Re: [DM-dev] Dungeonmaker going on version 2 ...
Brought to you by:
acdalton,
henningsen
From: stephan b. <st...@wa...> - 2002-02-10 14:15:31
|
On Sunday 10 February 2002 14:53 pm, Pete wrote: > > latest version of the DungeonMaker, and he'll hopefully post his response > > to seeing the Tunnelers in action (and the new Crawlers, and whatever...) > > here. Oh, cool :) The second design file you sent turns out much better than the one from last week. i haven't been through any code yet (except to slow the movie down), so i'm not sure how the dungeon stored. What i'd like to see is the dungeon stored in an intermediary object, instead of rendered directly to the graphical area, so we can make ascii dumps, etc. i'm glancing through DungeonMaker.cpp now and i don't know how you got any work done on your place, with all this code! This thing is tremendous! Is it all a rewrite, or how much did you salvage from 1.x? Going back to your comment about assert: here's a replacement for assert which doesn't kill the app when the assert fails: #define MYASSERT(ptr, msg, ret) if( ! ptr ) { cerr <<"assert failed: "<<__FILE__<<":"<<_LINE__<<":"<< msg << endl; return ret; } It can be used like this in any function which returns a value: MYASSERT( myptr, "myptr may not be null!!!", -1 ); and from void functions like this: MYASSERT( myptr, "myptr is null!!!", ); ----- stephan Generic Universal Computer Guy st...@ei... - http://www.einsurance.de Office: +49 (89) 552 92 862 Handy: +49 (179) 211 97 67 "Wenn ich singler waere, dann waere ich Gott." |