Older blog entries for scjody (starting at number 2)

9 Oct 2000 (updated 9 Oct 2000 at 14:37 UTC) »

Spent the afternoon playing with Gnapster, so that downloaded .mp3's would automatically queue in xmms. That much was fairly easy, but I decided to add an option to Preferences. This was more challenging, given that I've never done any gtk programming. The gtk part isn't working yet.. I'm going to wait until Kevin gets home and ask him what I'm doing wrong :)

Oh yeah that reminds me, it's Thanksgiving weekend in Canada.. and I have nowhere to go :( Not only that, but the guys I'm staying with have both gone home for the weekend. (Home for me is Newfoundland, the other side of the country..)

I finally did some polegame in the evening. Decided to try compiling Gameloop.cpp (which is where all the fun happens). I turned up a whole stack of problems, and am now working on them. One fun thing I discovered: there is another way for the game to end: If the direct draw init fails, DestroyWindow is called. Not sure how to port this. Probably just exit(1). I also commented out a lot of sound initialization code.. I'm going to comment out all sound for now. I'd rather just get the game working first.

After completing Gameloop.cpp, I moved on to Layers.cpp. There, I discovered a rather interesting piece of code:
#define dSCROLLACCELERATION = 1;
[...]
nScrollVelocity +=dSCROLLACCELERATION;

I had to stare at it for a while before I realized what was wrong, but now a larger question: why did it compile correctly under Visual C++?

I finished Layers.cpp and tried to compile the rest of the .cpp's in control/ . The only one left that won't compile is Timer.cpp, and I'll work on that tomorrow. It seems to do a couple of Windows-specific things.

8 Oct 2000 (updated 8 Oct 2000 at 04:40 UTC) »
Yesterday: No coding. Dad was in town on business so we went to MEC then went out for drinks, supper. We went to a pub with a huge selection of international beers, and I had a poisonously strong (~8%) porter followed by a more sedate stout.. Unfortunately, we didn't end up eating until about 21:00, by which time I was ready to eat the table, having not eaten since lunch at 12:30.

Today, spent some time on irc #debian, someone there asked how to get comments from an HTML page, so I wrote a Perl script (it sounded fun and I was bored). Unfortunately it took longer than I expected and he had left when I got it done. But it was a fun script to write.

I finally got down to Polegame late in the evening, and wrote the needed code to quit the game. *cheer* ai.cpp now compiles. So does everything else in the ai subdirectory after a few case and \ to / changes in the includes. Not sure if it will link though. I'm really starting to need Makefiles.. Must find someone with VC++ who can produce a set for me.

Currently working on the code in the AI subsystem that quits the game. The game exit is coded into the sprite control code for a jacket slam (jacket slams are used during scene changes in the game, as well as at exit). The way it works under Windows is to use PostMessage to send a WM_CLOSE event to the current window. The callback for WM_CLOSE cleans up a few things then exits. To replace this in a platform independant way, I have a few options:

  1. Add some gotos. I considered this option for about 20 seconds before slapping myself silly :)
  2. Rework the code, quitting the game in a more traditional way (e.g. running off the end of main() )
  3. Make my own callback which would be passed to the appropriate sprite on initialization, and which would call code similar to the WM_CLOSE callback.

After careful consideration and code browsing I have selected the third option as the least painful. Reworking the code would be too complex as I have no way of testing it right now.

Well, that's about it for tonight. I know exactly where I want to put the callback, and I have a fairly good idea )of what it needs to do. I went to see Titus tonight, which severely cut into my coding time.

New Advogato Features

New HTML Parser: The long-awaited libxml2 based HTML parser code is live. It needs further work but already handles most markup better than the original parser.

Keep up with the latest Advogato features by reading the Advogato status blog.

If you're a C programmer with some spare time, take a look at the mod_virgule project page and help us with one of the tasks on the ToDo list!