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* bug with export and repeated/displaced right-brackets
@ 2006-09-22 21:07 David O'Toole
  2006-09-25  7:26 ` Carsten Dominik
  0 siblings, 1 reply; 2+ messages in thread
From: David O'Toole @ 2006-09-22 21:07 UTC (permalink / raw)
  To: emacs-orgmode

[-- Attachment #1: Type: text/plain, Size: 363 bytes --]


I've attached a file showing what i believe to be an archiving bug.

I have the following in my init.el:

(setq org-archive-location "::* Archive")

When archiving tasks, the closing ] of the "closed" time gets
displaced to the end of the file, resulting in a big run of closing ]
at the end of the file. I've attached an org-mode file that shows the problem.



[-- Attachment #2: RogueLike.org --]
[-- Type: application/octet-stream, Size: 51611 bytes --]

#+TITLE: RLX: A cross-platform tile-based gaming console for Emacs

* Status

 *2006-09-16* -- RLX is about 93% implemented; I've begun developing
the roleplaying system and game logic for the first RLX game,
entitled *Void Mission*. 

Some of us have been chatting on the channel irc.freenode.net#rlx, why
not stop by and help us brainstorm?

Here are some screenshots of the partially-completed engine in action:

file:../images/RogueLike-10.png

file:../images/RogueLike-4.png

[[file:../images/RogueLike-7.png]]

Early shots of RLX Studio (currently under heavy development) 

file:../images/RogueLike-11.png

file:../images/RogueLike-6.png

If for some bizarre reason you want to test it this early in
development, follow these steps:
   
   - Make sure you have [[http://www.imagemagick.org/][ImageMagick]] installed. This is required, and
     it must be a recent version. To check if RLX will work properly
     with your version of ImageMagick, try the following command:
: convert | grep composite

   - If you see nothing, your version will probably not work. If you
     see help related to the *-composite* option, it should work fine.


   - You probably also need Emacs 22 and a fast (i.e. at least 2 GHZ) machine.
   - Download [[file:CellMode.org][CellMode]] (a required library), byte-compile it, and put
     it in your load-path
   - Download [[file:../e/rlx.el][rlx.el]] and put it in your load-path
   - Byte-compile rlx.el, which is *absolutely essential* for playable
     speed. This is because I make heavy use of Common Lisp extensions
     to Emacs Lisp, and these require compilation to run fast. 
   - Optionally download [[file:../e/color-theme-rlx.el][the official RLX color theme for Emacs.]]
   - Create a directory "~/rlx" and a directory "~/.rlx"
   - Download the [[file:../packages/void-mission.tar.gz][test game]] to ~/rlx
   - Unpack the test game in ~/rlx
   - Byte-compile the test game's .el file. This also helps speed. 
   - (require 'rlx)
   - M-x rlx-start-game RET void-mission RET

** The cool RLX official ColorTheme

You can download this from [[file:ColorThemes.org][my ColorThemes page.]]

** Controlling the test game


*** Movement

   - Use the numeric keypad to move around. Watch stuff happen. 
   - Look at your current location with Numpad-5

*** Inventory

   - Select object to pick up with keypad / and *
   - Pick up object with keypad Enter
   - Move objects in inventory with Alt-/ and Alt-*
   - Move objects into containers with Control-/ and Control-*
   - Open containers with Control-Enter
   - Equip items with "E"
   - Equipment screen: "e"

*** Combat

   - You need to have a weapon equipped. Look for a Rusty Wrench.
   - Alt-Direction to attack

*** Targeting

   - Move targeting reticle with Control-arrows. Notice the cool 
     alpha transparency!
   - Describe target with Control-5
   - Cancel targeting with Control-Backslash

*** Vehicles

   - Look for a yellow spaceship. Enter it with "v", leave with "V". 
   


** More info

The current task list is always at the bottom of this page under the
heading *Tasks*.


* About

RLX is a portable, free graphical roguelike game console for GNU
Emacs. You can develop games for it as if they were ROMs for an
emulator, except this console never existed.

The system provides the basic nuts and bolts required to build
graphical roguelikes:

 - Graphical tile map display engine with alpha transparency 
 - Turn-based action
 - Objects can be scripted in emacs lisp, and can have arbitrary 
   properties attached
 - Pluggable games, just like a real console
 - Basic AI support and pathfinding
 - Line-of-sight and lighting
 - Heads-up-display buffer (HUD)
 - Terrain generation and pattern-based map synthesis

The system is fairly open-ended, so you could possibly also develop
arcade style games like pac-man (within certain limits.)

* Roleplaying system

The roleplaying system is a property of a particular RLX game, not of
RLX itself. This allows different games to use different and unrelated
roleplaying systems. This section of the document is about the
particular roleplaying system I am going to develop for my game. One
underlying principle is that there is no "character generation
screen". The character's attributes result entirely from in-game
actions over time.

At first I will just develop the basics, the raw minimum for a sci-fi
game to work, then develop it further. 

** Skills
   
Skills enable you to do something. Skills can change:
        - permanently
	- temporarily while certain items are equipped 
	- temporarily while a certain effect is active

I've decided not to implement any hierarchy of skill
specializations. It's just too complicated. I would like to keep the
skill set of a manageable size and structure.

Skill values factor into various computations: for example, eyesight
could determine the radius of your vision under normal lighting.

Skill ideas:
      
 - Strength (attack power). 
 - Intelligence (perception, etc)
 - Dexterity (attack/defence success)
 - Eyesight
 - Hacking 
 - Close combat 
 - Ranged combat
 - Stealth
 - Vehicles
 - Medicine
 
** Equipment

** Combat 

 - Player signals attack with M-direction

 : :action :attack :to attacker :from direction

 - This is resolved to: 

 : :action :attack :to attacker :from defender 

 - Attacker rolls dexterity for hit/miss. 
 - Attacker hits!
 - Attacker rolls Strength for damage power, add to weapon roll
 - Defender rolls Dexterity for dodge
 - If hit, roll Strength, modify by weapon strength and close/ranged combat skill  

 : :action :defend :to defender :from attacker :detail points

 - Defender rolls Strength to resist damage, modify by armor class, sends to self: 

 : :action damage :to self(defender) :detail points

Is this too complicated? 

