Implementing the restructure changes

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Typos in dungeon.txt:
    - reference to jammed doors (obsolete)
    - "a warm of half drunk warriors" (swarm)
    - reference to General Store selling scrolls (obsolete)
    - "not all weapon types will be tocked here" (stocked)
    - "taves" (staves)
    - "afe" (safe)
    - "how dungerous that level is" (dangerous -- although this one is very funny)
    - "ince" (since)
    - "ave" (save)
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      Everything ported up to Jun 28, 2015. This means up to the 4.0.0 release, with only two pages of changes left... I've got a large list of things to fix though, hoping some (or most) of them will be fixed by the latest changes.
      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

      Comment

      • takkaria
        Veteran
        • Apr 2007
        • 1951

        Originally posted by PowerWyrm
        Everything ported up to Jun 28, 2015. This means up to the 4.0.0 release, with only two pages of changes left... I've got a large list of things to fix though, hoping some (or most) of them will be fixed by the latest changes.
        I'm really impressed! I'll be sad when you stop posting to this thread, it's been fun watching your progress...
        takkaria whispers something about options. -more-

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9638

          Originally posted by PowerWyrm
          Fix for #1872 should also be amended.

          After the fix, you get effects IDed even when blind. I don't think you should learn an effect if you cannot see it. Also effect projection is partly shown when blind (at least it's the case for ball wands/rods).
          I think the correct thing to do here is bring back the requirement that project() return true for ID, but make project_f() return true for elemental attacks that are seen.

          EDIT: With just the status quo plus a blindness check for bolts and beams, as they don't affect grids so project_f() doesn't help.
          Last edited by Nick; October 10, 2015, 05:37.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9638

            Originally posted by PowerWyrm
            inven_carry() and (possibly in the future for V, currently in my variant which has a limit on monster inventory size) monster_carry() can fail, leaving an allocated object unfreed. So some tests should be added:
            - if (!inven_carry(object)) delete object
            - if (!monster_carry(object) delete object
            - be sure object is not referenced afterwards (set object to NULL and check vs NULL)
            Currently inven_carry() can only fail if the pack is already overfull, which should not happen. So my solution is to replace the failure by an assert in the function itself, and change it to void.

            For monster_carry(), I suggest you handle it how you see fit in your variant; if V then decides to introduce limited monster inventories, we can copy PWMangband
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9638

              Originally posted by PowerWyrm
              Everything ported up to Jun 28, 2015. This means up to the 4.0.0 release, with only two pages of changes left... I've got a large list of things to fix though, hoping some (or most) of them will be fixed by the latest changes.
              OK, I think master now has everything in this thread fixed, aside from #1867 which has been reopened.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • AnonymousHero
                Veteran
                • Jun 2007
                • 1393

                Originally posted by takkaria
                I'm really impressed! I'll be sad when you stop posting to this thread, it's been fun watching your progress...
                +1. This has been incredible to lurk along on.

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  Just a little problem with Git commit browser: for the second time after commit ac4af8, I'm unable to see the whole change list for commit 147d55 because it's too big. I'm just gonna assume that this change removes all typedefs for structures and replaces xxx_ptr by something more obvious. For future reference, I think it would be nice to split big changesets so that this doesn't happen.
                  PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9638

                    Originally posted by PowerWyrm
                    Just a little problem with Git commit browser: for the second time after commit ac4af8, I'm unable to see the whole change list for commit 147d55 because it's too big. I'm just gonna assume that this change removes all typedefs for structures and replaces xxx_ptr by something more obvious. For future reference, I think it would be nice to split big changesets so that this doesn't happen.
                    Assumption correct. I did get a bit carried away with this one - so many of these changes had been done in dribs and drabs I just got sick of it and decided to do the rest in one go. I usually try to restrain myself.

                    BTW, command line git on linux has no problems seeing those whole commits
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      Everything up to Sep 6, 2015 ported (Angband 4.0.2 release). Almost done...

                      Once the remaining changes are ported (which should be fast, since most of them come from this thread), I'll start to tackle the problems I've found on the way:

