Angband code for dummies?

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  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    Angband code for dummies?

    I used to be able to interpreter vanilla angband code and what does what, but currently I find it more a uncommented spaghetti code that is impossible to follow. Is there any Angband code for dummies around? Some sort of flowchart that tells which function is doing what? Which files have which purpose? Anything?
  • konijn_
    Hellband maintainer
    • Jul 2007
    • 367

    #2
    Originally posted by Timo Pietilä
    I used to be able to interpreter vanilla angband code and what does what, but currently I find it more a uncommented spaghetti code that is impossible to follow. Is there any Angband code for dummies around? Some sort of flowchart that tells which function is doing what? Which files have which purpose? Anything?
    Ew, can you point us to some places that you found not documented enough to or too spaghetti-like ?

    T.
    * Are you ready for something else ? Hellband 0.8.8 is out! *

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by konijn_
      Ew, can you point us to some places that you found not documented enough to or too spaghetti-like ?

      T.
      Everywhere. File relations, function relations etc. For example I need to look inside three different files to figure out simple damage calculation for manastorm: what exactly does it do, and I'm not sure that is even enough. Nobody can figure out that without some help or memorizing out every single file what they contain.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Hm, I'm generally able to find what I need, by searching for a string I know occurs in-game, and then working back from there. For example, if I want to look up shards damage, I would search for "You are hit by something sharp!" (the message you get when hit by shards while blind), which would get me to the code that processes shards hits, and I can search for what calls that function, and find one for breathing which refers to BR_SHAR_MAX, which I can search for to find that the damage cap for shards is 500.

        Ultimately it's mostly a matter of being good at using search utilities. I will freely admit that Angband would be easier for me to read if it had a more object-oriented design, mostly because that's the kind of design I'm used to dealing with. But we'd need a full-on recoding effort to make that happen. I'd recommend just learning how to navigate unfamiliar code that isn't laid out the way you expect. If you're expecting to program as part of your career, it's a skill that will hold you in good stead.

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #5
          Originally posted by Derakon
          I'd recommend just learning how to navigate unfamiliar code that isn't laid out the way you expect. If you're expecting to program as part of your career, it's a skill that will hold you in good stead.
          A flowchart of somekind would help as well as documentation what is the purpose of each file.

          I already have IT career (have been over a decade now), but all I need is some scripting skills which I already have.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Timo Pietilä
            A flowchart of somekind would help as well as documentation what is the purpose of each file.

            I already have IT career (have been over a decade now), but all I need is some scripting skills which I already have.
            It's not that difficult. Start with main.c, find the function called "main". See that it does init_stuff, makes paths, processes command line arguments, sorts out gfx and sound, then calls play_game. Now, at this point it's not clear which file play_game is in - this is a fair cop. I use a grep alias which searches recursively through src/, so "grip play_game *" tells me it's in dungeon.c (if you're a programmer then your favourite IDE will do this much more easily than using grep).

            So you open up dungeon.c and find play_game, and you notice that everything else follows from there. In general, the z-* files are the really low level things - messing with numbers, strings and files. The subdirs player/, object/ and monster/ are pretty self-explanatory. I guess the tricky stuff is in the cmdX.c files, which take a bit of getting used to.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              Originally posted by Magnate
              (if you're a programmer then your favourite IDE will do this much more easily than using grep).
              My favorite IDE is grep. ¬.¬

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by Magnate
                It's not that difficult. Start with main.c ... it's not clear which file play_game is in - this is a fair cop. I use a grep alias ... open up dungeon.c and find play_game, and you notice that everything else follows from there
                In other words in order to find something you need to memorize entire code or if not that do multiple searches for every single function in order to figure out what they do.

                A spaghetti code. A very hard to figure out spaghetti code.

                Except maybe if you are a professional coder.

                Comment

                • Ycombinator
                  Adept
                  • Apr 2010
                  • 156

                  #9
                  IMO Angband is in pretty much good shape for a 20-year old C project maintained by a team of volunteers.
                  I think the biggest source of complexity isn't the hairy call graph (grep and ctags really rock at finding what is where), but lots of global state and inherent algorithmic complexity of some parts of the code.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    Timo, I think you are wrong on this.
                    It used to be, the damage calculation was mixed up in the code, and if you changed how (say) darkness worked, you would have to change code in two or three places.
                    Now it's all in a single .h file.
                    It could be better (and is, in NPP and Un). But it's much better than it was.

                    My preference would be to have spell and breath damage in a single .txt (or .xml) file.

                    The recent complaint about poison damage is an exception to the rule: the .H file was wrong. The complaint about that was well taken.

                    But the code is certainly less spaghetti-like than it was in 3.0.6

                    Comment

                    • nppangband
                      NPPAngband Maintainer
                      • Dec 2008
                      • 926

                      #11
                      In my humble opinion, the comments in ui-menu.c need to go in much greater detail about how it all works. Although the current Angband code is cleaner, more efficient, and on the whole impressively written, the nice thing about the Ben Harrison code was that virtually every function in the codebase was commented so well that soembody with almost no coding experience could look at it and understand how it worked without having to decipher thousands of line of code.
                      NPPAngband current home page: http://nppangband.bitshepherd.net/
                      Source code repository:
                      https://github.com/nppangband/NPPAngband_QT
                      Downloads:
                      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                      Comment

                      • konijn_
                        Hellband maintainer
                        • Jul 2007
                        • 367

                        #12
                        Originally posted by nppangband
                        In my humble opinion, the comments in ui-menu.c need to go in much greater detail about how it all works. Although the current Angband code is cleaner, more efficient, and on the whole impressively written, the nice thing about the Ben Harrison code was that virtually every function in the codebase was commented so well that soembody with almost no coding experience could look at it and understand how it worked without having to decipher thousands of line of code.
                        Yeah, we used to make fun of that one line of comment per line of code, but it really helps newbies apparently.

                        T.
                        * Are you ready for something else ? Hellband 0.8.8 is out! *

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          #13
                          Originally posted by konijn_
                          Yeah, we used to make fun of that one line of comment per line of code, but it really helps newbies apparently.
                          Speaking as a newbie, hell yeah.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by nppangband
                            In my humble opinion, the comments in ui-menu.c need to go in much greater detail about how it all works. Although the current Angband code is cleaner, more efficient, and on the whole impressively written, the nice thing about the Ben Harrison code was that virtually every function in the codebase was commented so well that soembody with almost no coding experience could look at it and understand how it worked without having to decipher thousands of line of code.
                            Exactly my point. I used to be able to tell what things do. Now I usually have no clue about them, and don't even know what to look for.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #15
                              Originally posted by Pete Mack
                              Timo, I think you are wrong on this.
                              It used to be, the damage calculation was mixed up in the code, and if you changed how (say) darkness worked, you would have to change code in two or three places.
                              Now it's all in a single .h file.
                              It could be better (and is, in NPP and Un). But it's much better than it was.
                              Praise indeed - thanks Pete!

                              Timo - I don't think *any* project split into this many files has an intuitively obvious system for which functions belong where - that's precisely why IDEs have developed sophisticated methods for tracking and following code. So I don't think angband is more spaghetti-like than other projects of its size (and age - we wouldn't start from here, of course).

                              There is a fair point that the quality of comments in the code is variable. I think perhaps, without pointing any fingers, that the significant amount of development by a large number of people over the past few years has had the unfortunate side-effect of decreasing the overall value of comments - we all have different styles and different understandings of what's required, and it's hard to try and think like someone who doesn't know the code when your priority is committing the bugfix.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

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