* API Notes

The API will consist of:
    - A base set of properties (e.g. *:tile*, *:block-movement*, etc)
    - Documentation of how these properties are interpreted by the engine
    - Methods to create new properties and interpretations for them
      (i.e. the particular roleplaying system you use)
    - A taxonomy of event cells that result from cell interactions and commands
    - Methods to define new cells
    - A set of functions and variables that cells can use to "do their thing"
    - Console-wide methods like saving/loading the game. 
    - Standard file format for games: files like *naju.rlx.el*

* Ideas for roguelike activities
 
 - Confront dozens or even hundreds of enemies at a time
 - Wreak havoc in highly destructible environments
 - Mine minerals and manufacture stuff with them
 - Run around placing bombs on other objects/enemies, then run away
   and explode them! This idea is stolen from the PlayStation game
   "Silent Bomber."
 - Feel the paranoia of never knowing what is around the corner
 - Pit yourself against time as maps fill up with water or poison gas
 - Destroy security cameras to prevent the BLS from seeing you
 - Create temporary force fields to block enemies and protect yourself.
 - Upgrade skills with chips/software/modules. You can find them by
   taking apart other machines.
 - Locate schematics for fantastic devices and build them using raw
   materials and manufacturing work stations.
 - Remote-control a limited robot in areas with too much radiation for humans to explore
 - Get radiation sickness and take antidotes
 - Experience and deal with extremes of temperature
 - Researching objects, requires a workstation and research skill
 - Stealth play, sneaking through dark areas to avoid detection
 - Explore a machine-hollowed planetoid whose surface is speckled with
   numerous robotic installations and mysterious crash sites from a
   previous expedition
 - Homage to Compile: a roguelike inspired by Zanac, Aleste, and Guardian Legend
   (this could absorb many of the ideas above)
 - Surround yourself with slave robots who do your bidding and defend you from enemies
 - Wear mecha suits of different types and capabilities. 
 - Transform between vehicle and humanoid forms (only at specified transforming stations? or at some cost)
   + Vehicle form is faster speed, distance weapon, auto-target
   + Human form can use (scarce) guns and ammo, but slower, not as well defended
   + Can't manipulate stuff in ship mode
   + Ship mode = action arcade?
   
 - Vehicle combat (sounds difficult)
 - Dyson sphere exploration (whoa)
* Places to visit

Each place will have associated enemies, items, and a selection of
special things to do.

 - Cold storage 665... find strange items
 - Highway 291-M (randomly generated name).. with a vehicle you can
   speedily navigate the universe
 - Caves with minerals to mine and freaky insects to defeat
 - Power transfer stations... radiation!
 - There was originally just an outpost on this planet, a research
   station... but eventually IT took over and hollowed out the
   planet...

* Links
  
** Pixel Art

 - http://en.wikipedia.org/wiki/Pixel_art
 - http://www.derekyu.com/extras/pixel01.html
 - http://petesqbsite.com/sections/tutorials/tuts/tsugumo/

** Line of sight

 - http://en.wikipedia.org/wiki/Bresenham's_line_algorithm
 - http://www.cs.helsinki.fi/group/goa/mallinnus/lines/bresenh.html
 _ http://en.wikipedia.org/wiki/Distance

** Pathfinding

 - http://home1.stofanet.dk/breese/aaai99.html
 - http://www.policyalmanac.org/games/aStarTutorial.htm

** Terrain generation and mapping

 - Plasma fractals: http://www2.vo.lu/homepages/phahn/fractals/plasma.htm
 - http://en.wikipedia.org/wiki/Procedural_generation
 - http://en.wikipedia.org/wiki/Fractals
 - http://en.wikipedia.org/wiki/Fractal_landscape
 - http://en.wikipedia.org/wiki/L-System
 - http://www.geocities.com/area51/6902/t_subdiv.html
 - http://www.geocities.com/Area51/6902/terrain.html
 - http://citeseer.ifi.unizh.ch/727893.html
 - http://citeseer.ifi.unizh.ch/499084.html
 - http://www.cs.cmu.edu/~mzucker/code/perlin-noise-math-faq.html

** Simulations

 - [[http://citeseer.ist.psu.edu/256619.html][Agentsheets paper]]
 - http://www.itee.uq.edu.au/~penny/_papers/ICEC2005-sweetser.pdf
 - http://www.itee.uq.edu.au/~penny/_papers/IDEAL05-Sweetser-revised.pdf
 - 

** Roguelike resources

 - http://www.statslab.cam.ac.uk/~eva/nhvsadom.html Comparison of ADOM and Nethack
 - http://roguelikedevelopment.org/ - Roguelike development resource
 - [[http://roguelikedevelopment.org/php/category/showCategory.php?path=development/&category=MAP][Map generation links @ roguelikedevelopment.org]]
 - http://rltiles.sourceforge.net/ - Freely usable fantasy
   tiles. Initially I may wish to develop my own abstract sci-fi
   tileset in the graphical style of Zanac / Guardian Legend. I would
   of course make these freely available.
 - http://roguebasin.roguelikedevelopment.org/index.php?title=Graphical_tiles

* CellMode Tasks
** TODO Use symbol-macrolet to bind instance vars in (cell-mode-define 
** TODO Add documentation to each section of cell.el
** TODO Docstrings!
** TODO Fix cursor display bug in HUD. maybe prototype-compute calcs width wrong? 

** TODO Elisp Cell: Don't blitz buffer when already open
* RLX Tasks
** TODO URGENT: Fix reticle movement bug
** TODO Improve metamap algorithms
*** TODO Allow certain things to only appear a max # times
*** DONE Make sure everything terminates and no holes in building
    CLOSED: [2006-09-22 Fri 16:02]
** TODO rlx-grid-drop-no-collisions
** TODO rlx-grid-paint-replace-all
** TODO Sprinkle stuff into outpost before merging with main map
** TODO Add stars to map of outpost
** TODO Create objects to populate outpost with 
*** TODO Lanterns / batteries
*** TODO data files of previous expedition
*** TODO Wrench / toolbox
** TODO Implement all ops
** TODO Come up with better scheme for spraying fractal terrain.
** TODO Implement cellular automata terrain
** TODO -------------------- 96% ----------------------------------
** TODO Implement LOS-based simple seeking with latency
** TODO Implement basic PATHFINDING
** TODO ------------ REVIEW, REVISE, REFACTOR ---------------------
*** TODO Combine the duplicated HUD move functions into one
*** TODO Write specifications for all events and use (let) to rename "to" and "from"
*** TODO Evaluate non-spec values in defcell
*** TODO Always return next-player from rlx-run-world? 
*** TODO Make utility defsubsts for forwarding commands to self
*** TODO Implement formatted sensor values by returning more stuff in plist
** TODO -------------------- 97% -----------------------------------
** TODO Enhancements and fixes -------------------------------------
*** TODO Use horizontal space in narration window to summarize encounter. 
*** TODO Cells that prevent ships from entering.
*** TODO Synthesize :step events to all cells in a grid when you step
*** TODO Hierarchical HUD: with back button
*** TODO Properly move things out of containers
*** TODO [#C] Fix narration getting into/out of vehicles
*** TODO [#C] Fix lines between tile rows when font is too big
*** TODO [#C] Read Braitenberg's "Vehicles"
*** TODO [#C] Make rlx-load-game use completing-read
*** TODO Implement item collections that aggregate
*** TODO Implement floating light sources
*** TODO Don't allow targeting of shadowed areas. 
*** TODO Model player knowledge and discoveries
  - Items can be placed in a :knowledge-group
  - Can only see (or :description :name) when you don't know its group
  - Once you gain knowledge if that knowledge group you will see its true
    name and :detailed-description
*** TODO Implement rlx-name and rlx-description to calculate this in one place
** TODO [#C] Implement wiki backlink search (for categories etc.)
** TODO Quickly navigate wiki: hotkey for front page ("/") and right-click to follow
* Void Mission Tasks
** TODO Implement main player status display in header-line of map
** TODO Implement :create action for cells when cloned
** TODO Refine combat model and formulas
** TODO Implement more sophisticated attack system with hit/miss/dodge
** TODO [ and ] to choose attacking hand, other hand is Using hand
** TODO ------------------------------------------------------------
** TODO Implement slave AI players who cluster around and defend player
** TODO -------------------- 99% -----------------------------------
** TODO Optimization
*** TODO Don't cons so much during lighting process
*** TODO Don't use event function for Stat computation
*** DONE Replace BLOCK by COND in defcell expansion
    CLOSED: [2006-09-14 Thu 07:43]
*** DONE Render tiles by replacing text properties
    CLOSED: [2006-09-11 Mon 08:18]
*** TODO More defsubst
*** TODO Speed up cell-image-compute: don't use temp-buffer/insert-image
*** TODO (info "(elisp)Forcing Redisplay")
*** TODO Speed up rlx-invoke-event
*** TODO Profile and optimize cell-mode
*** TODO Don't use (append) in rlx-run-events
*** TODO Use integer math in (rlx-trace) 
*** DONE Don't narrate enemy turns
    CLOSED: [2006-09-08 Fri 11:38]
*** DONE Turn off undo information in rlx-mode buffre
    CLOSED: [2006-09-06 Wed 23:20]
*** DONE Don't use (rlx-grid-get) in (rlx-grid-render)
    CLOSED: [2006-09-06 Wed 23:32]

