Hengband 3.0.0Alpha53 released in Japanese & English - unofficial English build notes

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • smbhax
    Swordsman
    • Oct 2021
    • 325

    Hengband 3.0.0Alpha53 released in Japanese & English - unofficial English build notes

    Hengband 3.0.0Alpha53 has been released in Japanese and English versions:

    更新内容詳細については、下記比較でお願いします。 Full Changelog: 3.0.0Alpha52...3.0.0Alpha53


    "This time around, a lot of refactoring is the main thing" says the Google translation of a tweet ( https://twitter.com/deskull/status/1495401696142319623 ) from developer deskull--aka sikabane-works--and he drew a nifty graphic to go with it:



    (Also available in a massive poster-sized version)

    Google-translated change list:

    Features, fixes, tweaks, etc:

    - Lightened blue color for greater legibility
    - Blacksmith can extract essence from negative pval items
    - Added a special message when Sauron is detected when activating Palantir Stone. Debug command unique detec…
    - English: avoid "angband" in startup failure messages. Resolves # 2116.
    - Fixed logic inversion based on Habu's point.
    - Based on Habu's comment, we made it easier to understand variable names that are difficult to understand.
    - Fixed a bug that works even for enemies that do not slow down.
    - When I reviewed the code based on Mr. Habu's point, the logic was wrong (simply dead save data can not be read ...
    - According to Habu's point, I closed the file when an exception occurred, fixed the logic to start over when the blacksmith's save could not be read, and the old barge ...
    - Defined is_fuel () method in ObjectType and solved the problem that it could be activated even with a light source running out of fuel.
    - Fixed an easy mistake of substituting x value for y value of open space size processing.
    - Delete unused variables.
    - Added const and changed ProbabilityTable processing to pick_one_at_random ().
    - Fixed a bug that vanish_dungeon () did not work in normal dungeons.
    - Reimplement the numeric input of wiz_kill_enemy () with get_value ().
    - Removed keymap assignments to unwanted suicide commands
    - Fixed GCC compilation error and MSVC compilation warning
    - Accelerate lookup_kind ()
    - Total number of towns> If the number of shop owners is set, duplicate selection is allowed (substantially for my home and museum)
    - captured_monster_speed was unsigned (110 is 0 speed), so I fixed it.
    - Fixed a bug that the flags set by the update_object_flags function are not reflected.
    - Fixed a bug that old_race_flags_ptr does not reflect the behavior and race flags.
    - The BOM is off, so attach it again.
    - Added BOM check to Workflow of build test
    - Display a list of attributes that can be specified with wiz_kill_target ()

    Refactoring:

