map, and then overlay with the inventory screen buffer.
Also, in my grep results I saw you have a dungeon generator and drunk walking, you need a tutorial on that ;)
Cheers,
T.
I want to be able to have the map draw to the output, and then for example the inventory writer to an output buffer, and then first I draw the map, and then overlay with the inventory screen buffer.
Also, in my grep results I saw you have a dungeon generator and drunk walking, you need a tutorial on that ;)
Cheers,
T.
4
FPC Valkyrie / Re: Some Pascal Object help
« on: March 17, 2007, 06:32 »My RL ( I undid my decision for WesnothRL ) is advancing slowly, but it feels good to do Pascal again. The habits are slowly returning. Where are the days I did Pascal homeworks for money ;)I'm sorry I didn't update Valkyrie before the 7DRL :(. I feel kinda' guilty :(.
Eh, no worries, I would most likely still not have made it ;)
Also, I was compiling from my USB stick so that I could work on several laptops,
once I started compiling on my hd, it flies ;)
I have a fixed, map, @ walking around, things to pick up, doors, so all I need now is some monsters and los / AI ;)
For TNode I was going to propose the method Has( child: TNode ) but really one could also say
if child.Parent = whoeverIthinkMyParent is. It is up to you ;)
Cheers,
T.
5
FPC Valkyrie / Re: Some Pascal Object help
« on: March 15, 2007, 13:06 »
Thanks Kornel!
Wow,
responding with a quote that quotes a post is tough ;)
Anyway,
- Doors in HaH are in a flat structure, the entity just changes closed door to open door, since I didnt want too many flags in my flat structure ( I am now tempted to undo that )
- Flags : [TF_NOMOVE,TF_NOSIGHT] is really interesting, what would be the type of Flags ? a set ?
- Casting , if you get an object x of class TNode, but you know that really it is also of class TPlayer, how do I force it into a variable y of class TPlayer ? just y := TPlayer(x)?
My RL ( I undid my decision for WesnothRL ) is advancing slowly, but it feels good to do Pascal again. The habits are slowly returning. Where are the days I did Pascal homeworks for money ;)
He Who Sheds Light,
T.
Wow,
responding with a quote that quotes a post is tough ;)
Anyway,
- Doors in HaH are in a flat structure, the entity just changes closed door to open door, since I didnt want too many flags in my flat structure ( I am now tempted to undo that )
- Flags : [TF_NOMOVE,TF_NOSIGHT] is really interesting, what would be the type of Flags ? a set ?
- Casting , if you get an object x of class TNode, but you know that really it is also of class TPlayer, how do I force it into a variable y of class TPlayer ? just y := TPlayer(x)?
My RL ( I undid my decision for WesnothRL ) is advancing slowly, but it feels good to do Pascal again. The habits are slowly returning. Where are the days I did Pascal homeworks for money ;)
He Who Sheds Light,
T.
6
FPC Valkyrie / Some Pascal Object help
« on: March 15, 2007, 07:15 »
I could find it on Google I guess,
but my questions here could illicit some design advice as well.
I am planning to have door tiles with a door Entity, so that when the player bumps into the door , the door knows it should change the tile it is on to 'open door' and remove itself from the map ( destroy itself ? ).
Now ( starting from the roguelike tutorial ):
- Is it possible to assign 1 door entity to several different cells to save memory ( in that case I would not destroy the entity )
- How do I know if object x is an instance of class y ? What is the keyword in other words ?
- How do I pass the bumper to the entity ( do I use self or this or still some other keyword ? )
if Cells[tx,ty].Entity <> nil then
Cells[tx,ty].Entity.bump( this or self or myself or what ? )
exit(False);
end;
-How does one do casting of an object ?
Cheers,
T.
but my questions here could illicit some design advice as well.
I am planning to have door tiles with a door Entity, so that when the player bumps into the door , the door knows it should change the tile it is on to 'open door' and remove itself from the map ( destroy itself ? ).