This looks up the same row every time... instead i should try mapc or
something, loading each row just once.


** TODO Documentation
*** TODO Examples of prototype at prototype section
*** TODO Examples of each cell type
*** TODO Explain default events better
* Archive

** DONE(<2006-09-07 Thu 13:26>) Handle result events properly
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement major mode for RLX buffers
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement command interface
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement moving player
   * CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Fix moving player duplication bug
   CLOSED: [2006-09-07 Thu 13:26]

Notice how the Smiley is moved from 6,4 to 7,4 but then the next move is from 6,4 again, resulting in duplication...

: RESULT-EVENTS: 6 4 :south 
: ATTEMPTED MOVE of "Smiley" from 6,4 to 7,4
: ATTEMPTED MOVE of "Ant" from 7,6 to 8,6
: RESULT-EVENTS: 6 4 :east 
: ATTEMPTED MOVE of "Smiley" from 6,4 to 6,5
: Stopped computing at 6 5

** DONE(<2006-09-07 Thu 13:26>) [#A] Fix partial compute bug.. this was a nasty one!
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Define game structure so that RLX can load games
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) write (rlx-reset)
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Figure out org-publish scheme for automatically packing/uploading test game
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement narration buffer
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Fix scrolling issues in narration buffer
   CLOSED: [2006-09-07 Thu 13:26]

- [[info:elisp:Vertical%20Scrolling][elisp:Vertical Scrolling]]

** DONE(<2006-09-07 Thu 13:26>) Narrate when it's your turn
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement random walking ant to test turn-based action model
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Read up on Bresenham's line drawing algorithm
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement :block-movement
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement elisp bresenham
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement map structure to hold context
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement compute cursor and re-startable computation
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement enemy phase / player phase
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Implement turn numbering to prevent multiple execution of a cell
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Bugfix: ants moved more than once...
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 13:26>) Bugfix: three images not composed properly...
   CLOSED: [2006-09-07 Thu 13:26]

** DONE(<2006-09-07 Thu 16:55>) Look at other sci-fi roleplaying systems
   CLOSED: [2006-09-07 Thu 16:55]

** DONE(<2006-09-07 Thu 17:39>) Develop basic sci-fi roleplaying system
   CLOSED: [2006-09-07 Thu 17:39]

** DONE(<2006-09-07 Thu 19:59>) Inherited behaviors: allow list-valued :event property
   CLOSED: [2006-09-07 Thu 19:59]

** DONE(<2006-09-07 Thu 19:59>) Handle :does-not-understand
   CLOSED: [2006-09-07 Thu 19:59]

** DONE(<2006-09-08 Fri 08:53>) Merge any good stuff from Design Notes into the Manual
   CLOSED: [2006-09-08 Fri 08:53]

** DONE(<2006-09-08 Fri 09:32>) Fix rlx-invoke-event so that it accepts whole event, not destructured
     CLOSED: [2006-09-08 Fri 09:32]

** DONE(<2006-09-08 Fri 10:29>) Get rid of rlx-current-row nonsense
     CLOSED: [2006-09-08 Fri 10:29]

** DONE(<2006-09-08 Fri 10:29>) Change old calls to rlx-handle-result-event    
     CLOSED: [2006-09-08 Fri 10:29]

** DONE(<2006-09-08 Fri 10:29>) Change rlx-handle-result-event to rlx-run-events
     CLOSED: [2006-09-08 Fri 10:29]

** DONE(<2006-09-08 Fri 10:29>) Fix calls to rlx-invoke-event to rlx-run-events
     CLOSED: [2006-09-08 Fri 10:29

** DONE(<2006-09-08 Fri 14:48>) RLX command should try calling game's command handler function.
   CLOSED: [2006-09-08 Fri 14:48

** DONE(<2006-09-08 Fri 20:58>) Move keymap mechanism to the game itself
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Implement scalar system with base/min/max/modifier values and compute function
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Implement pushable objects
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Implement sending events to adjacent cells
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Allow commands to be entire events with :from being player
   CLOSED: [2006-09-08 Fri 20:58]
** DONE Move handling of special actions to rlx-command
    CLOSED: [2006-09-08 Fri 18:00

** DONE(<2006-09-08 Fri 20:58>) Store cell grid locations along with cells
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Implement push commands
   CLOSED: [2006-09-08 Fri 20:58]

We need a way to make the pushable object receive a message with :action = :move
and :detail = a direction.

** DONE(<2006-09-08 Fri 20:58>) Point should follow current player
   CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Change :subject and :object to :to and :from, end the confusion!
    CLOSED: [2006-09-08 Fri 20:58

** DONE(<2006-09-08 Fri 20:58>) Clean up result event handling
    CLOSED: [2006-09-08 Fri 20:58]

    - Cell receives event (:turn or whatever)
    - Cell uses helper functions to decide which cells are affected
    - Cell synthesizes events for those cells
    - Result events returned
    - Engine stores result events in R
    - until R is empty:
       e = pop R
       execute e
       append result events list to Q
    - if Q = empty, break
    - R = pop Q
    - render
    - repeat