                      - "your Identify glows yellow" when zapping a rod of identify (special activation message in PWMAngband)
                      - client crash when drinking from a fountain (PWMAngband)
                      - pseudo-3d tiles not properly erased when entering a store (PWMAngband)
                      - prices not shown in magic shop for wands of confuse monster and some other items (no idea why -- not happening in latest Angband)
                      - options '/', '|' and '-' should not be shown if nothing equipped, in inventory, in quiver or on floor (#1846 -- I think this should be reverted)
                      - inspecting an item doesn't work on equipment (PWMAngband -- problem with object index on client)
                      - can't put on a ring with 2 rings already equipped (PWMAngband -- problem with object index on client)
                      - merge v4 effect descriptions (PWMAngband/Angband v3.5 had different effect descriptions, I didn't port the new ones yet because I kinda liked the old ones)
                      - apply offhand brands/slays to barehanded attacks (fists of flame!)
                      - generate new 750ft town (PWMAngband base town is special and I didn't have the opportunity to use the new Angband town layout yet -- I'll use that to create the town at 750ft for ironman servers)
                      - equipment, inventory and quiver lists are ugly when displayed in shops (I made a special case and didn't use menus while in a shop -- I'll probably switch to menus)
                      - arrow keys don't switch equipment/inventory/quiver/floor (probably missing something when porting the feature)
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        Originally posted by PowerWyrm
                        - apply offhand brands/slays to barehanded attacks (fists of flame!)
                        What about ON-hand brands/slays? E.g., Gloves dripping with acid. Currently, bare-handed @ combat wearing such gloves makes no difference to the punch damage. You'd think getting hit in the face with a gloved fist dripping in acid would make a difference. So glad you're doing this! Hoping Nick will port it into Angband. Having done a "fists-only" challenge, this is one of the changes for fists that I was begging for. The other is the chance for a critical-hit with fists. A shot to the liver or kidney or throat or taking out an eye should be a critical hit! Maybe by giving fists some pre-defiined "weight" considering momentum would solve this?
                        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          Originally posted by Ingwe Ingweron
                          What about ON-hand brands/slays? E.g., Gloves dripping with acid. Currently, bare-handed @ combat wearing such gloves makes no difference to the punch damage. You'd think getting hit in the face with a gloved fist dripping in acid would make a difference. So glad you're doing this! Hoping Nick will port it into Angband. Having done a "fists-only" challenge, this is one of the changes for fists that I was begging for. The other is the chance for a critical-hit with fists. A shot to the liver or kidney or throat or taking out an eye should be a critical hit! Maybe by giving fists some pre-defiined "weight" considering momentum would solve this?
                          PWMAngband has Monks. That's mainly the reason I'll do this. Monks already get special martial arts moves (punches, kicks -- even a special "hit in the groin" attack when facing male opponents) which have specific attack dices and effects (slow, stun...), and I want them wearing brands items give extra damage from those brands.
                          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            Commit e86784 (stair skip):

                            This has a couple glitches, I'll give a proposed fix for each one:

                            - dungeon_get_next_level(): test for max depth is made on z_info->max_depth, which is max depth + 1 (128)

                            Code:
                            	/* Don't allow levels below max */
                            	if (target_level > z_info->max_depth - 1) 
                            		target_level = z_info->max_depth - 1;
                            - do_cmd_go_down(): force_descent will make you go down to (max_depth + stair_skip) by recall, but here (by stairs) it's set to (max_depth + 1)

                            Code:
                            	/* Warn a force_descend player if they're going to a quest level */
                            	if (OPT(birth_force_descend)) {
                            		descend_to = dungeon_get_next_level(player->max_depth, 1);
                            		if (is_quest(descend_to) &&
                            			!get_check("Are you sure you want to descend?"))
                            			return;
                            	}
                            - effect_handler_TELEPORT_LEVEL(): another check on player->max_depth + 1

                            Code:
                            	int target_depth = dungeon_get_next_level(player->max_depth, 1);
                            
                            	...
                            
                            	/* No forcing player down to quest levels if they can't leave */
                            	if (!up && is_quest(target_depth))
                            		down = FALSE;
                            - effect_handler_TRAP_DOOR(): if on a quest level, nothing happens, you should not get any message

                            Code:
                            bool effect_handler_TRAP_DOOR(effect_handler_context_t *context)
                            {
                            	int target_depth = dungeon_get_next_level(player->depth, 1);
                                
                                    if (target_depth == player->depth)
                                    {
                                        msg("You feel quite certain something really awful just happened...");
                                        return TRUE;
                                    }
                            
                                    msg("You fall through a trap door!");
                            	if (player_of_has(player, OF_FEATHER)) {
                            		msg("You float gently down to the next level.");
                            	} else {
                            		int dam = effect_calculate_value(context, FALSE);
                            		take_hit(player, dam, "a trap");
                            	}
                            	equip_notice_flag(player, OF_FEATHER);
                            
                            	dungeon_change_level(target_depth);
                            	return TRUE;
                            }
                            - effect_handler_DEEP_DESCENT(): target depth was changed in process_world(), but not here

                            Code:
                            	int target_increment, target_depth;
                            
                            	/* Calculate target depth */
                            	target_increment = (4 / z_info->stair_skip) + 1;
                            	target_depth = dungeon_get_next_level(player->max_depth, target_increment);
                            PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                            Comment

                            • Ingwe Ingweron
                              Veteran
                              • Jan 2009
                              • 2129

                              Just a note. The link in your signature line isn't working.
                              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2986

                                Originally posted by Ingwe Ingweron
                                Just a note. The link in your signature line isn't working.
                                I know. I'm using MAngband forums, which are currently down because the server hosting them crashed. While MAngband admins fix the problem, you can use roguebasin's PWMAngband page.
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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