Now ( starting from the roguelike tutorial ):
- Is it possible to assign 1 door entity to several different cells to save memory ( in that case I would not destroy the entity )
- How do I know if object x is an instance of class y ? What is the keyword in other words ?
- How do I pass the bumper to the entity ( do I use self or this or still some other keyword ? )
if Cells[tx,ty].Entity <> nil then
Cells[tx,ty].Entity.bump( this or self or myself or what ? )
exit(False);
end;
-How does one do casting of an object ?
Cheers,
T.
7
FPC Valkyrie / Re: TimeLine
« on: March 15, 2007, 05:51 »Valkyrie has it's own speed system, tough I don't know whether it's in the official distribution, by using a EventQueue.
Just FYI , it is not in the official distribution ;)
He Who Sheds Light,
T.
8
FPC Valkyrie / Re: I want a lua tutorial
« on: March 15, 2007, 05:49 »
E:\Maze>fpc maze -S2 -OG -vnhwi
Hint: Start of reading config file E:\wesnoth\fp\bin\i386-Win32\fpc.cfg
Hint: End of reading config file E:\wesnoth\fp\bin\i386-Win32\fpc.cfg
Free Pascal Compiler version 2.0.4 [2006/08/21] for i386
Copyright (c) 1993-2006 by Florian Klaempfl
Target OS: Win32 for i386
Compiling maze.pas
Compiling mazemap.pas
Compiling mazemap.pas
mazemap.pas(91,37) Hint: Type size mismatch, possible loss of data / range check error
mazemap.pas(92,30) Hint: Type size mismatch, possible loss of data / range check error
Linking maze.exe
162 Lines compiled, 28.2 sec <- Half a minute !!!
996 Mhz, 512 Mb RAM
He Who Sheds Light,
T.
Hint: Start of reading config file E:\wesnoth\fp\bin\i386-Win32\fpc.cfg
Hint: End of reading config file E:\wesnoth\fp\bin\i386-Win32\fpc.cfg
Free Pascal Compiler version 2.0.4 [2006/08/21] for i386
Copyright (c) 1993-2006 by Florian Klaempfl
Target OS: Win32 for i386
Compiling maze.pas
Compiling mazemap.pas
Compiling mazemap.pas
mazemap.pas(91,37) Hint: Type size mismatch, possible loss of data / range check error
mazemap.pas(92,30) Hint: Type size mismatch, possible loss of data / range check error
Linking maze.exe
162 Lines compiled, 28.2 sec <- Half a minute !!!
996 Mhz, 512 Mb RAM
He Who Sheds Light,
T.
9
FPC Valkyrie / Re: Minor inconsistency for different screensizes ?
« on: March 15, 2007, 05:47 »Yeah, I never ever use other screen sizes, so I tend to forget about them :). To be honest I am surprised it works with other screen sizes :D
It works perfectly on 80*50 ;)
He Who Sheds Light,
T.
10
FPC Valkyrie / I want a lua tutorial
« on: March 14, 2007, 13:51 »
The compilation speed of fp is driving me nuts!
Its 1992 all over again !
So an alternative I want to look into is lua script plugging ;)
He Who Sheds Light,
T.
Its 1992 all over again !
So an alternative I want to look into is lua script plugging ;)
He Who Sheds Light,
T.
11
FPC Valkyrie / Minor inconsistency for different screensizes ?
« on: March 14, 2007, 11:01 »
Hmm,
did I mention that I can get prolific and drive people nuts ;)
Anyways
I modded Valkyrie to work with 50 lines and grep told me that these lines should not use 25 but Output.ScreenSizeY instead ;)
He Who Sheds Light,
T.