** DONE(<2006-09-10 Sun 01:45>) Keep track of players and player positions 
   CLOSED: [2006-09-10 Sun 01:45

** DONE(<2006-09-10 Sun 01:45>) Revise rlx-run-world to not scan for players.
   CLOSED: [2006-09-10 Sun 01:45

** DONE(<2006-09-10 Sun 01:45>) Bugfix: show player at all times
   CLOSED: [2006-09-10 Sun 01:45

** DONE(<2006-09-10 Sun 12:41>) Compute :effects on every turn
   CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) revise stats to use event functions
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) scalars should become stats I think
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Subsume scalars and sensors and effects into "value cells"?
   CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Allow event functions to return single event
   CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Implement effect handling
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Move boolean properties into :type
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Implement cell :type
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Merge dev docs into rlx.el
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Fix all boolean property checks to use rlx-in-category
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Fix calls to rlx-cell-with-property
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Implement :remove-effect
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Implement :stat-effect and :add-effect
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Move cell basics to top of file. organize it like the dev docs
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:41>) Fix test game to fit new API
    CLOSED: [2006-09-10 Sun 12:41

** DONE(<2006-09-10 Sun 12:43>) [#A] Clean up cell interaction concepts
   CLOSED: [2006-09-10 Sun 12:43]

Sketch example interactions for these scenarios:

 - Attack
 - Pick up 
 - Push 
 - Explode (i.e. area effect)
 - Poison
 - Cure poison
 - Poison wearing off
 - Sensors (they have a :value and use helper functions to locate
   stuff and generate HUD messages  
 - Temporary stat change: a cell that adds to a stat, then subtracts
   the same amount when a timer expires (destroying itself when it is
   done.)

How does it break down into cells?

Keeping in mind that we want narration for all of this. Hrm. 

Which events are handled by the engine? ALL OF THEM. There are no
"direct" interactions between cells, only messages being sent. 

How about this: for area effect, the engine helps you build a list of
cells to interact with, then you synthesize events that effect those
cells (either immediately or over time by the :add-effect action) and
return those events. 

The events are possibly animated (cool!) and then executed, possibly
resulting in more events to be handled. This might be tricky.

** DONE(<2006-09-10 Sun 16:15>) Fix rlx-run-events to use sensor helpers
   CLOSED: [2006-09-10 Sun 16:15

** DONE(<2006-09-10 Sun 16:15>) Implement naive chaser
   CLOSED: [2006-09-10 Sun 16:15

** DONE(<2006-09-10 Sun 16:15>) Fix infinite loop bug when pushing blank space
   CLOSED: [2006-09-10 Sun 16:15

** DONE(<2006-09-10 Sun 16:15>) Document :turn
   CLOSED: [2006-09-10 Sun 16:15

** DONE(<2006-09-10 Sun 16:15>) Implement sensors
   CLOSED: [2006-09-10 Sun 16:15]
 - sensors are cells with state etc. they are sent event :compute each turn with 
   player as :from and self as :to. 
   they return the special cell (:value foo) to communicate their value back
   to the engine.

** DONE(<2006-09-10 Sun 20:45>) Integrate new graphics into VM
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Draw terrain tiles
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Draw bricks + blocks
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Draw gridbug
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Draw spaceship
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Handle composed events in macro defcell
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-10 Sun 20:45>) Use symbols for all event functions, with compiler making symbols?
   CLOSED: [2006-09-10 Sun 20:45]
 - this would allow game files to be byte-compiled properly without
   screwing up read syntax of cells.

** DONE(<2006-09-10 Sun 20:45>) Change game name to Void Mission
   CLOSED: [2006-09-10 Sun 20:45

** DONE(<2006-09-11 Mon 12:02>) Write rlx-world-replace-all
   l CLOSED: [2006-09-11 Mon 12:02

** DONE(<2006-09-11 Mon 12:03>) Draw :push tile
   CLOSED: [2006-09-11 Mon 12:03

** DONE(<2006-09-11 Mon 12:03>) Implement :destroy-self
   CLOSED: [2006-09-11 Mon 12:03

** DONE(<2006-09-11 Mon 12:03>) Make some ruins
   CLOSED: [2006-09-11 Mon 12:03

** DONE(<2006-09-11 Mon 14:06>) [#B] Allow coordinate values for :to
   CLOSED: [2006-09-11 Mon 14:06

** DONE(<2006-09-11 Mon 14:07>) Write rlx-world-replace-top
   CLOSED: [2006-09-11 Mon 14:07

** DONE(<2006-09-11 Mon 14:07>) Give cells access to world and grid
   CLOSED: [2006-09-11 Mon 14:07

** DONE(<2006-09-11 Mon 14:07>) Write direction-is-obstacle helper function
   CLOSED: [2006-09-11 Mon 14:07

** DONE(<2006-09-11 Mon 14:34>) Write rlx-register-game instead of using intern...
   CLOSED: [2006-09-11 Mon 14:34

** DONE(<2006-09-11 Mon 15:50>) BUGFIX: rlx-grid-replace-top not working right
   CLOSED: [2006-09-11 Mon 15:50

** DONE(<2006-09-11 Mon 15:50>) BUGFIX: spooky action at a distance with rlx-paint
   CLOSED: [2006-09-11 Mon 15:50

** DONE(<2006-09-11 Mon 18:47>) Allow standalone / temporary sheets
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Allow display without any borders or numbering
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Write menu cell type that can display images, etc 
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Accept events/keywords to save
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Write limited-length sexp printer cell
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Write debug inspector routine that fills menu with props values
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 18:47>) Write function to transform a list into a cell menu
    CLOSED: [2006-09-11 Mon 18:47

** DONE(<2006-09-11 Mon 21:50>) Cell-hud-mode
    CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 21:50>) Begin adapting cell-mode to RLX
   CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 21:50>) Control-delete cancels targeting
   CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 21:50>) Control-cursor moves reticle
   CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 21:50>) Indicate selected cell with reticle overlay
   CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 21:50>) Implement cell selection (for scanning, pushing, etc)
   CLOSED: [2006-09-11 Mon 21:50

** DONE(<2006-09-11 Mon 22:00>) [#C] Fix game not working when narration window not displayed
   CLOSED: [2006-09-11 Mon 22:00

** DONE(<2006-09-11 Mon 22:00>) [#C] Clean up relationship between grid and world
   CLOSED: [2006-09-11 Mon 22:00

** DONE(<2006-09-12 Tue 09:32>) Fix when targeting opaque objects
   CLOSED: [2006-09-12 Tue 09:32

** DONE(<2006-09-12 Tue 09:32>) Reticle indicates line of sight
   CLOSED: [2006-09-12 Tue 09:32

** DONE(<2006-09-12 Tue 15:18>) Fix holes in line of sight when target is to bottom left
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement proxy cells
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement basic Voyager
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement drivable vehicle
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Fix collisions on vehicle
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement inventory 
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement something to pick up
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) HUD topic header line
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 15:18>) Implement :inspect command
   CLOSED: [2006-09-12 Tue 15:18

