Right, there are now something like 32 colors, but they have 16 color mappings for people who don't have that many (in fact, Angband still works without colors on e.g. vt100).
I think I know which C code you mean... it's code to be used by developers in debug mode, but isn't used by the actual game. I think Angband is still playable on systems without floating point.
Trying to understand the Angband 3.X source code
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I also a couple other long-standing Angband coding conventions for the sake of very old operating systems that might have been removed for the sake of progress....such as the 16 color limit, and I think I saw some #includes that C uses to calculate non-integer math, which about 10 years ago still was not done in Angband due to the problems with the earliest pentium chips). I was wondering if the standard screen size may have been increased as well.
The Angband community remains one of the most helpful and mature groups on the internet. Thanks all.Leave a comment:
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I want Angband to always be playable on the Linux console in GCU mode, so I would oppose any change that makes an 80x24 main screen unplayable (or really, worse than it currently is). Beyond that I'm not invested in what the default sizes are--if main-win (or main-sdl or main-x11) had other defaults it wouldn't bother me.Leave a comment:
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I want Angband to always be playable on the Linux console in GCU mode, so I would oppose any change that makes an 80x24 main screen unplayable (or really, worse than it currently is). Beyond that I'm not invested in what the default sizes are--if main-win (or main-sdl or main-x11) had other defaults it wouldn't bother me.Leave a comment:
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I usually resize my window to cover most of the screen. Others leave room for secondary windows for monster lists etc. Ever since the detection spells were changed to areas independent of the screen size, it is not abusive, so it seems like the obvious thing to do.Leave a comment:
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Pete - I am sure it will be easier, once I understand it. You all have done a fine job. Everything I know about C and programming I learned from reading & working with the Angband source code, so all the code cleanup you all have done are completely new concepts to me. My NPP co-developer Diego is the true programmer who usually does the heavy lifting when it comes to new ideas. I usually work on incorporating ideas from other variants, where I have somebody else's written code as a starting point. So I will spend a couple weeks poking around the new Angband source, RTFM, and ask questions and then hopefully I will understand it enough to fully incorporate it into NPP.
But the quests, 4gai and Unangband terrain projects required a re-write of more than half the source code. I will definitely be quicker and easier to put the Angband ui improvements into NPP and then gradually change the code so that it is current with the latest Vanilla releases.Leave a comment:
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@jeff --
check out the make include files. (Makefile.src, Makefile.inc)
This is a much better model for maintaining dependencies.
Also, V does support small screen mode, but not to the extent that FA does.
One well-known player (Psi) plays FA on a small screen almost exclusively.
Also, the various ui fixes (menus, cmd0.c, cmd-know.c, etc) are supposed to make porting easier, not harder. If this is not the case, we've done something wrong.Last edited by Pete Mack; June 2, 2010, 16:40.Leave a comment:
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You can freely resize all of the windows in Vanilla and they'll make use of the extra space (or try to fit themselves in tighter).Leave a comment:
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One quick question (since you mentioned small screen support). Is Angband still married to a default 80x24 screen support?
Has anyone ever decided to make the default screen size a little bit larger?Leave a comment:
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@Pete - thanks for the offer help me get up to speed on the Angband code. I am going to need it. I am going to try to work things one file at a time....starting with store.c (but now I have to figure out how the menu code works, because I have to change the Angband store.c code so it handles NPPAngband's store services and the adventurer's guild quests. Next will come birth.c, which should be easier.
After that, I want to get the new main-win.c to work with NPP. I don't know what to do about the other operating systems (MAC and Linux). I can look at the new main*.c files and change things I know need to be changed for NPP, but I can't compile or test it. The new makefiles make absolutely no sense to me (they don't list the individual files, so I can't tell if I have to modify them to add the files unique to NPP such as effects.c, quest.c, and terrain.c). Then after all that I will take on updating cmd4.c.
It looks like Angband has made alot of good changes, and dropped support for alot of the older operating systems. IMHO that was a good thing, since it allowed Angband to move to a modern open source license. My first goal is to get NPP there too.
I seriously debated which would be the bigger project, adding all the new Angband code to NPP, or putting all the NPP changes into the current Angband code. But the changes necessary to add 4gai and UnAngband terrain features are so extensive those two features alone would have made it a bigger task.Leave a comment:
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@jeff [nppangband] --
If you have questions about the menu code, let me know. I wrote the menu event model 2 or 3 years back, along with the big refactoring of cmd4.c (now cmd-know.c)
The menu code you can live without. The cmd4.c stuff you will certainly want. (npp 5 still uses the original crazy non-relational knowledge model.) You can get standalone cmd4.c from unangband if you don't want to port all your menu code. The menu code is useful only if you want small-screen and/or mouse support.
If you do want small-screen support, you will also need to port files.c, and get a whole bunch of stuff from Nick (FAAnangband)Last edited by Pete Mack; June 2, 2010, 06:07.Leave a comment:
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Thanks! I wasn't sure that was it, because I had it included in ui-menu.c. But once I included it in z-term.h as well, it compiled.
Of course getting it to compile and getting it to work are two completely different things, but that's a good first step.Leave a comment:
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I guess it looks a little different since the def is at the end of a struct statement.Leave a comment:
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I found most of the problem, I was missing ui.h.
The final compile error I get is for any code related to "ui_event_data".
I grepped the angband source code, and I cannot find where this is defined.
Thanks to anyone who can help with this.Leave a comment:
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