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Posted by fejoa, May 15, 2018 at 12:10 am
You're right. I looked a bit harder in the code and saw that it stores and handles STATES as an integer data type, i.e. int.
Everywhere we see a "long" this is just short for "long int" which is the same as "int".
An "int" is only 32 bits long, and this is sufficient for our 32 states. Because individual states are defined like (1 << 3) which in binary is 1000, or the integer 8, once you define the 32nd state (1 << 31), you get the biggest size flag that you can represent with 32 bit integers. There is no (1 << 32), because that overflows to the (1 << 0)th state, or polymorphed, as you rightly observe.

What we need is for STATES to be represented at "long long", which is 64 bits long, giving us twice the number of available states. N.B. long long is the same as 'long long int".

EDIT:
In ivandef.h we might elect to define STATES as a long long thus:
#define STATES 32LL

a la the examples stated in https://stackoverflow.com/questions/208433/how-do-i-write-a-...

That won't do it either... STATES is just the number of states. Maybe each state needs to be declared
#define POLYMORPHED (1 << 0)LL
???

BUT, I don't know how far that will solve the problem, because I am not sure whether the rest of the code assumes STATES is long and therefore go bung, OR whether this simple change will be respected by the rest of the code, and it plays nice with STATES as long long.
Posted by fejoa, May 14, 2018 at 1:25 pm
red_kangaroo wrote
What if you could steal items from shops when the shopkeeper cannot see you, with a chance of failure, of course? Attnam shops would require invisiblity and high Dex to pull this off, but Merka and his guards can see invisible, so you would need a different tactics or be infra-invisible to steal from him.

There should always be a chance you make some sound when stealing even when they cannot see you, so no 100% stealing. It could be a high risk, high reward way of getting items, because angering the shopkeepers is quite deadly.

Also make difficulty proportional to object size and value? Would it need a cool down? The player's relationship with Cleptia would definitely factor in as well.
Posted by fejoa, May 13, 2018 at 8:17 pm
I see there's a line https://github.com/Attnam/ivan/blob/master/Main/Source/char....

Which has a variable names
STATES

And states is defined here: https://github.com/Attnam/ivan/blob/master/Main/Include/ivan...

What happens when you increase states from 32 to 64 in ivandef.h?
Posted by fejoa, May 13, 2018 at 8:13 pm
Hmm, I think you've got to be not wielding anything, otherwise it will revert to the weapon.
Posted by fejoa, May 7, 2018 at 6:49 am
red_kangaroo wrote
Yeah, I tried to add a nice new fungal disease and overflowed into POLYMORPHED.



I have no idea how.

Isn't there a "MAX_NUMBER_OF_STATES" variable somewhere in char.cpp?
Posted by fejoa, May 7, 2018 at 6:45 am
Where was that conversation about adding brass not long ago?
The list looks good. I'm a fan of linking materials up by dungeon theme, something the Tomb of Xinroch lacks at the moment to differentiate it more from Gloomy Caves. I can also see that Ivan Gorovits needs more radiation on his level. Can you add a nuclear bomb to his level, and some depleted uranium stocks as well?

EDIT: could be the same colour as green valpurium, just to confuse players
Posted by fejoa, May 7, 2018 at 6:33 am
red_kangaroo wrote
I just found out we have reached the number of status effects the game can handle right now. They are stored as bit shifts in 32-bit and we have 32 effects right now, so adding more will overflow.

Could we change the way they are defined to allow for more effects? I don't actually know why are they defined as bit shifts rather than a progression of numbers, maybe because of speed of calculations?

Are we there already? I didn't know we'd get there so soon. Have you tried increasing it to 64? I guess they act like logical flags that make AND and OR operations fast and intuitive.
Posted by fejoa, May 1, 2018 at 7:31 am
IvanX in forum IVAN Variants
Motion wrote
I was doing a goofy little run on IVANX when I stumbled upon an altar dedicated to Mortifer, since I was polymorphed into a ghost, I decided to pray to him since he couldn't cause too much damage to me that way. Well, the first time was a no biggie, he just broke a shield I wasn't using and poured water on me. The next time however, was interesting. As soon as I hit 'y' to pray, the game locked up, and then crashed, with my save being deleted alongside it. Is this just a bug of IVANX? Or is it an actual feature in this variant?

Probably some mega bug. There's no hope of getting it fixed in IVANX, but it'd be worth checking the community version to test if that bug can be reproduced there
Posted by fejoa, Apr 9, 2018 at 10:22 pm
In UT?
Posted by fejoa, Mar 24, 2018 at 5:47 am
red_kangaroo wrote
Sweet!

Announced on r/roguelikes, Temple of the Roguelike and RogueBasin.

Also we forgot to update the NEWS file with changes to 0.52. :/

Thanks r_k. You're right, the NEWS file gets packaged with the zip, so it needs to be updated before the tag is pushed to trigger the build. Maybe we should do a quick patch, especially now that there's a new fix for Sirens.