** DONE(<2006-09-12 Tue 16:36>) Fix problems with cell-mode cursor
    CLOSED: [2006-09-12 Tue 16:36

** DONE(<2006-09-12 Tue 17:08>) Reticle requires line of sight
   CLOSED: [2006-09-12 Tue 17:08

** DONE(<2006-09-12 Tue 20:06>) Implement :inventory-target
    CLOSED: [2006-09-12 Tue 20:06

** DONE(<2006-09-12 Tue 20:06>) Implement :inventory-self
    CLOSED: [2006-09-12 Tue 20:06

** DONE(<2006-09-12 Tue 20:06>) Add action keywords to rlx-inventory
    CLOSED: [2006-09-12 Tue 20:06

** DONE(<2006-09-12 Tue 20:06>) Test containers
   CLOSED: [2006-09-12 Tue 20:06

** DONE(<2006-09-12 Tue 20:06>) Update HUD after :take
   CLOSED: [2006-09-12 Tue 20:06

** DONE(<2006-09-12 Tue 20:18>) Implement and test :take and :taken
    CLOSED: [2006-09-12 Tue 20:18

** DONE(<2006-09-12 Tue 20:18>) Select from multiple items on ground
    CLOSED: [2006-09-12 Tue 20:18

** DONE(<2006-09-12 Tue 20:18>) Cursor motion and select keys for HUD
    CLOSED: [2006-09-12 Tue 20:18

** DONE(<2006-09-12 Tue 20:19>) Implement containers
   CLOSED: [2006-09-12 Tue 20:19

** DONE(<2006-09-12 Tue 20:48>) Don't display The Voyager in inventories
    CLOSED: [2006-09-12 Tue 20:48

** DONE(<2006-09-12 Tue 21:58>) Fix targeting hangs while in vehicle
   CLOSED: [2006-09-12 Tue 21:58

** DONE(<2006-09-12 Tue 21:59>) Fix hang when disembarking
   CLOSED: [2006-09-12 Tue 21:59

** DONE(<2006-09-12 Tue 22:37>) Implement text narration.
   CLOSED: [2006-09-12 Tue 22:37

** DONE(<2006-09-13 Wed 19:10>) Index rlx.el with sexps so that you can navigate quickly. 
    CLOSED: [2006-09-13 Wed 19:10

** DONE(<2006-09-13 Wed 19:10>) Implement :default-action handling
    CLOSED: [2006-09-13 Wed 19:10

** DONE(<2006-09-13 Wed 19:10>) Remove documentation about special events, change to "default events"
    CLOSED: [2006-09-13 Wed 19:10

** DONE(<2006-09-14 Thu 09:52>) Finalize and test defcell macro 
    CLOSED: [2006-09-14 Thu 09:52]
*** DONE Make sure defuns are only on cells that have :event
     CLOSED: [2006-09-14 Thu 00:47]
*** DONE Make it eval the result.
     CLOSED: [2006-09-14 Thu 00:47

** DONE(<2006-09-14 Thu 09:52>) Refactor defcell macro
    CLOSED: [2006-09-14 Thu 09:52

** DONE(<2006-09-14 Thu 14:24>) Debug defcell macro
    CLOSED: [2006-09-14 Thu 14:24

** DONE(<2006-09-14 Thu 14:24>) Rearrange file so that defsubsts are in right order.
    CLOSED: [2006-09-14 Thu 14:24

** DONE(<2006-09-14 Thu 14:24>) Implement :default, :no-default in rlx-invoke-event
    CLOSED: [2006-09-14 Thu 14:24

** DONE(<2006-09-14 Thu 14:24>) Fix rlx-run-events to calculate :to consistently when it's a keyword or (r c)
    CLOSED: [2006-09-14 Thu 14:24

** DONE(<2006-09-14 Thu 14:24>) Move default events to default event section
    CLOSED: [2006-09-14 Thu 14:24

** DONE(<2006-09-14 Thu 16:27>) ----------- Get void-mission running again ------------------------
    CLOSED: [2006-09-14 Thu 16:27]
*** DONE Fix collision detection
     CLOSED: [2006-09-14 Thu 16:02]
*** DONE Fix aliens not moving
     CLOSED: [2006-09-14 Thu 16:27

** DONE(<2006-09-14 Thu 16:27>) Always use result value of rlx-default-event
    CLOSED: [2006-09-14 Thu 16:27

** DONE(<2006-09-14 Thu 16:27>) Don't call rlx-default-event for :turn or :send
    CLOSED: [2006-09-14 Thu 16:27

** DONE(<2006-09-14 Thu 16:27>) Make resolve-to-cell a defsubst
    CLOSED: [2006-09-14 Thu 16:27

** DONE(<2006-09-14 Thu 17:15>) ---------- REVIEW, REVISE, REFACTOR ---------------------
   CLOSED: [2006-09-14 Thu 17:15

** DONE(<2006-09-14 Thu 20:03>) Fix inventory crash
   CLOSED: [2006-09-14 Thu 20:03

** DONE(<2006-09-14 Thu 20:03>) Fix scrolling problem with reticle, mouse select
   CLOSED: [2006-09-14 Thu 20:03

** DONE(<2006-09-14 Thu 20:41>) Implement all 8 compass directions everywhere
   CLOSED: [2006-09-14 Thu 20:41

** DONE(<2006-09-14 Thu 23:38>) Ships should NOT be able to pick up stuff
    CLOSED: [2006-09-14 Thu 23:38]
*** DONE Check handling of (:no-default (event))
    CLOSED: [2006-09-17 Sun 16:59]

** DONE(<2006-09-14 Thu 23:38>) Fix menu maker code
     CLOSED: [2006-09-14 Thu 23:38

** DONE(<2006-09-14 Thu 23:38>) Fix semantics of TAKE: should be self=taker, other=taken
    CLOSED: [2006-09-14 Thu 23:38

** DONE(<2006-09-15 Fri 10:14>) Focus on player upon world creation.
    CLOSED: [2006-09-15 Fri 10:14

** DONE(<2006-09-15 Fri 10:14>) Create cache directory when it doesn't exist
    CLOSED: [2006-09-15 Fri 10:14

** DONE(<2006-09-15 Fri 10:14>) can't :look or :look-target when in spaceship
    CLOSED: [2006-09-15 Fri 10:14

** DONE(<2006-09-15 Fri 10:39>) Fix :inventory-self
    CLOSED: [2006-09-15 Fri 10:39

** DONE(<2006-09-15 Fri 10:39>) Inventory in ship mode should show YOUR inventory?????? 
    CLOSED: [2006-09-15 Fri 10:39

** DONE(<2006-09-15 Fri 11:03>) Implement dropping items
    CLOSED: [2006-09-15 Fri 11:03]
*** DONE Implement rlx-grid-drop-under
     CLOSED: [2006-09-15 Fri 10:51

** DONE(<2006-09-15 Fri 13:17>) Allow multiple bangs to be sent to cell from RLX buffer
   CLOSED: [2006-09-15 Fri 13:17]
*** DONE Modify cell-menu-compute to accept cells with :default-action and :alt-action
     CLOSED: [2006-09-15 Fri 12:10]
*** DONE Fix functions that create menu items
     CLOSED: [2006-09-15 Fri 12:36]
*** DONE Fix calls to functions that create menu items
     CLOSED: [2006-09-15 Fri 13:16]
*** DONE RET should be "use", C-RET should be drop
     CLOSED: [2006-09-15 Fri 13:16]
*** DONE Use this to implement dropping stuff as well as using
     CLOSED: [2006-09-15 Fri 13:16]
*** DONE Display options in header-line of HUD
    CLOSED: [2006-09-17 Sun 16:59]