    - Deleted object_type :: xtra1
    - The multiple implementation problem that xtra1.c had was solved, so I deleted the todo comment.
    - Added comments to VARIANT_NAME and ROOT_VARIANT_NAME
    - Changed the length calculation of variant name in info-loader.cpp to compile time constant
    - Debugging equipment enhancement routines have been modified to determine first
    - Defined equals () method in PlayerClass
    - Defined is_soldier () method in PlayerClass
    - Defined has_additional_speed () method in PlayerClass
    - Defined is_every_magic () method in PlayerClass
    - Replaced'player_ptr-> pclass == HOGE' to'Player Clas…
    - Defined has_number_of_spells_learned () method in Pla…
    - Defined is_tamer () method in PlayerClass
    - Defined has_poison_resistance () method in PlayerClass
    - Defined can_browse () and has_listed_magics () methods…
    - Defined is_tough () method in PlayerClass
    - Defined is_martial_arts_pro () method in PlayerClass
    - Changed struct object_type to class ObjectType
    - Removed inclusion of the header'tval-types.h' from…
    - Replace inside_quest with quest_number
    - Create inside_quest method
    - QUEST_IDX abolished
    - floor_type * Replaced the declaration of floor_ptr with auto
    - ObjectType * Replaced o_ptr declaration with auto
    - ObjectType * Replaced the declaration of q_ptr with auto
    - ObjectType * Replaced the declaration of j_ptr with auto
    - grid_type * Replaced g_ptr declaration with auto
    - monster_type * Replaced m_ptr declaration with auto
    - monster_race * Replaced r_ptr declaration with auto
    - artifact_type * Replaced the declaration of a_ptr with auto
    - feature_type * Replaced the declaration of f_ptr with auto
    - object_kind * Replaced the declaration of k_ptr with auto
    - QuestId Replaced the declaration of q_idx with auto
    - quest_type * Replaced the declaration of q_ptr with auto
    - Alignment :: update_alignment () with this added to player_ptr
    - Separated apply-magic-lite.cpp/h from apply-magic-ot…
    - Moved processes from apply_magic () to give_ego_index…
    - Separated add_dark_flag () from give_cursed ()
    - Reshaped the constructor of LiteEnchanter
    - Renamed enchant () to sval_enchant ()
    - Removed unused level argument from LiteEnchanter constructor
    - Removed unused power argument from apply_magic_others ()
    - For Linux-based main files, change return (hoge); to return hoge; ...
    - Replaced return (hoge); in gameterm.cpp with return hoge;
    - For folders a to h, replace (hoge); with return hoge; (some machines ...
    - Replaced return (hoge); with return hoge; for folders i to l
    - For the m folder and main-win.cpp, return (hoge); to return hoge…
    - Replaced return (hoge); with return hoge; for the o folder.
    - Replaced return (hoge); with return hoge; for folders p to r.
    - Replaced return (hoge); with return hoge; for the s folder.
    - Replaced return (hoge); with return hoge; for folders from t to z.
    - It was main-xaw.cpp that was thought not to die unless it was deleted 10 times, but in reality it will die if it is deleted only once ...
    - The remaining three of the four heavenly kings, the comments that mentioned XAW, the pre-production, and the gamma adjustment were all deleted, and Beelzebub's ...
    - Defined an exception for Hengband
    - ObjectType :: xtra3 chest_level and captured_monster_speed…
    - Removed alias for XTRA8 type that is no longer used
    - Moved XTRA1 to the old flag because the item flag is too tight.
    - Fixed a potential bug that XTRA1 cannot be reused
    - Redefine Enum of race and virtue
    - Added definition of race / virtue flag
    - Match token definitions
    - Replaced with new definition
    - Match monster-object.cpp
    - atoffset () macro abolished
    - Save data to ver12
    - Conditional expressions with long lines should be received once as variables.
    - Shaping
    - The room generation process that refers to v_info.txt was completely contrary to the DRY principle, so I will summarize the three types.
    - Specify the candidate selection of the fixed room in the Probability Table.
    - typedef Replaced all struct declarations with struct declarations
    - Vectorize debug_spell_commands_list.
    - xtra4 The processing of the calling object-flags.cpp was a round copy, so I summarized it.
    - Apply get_value () to the item input of wiz_kill_me ().
    - Object :: xtra4 fuel and captured_monster_current_hp and smith…
    - Following Habu's comment, the SMITH _ * flags have been combined into SMITH.
    - Summarize each store item with a vector.
    - Renamed ObjectType :: xtra5 to captured_monster_max_hp
    - Removed XTRA16 type alias
    - Adjusted the variable type of cap_ * to the actual situation
    - The monster HP in the monster ball was causing narrow casting, so I changed it to a static cast (overall ...
    - Changed the store type of owners to unordered_map type.
    - Changed function macro SPEED_TO_ENERGY () to a normal function
    - Changed extract_energy from array to vector
    - Removed SPEED type alias
    - Integrate wiz_kill_enemy and wiz_kill_me.
    - HIT_POINT Alias ​​is aligned with int
    - Removed 1 narrow casting warning from MSVC
    - Defined the monster information in the monster ball as a structure
    - effect-processor :: project () depends on g_cap_mon_ptr from places other than ...
    - Change the type of nickname from alias to primitive and change! Nickname to nickname ==…
    - Delete unnecessary todo in input-key-processor.cpp and update date
    - According to Habu's comment, define the part that is really necessary with std :: optional, and call from other parts ...
    - Reshaped player-race.cpp
    - Renamed current_player_ptr to player_ptr
    - player-> prace == Replaced HOGE with PlayerRace (). Equals (HOGE)
    - Term renamed to game_term
    - Renamed AngbandWndProc () to angband_window_procedure ()
    - Abolished the type alias of STR_OFFSET and unified it to ushort.
    - Changed gf_desc from static array to vector
    - Renamed gf_desc to gf_descriptions (clearly plural)
    - Reshaped interpret_z_token ()
    - gf_color [] holds index value (ushort) of quarks instead of TERM_COLOR ...
    - Redefining resistance and weaknesses
    - Added resistance / weakness mask
    - Replace with redefined one
    - Match token definition
    - Save data version to 14
    My Angband videos
  • smbhax
    Swordsman
    • Oct 2021
    • 325

    #2
    Their schedule for these has been a brisk bi-weekly thing, so maybe starting next time I'd better make a single thread to contain them. ; )
    My Angband videos

    Comment

    Working...
    😀
    😂
    🥰
    😘
    🤢
    😎
    😞
    😡
    👍
    👎