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Old July 25, 2010, 04:40   #1
Nick
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AngbandBase

While we see if this is going to be a viable idea I thought it would be worth having a thread to dump everything into.

The idea in brief is to have the code for file-handling, display, UI etc separated out from the code for the game proper (where game can mean Vanilla or a variant). AngbandBase should contain all the code that there would be no reason for a variant maintainer not to want.

As I see it, the two big advantages are easier UI maintenance, and portability to more platforms for everyone; the main disadvantage is just getting it organised and keeping it organised.

There are some tricky issues at the boundaries of what to include and what to exclude (targeting, pathfinding and menus among them).

The AngbandBase repository is currently here. Anyone who wishes to contribute will be welcomed with open arms; they just need to make an account at github and let me know what it is, and I'll add them as a collaborator. I'm thinking of this repository as a community thing - it's under my name for convenience only.
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Old July 25, 2010, 04:46   #2
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Answering Jeff from another thread:

Quote:
Originally Posted by nppangband View Post
I am happy to help with implementing x-char.

Nick - I just posted another version of NPP, aptly titled:

http://download.nppangband.org/npp-0.5.1-src-buggy.zip

But the x-char features are no longer buggy, and it works with what is essentially the Angband v3.1.2v2 beta source. I have already done all the conversion and de-bugging, and I am happy to help out adding this to vanilla. No need for somebody else to re-invent the wheel.
This is excellent. I see two obvious options:
  1. Change the AngbandBase repository yourself; that would involve making a github account and learning a little git
  2. Let me to do it (which will happen at some point, when I decide to do some actual dev work instead of just sniping on the forum).

I'm fine with either.
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Old July 26, 2010, 11:43   #3
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Quote:
Originally Posted by Nick View Post
(when I decide to do some actual dev work instead of just sniping on the forum).
I'm happy to cover the sniping while you develop.

Andrew
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Old July 26, 2010, 14:01   #4
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I can do that. I am close to finishing de-bugging the changes for NPP 0.5.1. I think it should be playtested a little bit before I put it into Vanilla, just to make sure I didn't miss anything, and to make sure it works on all operating systems. I can only test windows.
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Old July 26, 2010, 18:51   #5
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Quote:
Originally Posted by nppangband View Post
I can do that. I am close to finishing de-bugging the changes for NPP 0.5.1. I think it should be playtested a little bit before I put it into Vanilla, just to make sure I didn't miss anything, and to make sure it works on all operating systems. I can only test windows.
Let me know when you've committed it - I'm happy to test it on Linux.
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Old July 27, 2010, 06:45   #6
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@Nick
I just took a look at your code; ui-cmd.c won't compile as written.
You need to move the #if 0 stuff so that the menu names aren't commented out.
Eg:
Quote:
/* Item use commands */static command_type cmd_item_use[] ={
#if 0
{ "Read a scroll", 'r', CMD_NULL, textui_cmd_read_scroll },
{ "Quaff a potion", 'q', CMD_NULL, textui_cmd_quaff_potion }, { "Use a staff", 'u', CMD_NULL, textui_cmd_use_staff },
{ "Aim a wand", 'a', CMD_NULL, textui_cmd_aim_wand },
{ "Zap a rod", 'z', CMD_NULL, textui_cmd_zap_rod },
{ "Activate an object", 'A', CMD_NULL, textui_cmd_activate },
{ "Eat some food", 'E', CMD_NULL, textui_cmd_eat_food },
{ "Fuel your light source", 'F', CMD_NULL, textui_cmd_refill },
{ "Fire your missile weapon", 'f', CMD_NULL, textui_cmd_fire },
{ "Fire at nearest target", 'h', CMD_NULL, textui_cmd_fire_at_nearest },
{ "Throw an item", 'v', CMD_NULL, textui_cmd_throw }
#endif
};
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Old July 27, 2010, 14:18   #7
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Quote:
Originally Posted by Pete Mack View Post
I just took a look at your code; ui-cmd.c won't compile as written.
I wasn't intending the code to compile by itself, just to be a set of files common across variants, although there is always the possibility of making it into a proper library. It's early days yet.
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Old July 30, 2010, 05:42   #8
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It seems to me that variants can be roughly divided into two categories - maintained, and not (with some grey areas).

Current maintainers can obviously choose whether to use AngbandBase or not.

One of the reasons I started this whole thing was because I have been 'maintaining' O (in the sense of updating the UI and squashing bugs), and was thinking of doing the same for Pos, but wanted the process a bit streamlined.

So my plan, then, is to put up individual repositories for unmaintained variants. Some of these I will update to AngbandBase (O, then Pos if I'm feeling energetic, then who knows?). If anyone wants to contribute to the modification of a variant, let me know and I will enable it.
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Old July 30, 2010, 05:58   #9
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Quote:
Originally Posted by Nick View Post
[SNIP]So my plan, then, is to put up individual repositories for unmaintained variants. Some of these I will update to AngbandBase (O, then Pos if I'm feeling energetic, then who knows?). If anyone wants to contribute to the modification of a variant, let me know and I will enable it.
I quite liked Pos ... at least as a novelty, the few times I played it. I think there was a competition 4-5 years back that got me into it. IIRC it was in an alpha(ish) state, but I may be far off track. Anyway, it would be nice to see it maintained in some form.
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Old August 15, 2010, 11:41   #10
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I liked pos because the Qs and Dragons give such a different playing experience from "normal" *bands, with the wildly different equipment slots.

The reason I went with Pos over Drangband was the quests.

I remember Drangband having a pretty murderous AI, though. I wonder if that was just me being inexperienced...
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