** DONE(<2006-09-15 Fri 18:48>) Store cell + container references in menu state data
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Draw new item to test rearrangement
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Fix call sites for rlx-inventory into mostly rlx-inventory-container 
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Fix call sites for rlx-cells-inventory-menu to -data
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Write commands to swap them from RLX buffer and swap the items
     CLOSED: [2006-09-15 Fri 18:48]
     - on inventory: (rotatef (elt foo 3) (elt foo 2))

** DONE(<2006-09-15 Fri 18:48>) Then re-render menu data
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Fix :event being nil in rlx-hud-move-up
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Test rearrangement
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:48>) Test that actions still work after rearrangement
     CLOSED: [2006-09-15 Fri 18:48

** DONE(<2006-09-15 Fri 18:49>) Inventory management by rearranging cell sheet
    CLOSED: [2006-09-15 Fri 18:49

** DONE(<2006-09-15 Fri 20:34>) Implement and test containers in inventory
    CLOSED: [2006-09-15 Fri 20:34]
*** DONE Implement opening command for hud
     CLOSED: [2006-09-15 Fri 19:57]
*** DONE Fix new bug in move-item-down
     CLOSED: [2006-09-15 Fri 20:23]
*** DONE Implement moving items into/out of container
     CLOSED: [2006-09-15 Fri 20:34]
*** DONE Fix stuff not working in container
     CLOSED: [2006-09-15 Fri 20:34

** DONE(<2006-09-15 Fri 20:34>) Change rlx-narrate-text to rlx-narrate
   CLOSED: [2006-09-15 Fri 20:34

** DONE(<2006-09-15 Fri 20:35>) Implement test container
    CLOSED: [2006-09-15 Fri 20:35

** DONE(<2006-09-15 Fri 20:53>) Icons for take, drop, proxy, etc
   CLOSED: [2006-09-15 Fri 20:53

** DONE(<2006-09-15 Fri 21:31>) Implement weight calculation
    CLOSED: [2006-09-15 Fri 21:31

** DONE(<2006-09-15 Fri 21:31>) Show total weight in inventories
    CLOSED: [2006-09-15 Fri 21:31

** DONE(<2006-09-15 Fri 21:31>) Implement capacity checking as a function of strength
   CLOSED: [2006-09-15 Fri 21:31]
 - just have object update capacity when strength changes...

** DONE(<2006-09-15 Fri 21:48>) Implement inventory
   CLOSED: [2006-09-15 Fri 21:48]
*** DONE Implement capacity checking when putting items in
    CLOSED: [2006-09-15 Fri 21:48

** DONE(<2006-09-16 Sat 06:41>) Fix cell-mode error when clicking outside of spreadsheet
   CLOSED: [2006-09-16 Sat 06:41

** DONE(<2006-09-16 Sat 12:21>) Implement equipment
   CLOSED: [2006-09-16 Sat 12:21]
*** DONE Implement default equip-for
    CLOSED: [2006-09-16 Sat 08:56]
*** DONE Implement equip and dequip functions
    CLOSED: [2006-09-16 Sat 09:07]
*** DONE Implement plist slot on cell-sheet
    CLOSED: [2006-09-16 Sat 09:13]
*** DONE Implement HUD screen :types on cell-sheet plist
    CLOSED: [2006-09-16 Sat 09:17]
*** DONE Implement default actions for :equip and :dequip
    CLOSED: [2006-09-16 Sat 09:27]
*** DONE Implement HUD equipment interface on key "e"
    CLOSED: [2006-09-16 Sat 09:43]
*** DONE Implement test weapon
    CLOSED: [2006-09-16 Sat 10:30]
*** DONE Implement equip and dequip commands
    CLOSED: [2006-09-16 Sat 11:09

** DONE(<2006-09-16 Sat 12:21>) Implement rlx-hud-selected-cell
   CLOSED: [2006-09-16 Sat 12:21]
*** DONE Change functions to use it. 
    CLOSED: [2006-09-16 Sat 12:21

** DONE(<2006-09-16 Sat 12:21>) Make rlx-narrate accept format strings + args
   CLOSED: [2006-09-16 Sat 12:21

** DONE(<2006-09-16 Sat 12:46>) Redisplay equipment screen upon dequip
   CLOSED: [2006-09-16 Sat 12:46

** DONE(<2006-09-16 Sat 12:46>) Redisplay inventory upon equip
   CLOSED: [2006-09-16 Sat 12:46

** DONE(<2006-09-16 Sat 12:50>) -------------------- 90% ----------------------------------
   CLOSED: [2006-09-16 Sat 12:50

** DONE(<2006-09-16 Sat 15:47>) Don't pick things up from a distance
   CLOSED: [2006-09-16 Sat 15:47

** DONE(<2006-09-16 Sat 15:47>) Store hud type in global var for easy access
   CLOSED: [2006-09-16 Sat 15:47

** DONE(<2006-09-16 Sat 18:47>) Implement different player speeds
   CLOSED: [2006-09-16 Sat 18:47]

*** DONE Implement enemy turn speed
    CLOSED: [2006-09-16 Sat 17:24]
*** DONE Implement player turn speed
    CLOSED: [2006-09-16 Sat 17:24]
*** DONE Only store :turn-number if object has :event property
    CLOSED: [2006-09-16 Sat 16:23

** DONE(<2006-09-16 Sat 18:47>) Test and verify correctness of player speeds
   CLOSED: [2006-09-16 Sat 18:47]
*** DONE If player phase is over, set last player to nil
    CLOSED: [2006-09-16 Sat 18:34

** DONE(<2006-09-16 Sat 19:17>) BUGFIX error message on first movement
   CLOSED: [2006-09-16 Sat 19:17

** DONE(<2006-09-16 Sat 19:17>) Turn rlx-cell-needs-turn back into a defsubst
   CLOSED: [2006-09-16 Sat 19:17

** DONE(<2006-09-17 Sun 04:20>) [#A] Flip it around completely. DAMAGE is not sent from Voyager, only Attack
     CLOSED: [2006-09-17 Sun 04:20

** DONE(<2006-09-17 Sun 04:20>) Add basic stats to players
    CLOSED: [2006-09-17 Sun 04:20

** DONE(<2006-09-17 Sun 04:20>) Design flow of event messages
    CLOSED: [2006-09-17 Sun 04:20

** DONE(<2006-09-17 Sun 04:20>) Attack/damage icons
    CLOSED: [2006-09-17 Sun 04:20

** DONE(<2006-09-17 Sun 04:51>) Implement attack commands
    CLOSED: [2006-09-17 Sun 04:51]
*** DONE Fix player attacking self. 
     CLOSED: [2006-09-17 Sun 04:51

