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  <id>http://groups.google.co.uk/group/rec.games.roguelike.development</id>
  <title type="text">rec.games.roguelike.development Google Group</title>
  <subtitle type="text">
  Design and programming of Roguelike games.
  </subtitle>
  <link href="/group/rec.games.roguelike.development/feed/atom_v1_0_msgs.xml" rel="self" title="rec.games.roguelike.development feed"/>
  <updated>2009-11-21T03:23:42Z</updated>
  <generator uri="http://groups.google.co.uk" version="1.99">Google Groups</generator>
  <entry>
  <author>
  <name>Gelatinous Mutant Coconut</name>
  <email>gelatinousmutantcoco...@gmail.com</email>
  </author>
  <updated>2009-11-21T03:23:42Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/ffe7a47184bb0d85/c058fdb4eba76a68?show_docid=c058fdb4eba76a68</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/ffe7a47184bb0d85/c058fdb4eba76a68?show_docid=c058fdb4eba76a68"/>
  <title type="text">Re: Considerations for isnear code</title>
  <summary type="html" xml:space="preserve">
  The same behavior in plain old C is just as readable: &lt;br&gt; if (distance(c1, c2) &amp;lt; 2) { /* foo */ } &lt;br&gt; As far as coordinate arithmetic operators: How do you use those? I &lt;br&gt; could see them used if you are using the same (x,y) tuple type for &lt;br&gt; both coordinates and coordinate-transforms, (like 2D vectors in &lt;br&gt; Cartesian math, and is done in frameworks like OpenGL), but my
  </summary>
  </entry>
  <entry>
  <author>
  <name>Ray</name>
  <email>b...@sonic.net</email>
  </author>
  <updated>2009-11-21T02:23:17Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/e4a89c0038feb99e?show_docid=e4a89c0038feb99e</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/e4a89c0038feb99e?show_docid=e4a89c0038feb99e"/>
  <title type="text">Re: Returned damage.</title>
  <summary type="html" xml:space="preserve">
  The &#39;right&#39; way to fix it: &lt;br&gt; 1) Remove the status adjective &#39;dead&#39; from the original message. &lt;br&gt; 2) Generate a message during damage processing whenever fire shields &lt;br&gt; kill something. &lt;br&gt; 3) Make sure the new message gets into the message queue after &lt;br&gt; the message about the damage the monster did.
  </summary>
  </entry>
  <entry>
  <author>
  <name>Inu</name>
  <email>inugami...@gmail.com</email>
  </author>
  <updated>2009-11-21T02:01:56Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/1b4a79d0389949ba?show_docid=1b4a79d0389949ba</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/1b4a79d0389949ba?show_docid=1b4a79d0389949ba"/>
  <title type="text">Re: Returned damage.</title>
  <summary type="html" xml:space="preserve">
  &amp;quot;Dead cave troll got the last laugh in his death throes and had struck &lt;br&gt; you for 457 physical damage.&amp;quot; &lt;br&gt; &amp;quot;Dead cave troll had struck you for 457 physical damage as its final &lt;br&gt; act.&amp;quot; &lt;br&gt; The importance of &amp;quot;has -&amp;gt; had&amp;quot; can not be understated when speaking of &lt;br&gt; dead things.
  </summary>
  </entry>
  <entry>
  <author>
  <name>Martin Read</name>
  <email>mpr...@chiark.greenend.org.uk</email>
  </author>
  <updated>2009-11-20T20:14:57Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/ffe7a47184bb0d85/bfd2952a835a1849?show_docid=bfd2952a835a1849</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/ffe7a47184bb0d85/bfd2952a835a1849?show_docid=bfd2952a835a1849"/>
  <title type="text">Re: Considerations for isnear code</title>
  <summary type="html" xml:space="preserve">
  [about distance computation] &lt;br&gt; In Martin&#39;s Dungeon Bash Experimental (C++), the syntax is: &lt;br&gt; if (c1.distance(c2) &amp;lt; 2) { /* foo */ } &lt;br&gt; because life is too short to work on an increasingly large game where &lt;br&gt; Cartesian coordinates are not first-class objects. &lt;br&gt; (The ability to treat Cartesian coordinate tuples as first-class objects
  </summary>
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  <email>ecyaya...@yeah.net</email>
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  <updated>2009-11-20T18:47:58Z</updated>
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  <updated>2009-11-20T17:50:46Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/3e18df8d4d5c5568/ea50c8fcd204a3b5?show_docid=ea50c8fcd204a3b5</id>
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  <name>Billy Bissette</name>
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  <updated>2009-11-20T17:46:23Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/7bb34459c83d8a5b?show_docid=7bb34459c83d8a5b</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/7bb34459c83d8a5b?show_docid=7bb34459c83d8a5b"/>
  <title type="text">Re: Returned damage.</title>
  <summary type="html" xml:space="preserve">
  Gerry Quinn &amp;lt;ger...@indigo.ie&amp;gt; wrote in &lt;br&gt; Change &amp;quot;dead&amp;quot; to &amp;quot;dying&amp;quot;. &lt;br&gt; &amp;quot;Dying cave troll has struck you for 457 physical damage.&amp;quot; &lt;br&gt; The player shouldn&#39;t be confused by such a message, and it sounds &lt;br&gt; like it is a fairly accurate description of what is happening.
  </summary>
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  <email>ecyaya...@yeah.net</email>
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  <updated>2009-11-20T17:11:14Z</updated>
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  <entry>
  <author>
  <name>Jotaf</name>
  <email>jota...@hotmail.com</email>
  </author>
  <updated>2009-11-20T16:03:15Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/92f68dadbe83108a/fade85e7fe4d76a7?show_docid=fade85e7fe4d76a7</id>
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  <title type="text">Re: Post-processing to ensure map connectivity</title>
  <summary type="html" xml:space="preserve">
  On Nov 18, 9:30 pm, Gelatinous Mutant Coconut &lt;br&gt; Anyway in this extremely contrived case you can just roll the dice &lt;br&gt; again :P &lt;br&gt; Jotaf
  </summary>
  </entry>
  <entry>
  <author>
  <name>Jotaf</name>
  <email>jota...@hotmail.com</email>
  </author>
  <updated>2009-11-20T15:59:07Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/bf33c4cf0943302d?show_docid=bf33c4cf0943302d</id>
  <link href="http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/bf33c4cf0943302d?show_docid=bf33c4cf0943302d"/>
  <title type="text">Re: Returned damage.</title>
  <summary type="html" xml:space="preserve">
  How about this: &lt;br&gt; &amp;quot;Dieing cave troll has struck you for 457 physical damage.&amp;quot; &lt;br&gt; So he basically struck you as his last action. &lt;br&gt; Jotaf
  </summary>
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  <updated>2009-11-20T15:56:29Z</updated>
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  <author>
  <name>Gerry Quinn</name>
  <email>ger...@indigo.ie</email>
  </author>
  <updated>2009-11-20T13:44:21Z</updated>
  <id>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_thread/thread/dc9ca7b6153a6397/712e9774c4e1d18d?show_docid=712e9774c4e1d18d</id>
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  <title type="text">Re: Returned damage.</title>
  <summary type="html" xml:space="preserve">
  In article &amp;lt;he60u9$ib...@aioe.org&amp;gt;, konstantin.stup...@gmail.com &lt;br&gt; says... &lt;br&gt; if it is only one situation, you could always hack it in some fashion, &lt;br&gt; perhaps simply by changing the message if the troll is dead, to &lt;br&gt; something more understandable, for example: &lt;br&gt; &amp;quot;Dead troll&#39;s fire shield struck for 457 damage.&amp;quot;
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