Edit : use "delphi" syntax highliting, I modded it so it looks fine on the forum
did I mention that I can get prolific and drive people nuts ;)
Anyways
Code: (delphi) [Select]
,
vtextut.pas: if Sub = '' then Output.DrawString(3,25,LightGray,'@BArrows, PgUp, PgDown, Home, End, Escape')
vtextut.pas: else Output.DrawString(3,25,LightGray,Sub);
vtextut.pas: if Sub = '' then Output.DrawString(3,25,LightGray,'@BPress <Enter> or <Escape>...')
vtextut.pas: else Output.DrawString(3,25,LightGray,Sub);
I modded Valkyrie to work with 50 lines and grep told me that these lines should not use 25 but Output.ScreenSizeY instead ;)
He Who Sheds Light,
T.
Edit : use "delphi" syntax highliting, I modded it so it looks fine on the forum
12
FPC Valkyrie / TimeLine
« on: March 14, 2007, 10:23 »
Hey,
every RL after a bit of tinkering has different speeds, effects that work after a while, and effects which only last a certain amount of time.
So a standard valkyrie object with 2 add methods :
timeline.add( actor , howmanytimeunitsfromnowwillitact? );
timeline.add( actor , whenwillthetimedeffectstartexpressedinunitsoftimefromnow? , whenwillthetimedeffectendexpressedintimeunitsfromthestartofthetimedeffect? )
The first method would add the actor to the timeline-slot, once the timeslot is reached it would call the 'doYourThing' method of the actor
The second method would also add the actor to the timeline-slot, also call 'doYourThing' but then once the actor should stop it would call 'stopYourThing'.
Ofcourse I leave the naming up to you ;)
then finally I would need a timeline.run or something to call from the main method ;)
He Who Sheds Light,
T.
every RL after a bit of tinkering has different speeds, effects that work after a while, and effects which only last a certain amount of time.
So a standard valkyrie object with 2 add methods :
timeline.add( actor , howmanytimeunitsfromnowwillitact? );
timeline.add( actor , whenwillthetimedeffectstartexpressedinunitsoftimefromnow? , whenwillthetimedeffectendexpressedintimeunitsfromthestartofthetimedeffect? )
The first method would add the actor to the timeline-slot, once the timeslot is reached it would call the 'doYourThing' method of the actor
The second method would also add the actor to the timeline-slot, also call 'doYourThing' but then once the actor should stop it would call 'stopYourThing'.
Ofcourse I leave the naming up to you ;)
then finally I would need a timeline.run or something to call from the main method ;)
He Who Sheds Light,
T.
13
FPC Valkyrie / Re: Issues with vutil.pas
« on: March 14, 2007, 06:41 »
Instead of polluting your entire valkyrie forum,
I will just post my troubles on this thread ;)
So, it seems that Output.EnableColor; is nowhere to be found in vtoutput nor voutput,
except of course that it is mentioned in the comments ;)
Looking at the code it seems you assume always color support and support for @ strings,
which is a good design decision. Why would people not want to use goodness ?
( Can you tell I will make you update a lot of stuff ;)
He Who Sheds Light,
T.
I will just post my troubles on this thread ;)
So, it seems that Output.EnableColor; is nowhere to be found in vtoutput nor voutput,
except of course that it is mentioned in the comments ;)
Looking at the code it seems you assume always color support and support for @ strings,
which is a good design decision. Why would people not want to use goodness ?
( Can you tell I will make you update a lot of stuff ;)
He Who Sheds Light,
T.
14
FPC Valkyrie / Re: Issues with vutil.pas
« on: March 14, 2007, 06:23 »Compile with the -Sc switch (enabling C style expressions ":+" ":-" ":/" ":*"), or turn it on in the ide :).
;) This should be in the readme, together with the proper object oriented flag ( do you compile with -S2 or -Sd ?)
In fact you might want to review your makefile and update the readme with it ;)
He Who Sheds Light,
T.
15
FPC Valkyrie / Re: Compile Errors
« on: March 14, 2007, 06:21 »
For completeness sake,
all instances of 'Done' must be replaced with 'Destroy'.
T.
all instances of 'Done' must be replaced with 'Destroy'.
T.
Pages: [1] 2