** DONE(<2006-09-17 Sun 04:51>) Implement :from resolution correctly
    CLOSED: [2006-09-17 Sun 04:51

** DONE(<2006-09-17 Sun 06:04>) Implement defender damage
    CLOSED: [2006-09-17 Sun 06:04

** DONE(<2006-09-17 Sun 06:04>) Fix rlx-cell-inspect-menu
    CLOSED: [2006-09-17 Sun 06:04

** DONE(<2006-09-17 Sun 06:04>) Enemy dies when HP <= 0 
    CLOSED: [2006-09-17 Sun 06:04

** DONE(<2006-09-17 Sun 10:35>) Implement enemy attacking you
   CLOSED: [2006-09-17 Sun 10:35

** DONE(<2006-09-17 Sun 10:35>) Test basic combat
   CLOSED: [2006-09-17 Sun 10:35

** DONE(<2006-09-17 Sun 10:35>) Implement builtin weapon for purple perceptor
    CLOSED: [2006-09-17 Sun 10:35

** DONE(<2006-09-17 Sun 10:35>) Display weapon in attack narration
    CLOSED: [2006-09-17 Sun 10:35

** DONE(<2006-09-17 Sun 10:35>) Pass weapon and damage as detail in attack messages
    CLOSED: [2006-09-17 Sun 10:35

** DONE(<2006-09-17 Sun 11:25>) Implement basic player stats and combat system
   CLOSED: [2006-09-17 Sun 11:25

** DONE(<2006-09-17 Sun 11:25>) Add simple defevent macro for composed events
    CLOSED: [2006-09-17 Sun 11:25

** DONE(<2006-09-17 Sun 11:25>) Modify defcell to parse (import foo)
    CLOSED: [2006-09-17 Sun 11:25

** DONE(<2006-09-17 Sun 11:38>) Add support for composed/reused elements of defcell event declaration
   CLOSED: [2006-09-17 Sun 11:38]
 - This way you can easily put the RPG system in the RLX game...
*** DONE Factor out basic combat system
    CLOSED: [2006-09-17 Sun 11:35]
*** DONE test macros
    CLOSED: [2006-09-17 Sun 11:38]
**** DONE Fix inserting text into current buffer on load!!!
     CLOSED: [2006-09-17 Sun 11:38

** DONE(<2006-09-17 Sun 16:04>) ----------------------------------------------------------
   CLOSED: [2006-09-17 Sun 16:04]
** DONE Fix problem with player getting extra turn
   CLOSED: [2006-09-17 Sun 13:02

** DONE(<2006-09-17 Sun 16:04>) Don't display annoying arrows in fringe
   CLOSED: [2006-09-17 Sun 16:04

** DONE(<2006-09-17 Sun 16:05>) Fix error message when attacking with non-weapon
   CLOSED: [2006-09-17 Sun 16:05

** DONE(<2006-09-17 Sun 16:05>) Fix attack errors with purple perceptor
   CLOSED: [2006-09-17 Sun 16:05

** DONE(<2006-09-17 Sun 16:59>) --------------------- 91% ----------------------------------
   CLOSED: [2006-09-17 Sun 16:59

** DONE(<2006-09-18 Mon 10:46>) LIGHTING
   CLOSED: [2006-09-18 Mon 10:46]
*** DONE Add property list to rlx-world
    CLOSED: [2006-09-17 Sun 17:15]
*** DONE Implement light-source registration
    CLOSED: [2006-09-17 Sun 17:42]
*** DONE Send :equip and :dequip events 
    CLOSED: [2006-09-17 Sun 17:45]
*** DONE Implement lantern that registers upon equip
    CLOSED: [2006-09-17 Sun 18:32]
*** DONE Write octagon tracer
    CLOSED: [2006-09-17 Sun 20:09]
*** DONE Test octagon tracer
    CLOSED: [2006-09-17 Sun 20:09]
*** DONE Implement ambient lighting and darkness
    CLOSED: [2006-09-17 Sun 22:05]
**** DONE You can see radius X when ambient light is X
     CLOSED: [2006-09-17 Sun 20:40]
**** DONE Ambient lighting value is added to radius of all light sources on rendering
     CLOSED: [2006-09-17 Sun 20:40]
*** DONE Implement light rendering
    CLOSED: [2006-09-17 Sun 22:05]
*** DONE Bugfix: flip shadows
    CLOSED: [2006-09-18 Mon 00:42]
*** DONE Bugfix: allow adjusting octagon to ensure whole thing is painted
    CLOSED: [2006-09-18 Mon 09:02]
*** DONE Bugfix: ensure tracing of ray endpoints
    CLOSED: [2006-09-18 Mon 09:03]
*** DONE Bugfix: error message when lighting hits edge of map
    CLOSED: [2006-09-18 Mon 09:03]
*** DONE Test lantern!
    CLOSED: [2006-09-18 Mon 09:28]
*** DONE Fix even-size octagons
   CLOSED: [2006-09-18 Mon 09:33

** DONE(<2006-09-18 Mon 11:34>) --------------------- 93% ------------------------------------
   CLOSED: [2006-09-18 Mon 11:34

** DONE(<2006-09-18 Mon 11:34>) Implement fully-lit levels (disables lighting)
   CLOSED: [2006-09-18 Mon 11:34

** DONE(<2006-09-18 Mon 17:31>) Allow cell-mode to open different wiki files. 
   CLOSED: [2006-09-18 Mon 17:31

** DONE(<2006-09-18 Mon 21:28>) Allow to select and show current paint mode: overlay, replace
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) Make it possible to move cursor in another sheet with M-arrow
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) RLX Prototype cell
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) Make spreadsheet full of prototypes
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) RLX Map cell, holds multiple cells on grid location
    CLOSED: [2006-09-18 Mon 21:28]
*** DONE Make it a paint sink
     CLOSED: [2006-09-18 Mon 18:23

** DONE(<2006-09-18 Mon 21:28>) Show cursor on map. 
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) Allow mouse click locate cursor in map
    CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-18 Mon 21:28>) Raw display mode just inserts cell label and \n at end of row
   CLOSED: [2006-09-18 Mon 21:28

** DONE(<2006-09-19 Tue 06:16>) Property name cell with auto-completion on common props
     CLOSED: [2006-09-19 Tue 06:16

** DONE(<2006-09-19 Tue 06:16>) Property value cell that doesn't eval its argument
     CLOSED: [2006-09-19 Tue 06:16

** DONE(<2006-09-19 Tue 06:16>) Sheet has a @defcell directive in top left corner, compiler
     CLOSED: [2006-09-19 Tue 06:16

** DONE(<2006-09-19 Tue 07:25>) Allow multiple buffers open at a time, with sheet name concatenated
      CLOSED: [2006-09-19 Tue 07:25

** DONE(<2006-09-19 Tue 07:25>) Fix cursor rendering in prototype sheet
    CLOSED: [2006-09-19 Tue 07:25

** DONE(<2006-09-19 Tue 07:25>) simple Elisp editor cell
    CLOSED: [2006-09-19 Tue 07:25]

**** DONE Use other-window
      CLOSED: [2006-09-19 Tue 07:17

** DONE(<2006-09-19 Tue 07:42>) Implement paintbox
   CLOSED: [2006-09-19 Tue 07:42]
*** DONE Right-click paints
    CLOSED: [2006-09-19 Tue 07:36]
*** DONE "d" creates cell with same prototype as last created cell
    CLOSED: [2006-09-19 Tue 07:42

** DONE(<2006-09-19 Tue 07:47>) Prototype cell :open leads to definition
   CLOSED: [2006-09-19 Tue 07:47

** DONE(<2006-09-19 Tue 07:47>) Implement prototype editor
    CLOSED: [2006-09-19 Tue 07:47]
*** DONE Allow substituting elisp cells for property-value cells
     CLOSED: [2006-09-19 Tue 07:47

** DONE(<2006-09-19 Tue 13:52>) Back up void-mission.rlx.el
    CLOSED: [2006-09-19 Tue 13:52

** DONE(<2006-09-19 Tue 13:52>) Function to obtain list of non-nil non-comment CM-cells in sheet
    CLOSED: [2006-09-19 Tue 13:52

** DONE(<2006-09-19 Tue 13:52>) Directive cell compiles sheet into object definition. 
    CLOSED: [2006-09-19 Tue 13:52

** DONE(<2006-09-19 Tue 13:52>) Directive cells write output into hash table (sheet name --> output text)
    CLOSED: [2006-09-19 Tue 13:52

** DONE(<2006-09-19 Tue 13:52>) Use cl-prettyprint :-)
    CLOSED: [2006-09-19 Tue 13:52

** DONE(<2006-09-19 Tue 14:46>) Register prototype upon compilation
    CLOSED: [2006-09-19 Tue 14:46

** DONE(<2006-09-19 Tue 14:46>) Import resources into void-mission.rlx.el
    CLOSED: [2006-09-19 Tue 14:46

** DONE(<2006-09-19 Tue 14:46>) Fix weird numbers showing up in output file
    CLOSED: [2006-09-19 Tue 14:46

** DONE(<2006-09-19 Tue 16:18>) Correctly reproduce working void-mission.rlx.el
    CLOSED: [2006-09-19 Tue 16:18]
*** DONE @defbehavior
     CLOSED: [2006-09-19 Tue 15:34]
*** DONE @defkeymap
     CLOSED: [2006-09-19 Tue 15:34]
*** DONE @defstart
     CLOSED: [2006-09-19 Tue 16:04]
*** DONE @defgame
     CLOSED: [2006-09-19 Tue 15:35]
*** DONE @definclude
     CLOSED: [2006-09-19 Tue 16:18

** DONE(<2006-09-19 Tue 16:18>) Get game working based on compiled sheet
    CLOSED: [2006-09-19 Tue 16:18

** DONE(<2006-09-19 Tue 16:18>) Implement game compiler
   CLOSED: [2006-09-19 Tue 16:18

** DONE(<2006-09-19 Tue 20:08>) Fix bug with elisp cell error upon opening
   CLOSED: [2006-09-19 Tue 20:08

** DONE(<2006-09-20 Wed 14:35>) Fractal terrain 
    CLOSED: [2006-09-20 Wed 14:35]
*** DONE Implement midpoint displacement algorithm on grid
     CLOSED: [2006-09-20 Wed 12:34]
*** DONE Test fractal terrain by mapping output values onto tiles
     CLOSED: [2006-09-20 Wed 14:16

** DONE(<2006-09-20 Wed 16:28>) Begin terrain synthesis 
   CLOSED: [2006-09-20 Wed 16:28

** DONE(<2006-09-21 Thu 16:47>) URGENT: Fix map bug in Abandoned Outpost prototypes. 
   CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Make current op buffer-local
   CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Fix crashiness in tile map editor when clicking outside map
   CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Draw RuinedOutpost tiles
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Method to clone a cell sheet. 
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Draw rooms/situations for RuinedOutpost
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Pattern map registry in rlx.el
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Write rlx-map-match
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Write rlx-grid-paint-map
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Write rlx-arrange-maps
    CLOSED: [2006-09-21 Thu 16:47]
 - Grow metamap starting from seed and steps
 - While (> steps 1) select random edge matches but not terminators
 - When (= steps 1) select only terminators

** DONE(<2006-09-21 Thu 16:47>) Fix map-match to check edges of metamap and other existing maps
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) defmap macro
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-21 Thu 16:47>) Write maps to .rlx.el file during compilation... @defarea @defmap
    CLOSED: [2006-09-21 Thu 16:47

** DONE(<2006-09-22 Fri 05:24>) Pattern-based synthesis ideas
   CLOSED: [2006-09-22 Fri 05:24]

- One arranges square patterns into a larger grid by specifying for
  each of (north south east west) a list (a1 a2 a3...) that
  specifies that the pattern can connect to other patterns with any of
  a1, a2, a3 along the joining edge. Then they are randomly chosen,
  carefully matching up edges as specified, to compose the final
  metagrid.
- One can also attach probabilities to a1, a2, a3? 
- "t" means "don't care"; matches map edge or other t
- "nil" means "don't match"; ensure entrances
- Design "situations" by connecting interesting rooms with high probability
- It can rotate patterns in 90-degree increments to match them up
- You can have markers in the level, which are cells that have only a :type
  and these are filled in with random object of that :type
- Spawn points

** DONE(<2006-09-22 Fri 05:24>) Terrain test: ruined outpost
   CLOSED: [2006-09-22 Fri 05:24]

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-- 
David O'Toole 
dto@gnu.org
http://dto.freeshell.org/notebook/

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_______________________________________________
Emacs-orgmode mailing list
Emacs-orgmode@gnu.org
http://lists.gnu.org/mailman/listinfo/emacs-orgmode

^ permalink raw reply	[flat|nested] 2+ messages in thread

* Re: bug with export and repeated/displaced right-brackets
  2006-09-22 21:07 bug with export and repeated/displaced right-brackets David O'Toole
@ 2006-09-25  7:26 ` Carsten Dominik
  0 siblings, 0 replies; 2+ messages in thread
From: Carsten Dominik @ 2006-09-25  7:26 UTC (permalink / raw)
  To: David O'Toole; +Cc: emacs-orgmode

Fixed, thanks.

- Carsten

On Sep 22, 2006, at 23:07, David O'Toole wrote:

> (setq org-archive-location "::* Archive")
>

--
Carsten Dominik
Sterrenkundig Instituut "Anton Pannekoek"
Universiteit van Amsterdam
Kruislaan 403
NL-1098SJ Amsterdam
phone: +31 20 525 7477

^ permalink raw reply	[flat|nested] 2+ messages in thread

end of thread, other threads:[~2006-09-25  8:34 UTC | newest]

Thread overview: 2+ messages (download: mbox.gz follow: Atom feed
-- links below jump to the message on this page --
2006-09-22 21:07 bug with export and repeated/displaced right-brackets David O'Toole
2006-09-25  7:26 ` Carsten Dominik

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