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Old July 8, 2010, 18:21   #51
Soluzar
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Any chance you'll be implementing the SDL display module? I've become rather fond of it and miss it whenever I'm playing NPP. I'm really fond of it, actually... it is the main variant that I spend my Angbanding time on other than V.
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Old July 8, 2010, 21:02   #52
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I saw the question in Nick's thread first, ( http://angband.oook.cz/forum/showthread.php?t=3004), but here is the answer:

For NPP 0.5.0, I am not sure. But very soon, the answer will be a definite yes.

I have an updated version coming out that updates the core of NPP from Angband 3.0.6 to the current Angband 3.1.2v2 beta. It won't have all of the features yet, but it will have all of the updated makefiles, main-xxx files, mouse support, the improved Angband UI and all of the core files that make Angband run. That that point, anything that can compile the current Vanilla should compile NPP as well.

My target for releasing a beta is August 1. I am actually almsot done now, but I have a project at work that is going to keep me busy for the next two weeks. I want to hold off the beta release until I actually will have time to fix the problems people discover.
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Old July 9, 2010, 18:52   #53
Soluzar
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Quote:
Originally Posted by nppangband View Post
My target for releasing a beta is August 1. I am actually almsot done now, but I have a project at work that is going to keep me busy for the next two weeks. I want to hold off the beta release until I actually will have time to fix the problems people discover.
I'm really glad that you're bringing the codebase in line with current V, since it's only fair to say that Andi and co. have implemented some really nice features. I'm glad NPP is still actively under development, and look forward to the results.
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Old July 10, 2010, 14:10   #54
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Quote:
Originally Posted by Soluzar View Post
I'm really glad that you're bringing the codebase in line with current V, since it's only fair to say that Andi and co. have implemented some really nice features. I'm glad NPP is still actively under development, and look forward to the results.
Thanks. Implementing the Vanilla changes is long overdue. After more than a decade of minimal changes in Vanilla, I think it is more active than most variants. I just hope I have the time to keep up with them.
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Old July 10, 2010, 14:19   #55
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This is a quick question for the Angband maintainers. I just need to confirm how often store_display_entry is called.

The reason I ask is that in NPP, due to store services or quild rewards, charisma can change while a person is in the store (restore stat, increase stat, and sometimes a quest reward are stat increases.

I guess the player's charisma can change in Angabnd as well, if they take off or wield equipment. Do these lines (at the end of store_process_command) assure that inventory and prices re-drawn in the store?

Thanks.

event_signal(EVENT_INVENTORY);
event_signal(EVENT_EQUIPMENT);
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Old July 10, 2010, 22:29   #56
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Quote:
Originally Posted by nppangband View Post
I guess the player's charisma can change in Angabnd as well, if they take off or wield equipment. Do these lines (at the end of store_process_command) assure that inventory and prices re-drawn in the store?

event_signal(EVENT_INVENTORY);
event_signal(EVENT_EQUIPMENT);
The only thing those events do (AFAIK) is to update the inventory/equipment subwindows... I don't think they have anything to do with redrawing prices in the store.

The event handlers are reigstered in src/xtra3.c if you want to see what they do.
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Old July 11, 2010, 00:26   #57
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Thanks. I tested it, and although I am not sure what code triggers it (something in ui-menu.c), but the game does re-price everything and re-draw all of the prices if the player's charisma changes when they are inside the store.
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Old July 11, 2010, 00:45   #58
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store_display_entry is the function for displaying store inventory.
It's an event handler--it gets called for each row every time a menu action occurs.
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Old July 11, 2010, 02:20   #59
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OK, I agree the current store.c event loop is a bit confusing.
I cleaned it up a bit.

diff is attached.

Edit:
Reloaded, to get rid of annoying flicker on double-tap (existing bug)
Edit:
There's a bug in this-- more prompt is not working for lists too long by one.
Attached Files
File Type: txt store.c-diff.txt (7.9 KB, 64 views)

Last edited by Pete Mack; July 11, 2010 at 06:21.
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Old July 11, 2010, 08:34   #60
Pete Mack
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@Jeff--
One other thing.
In cleaning up store.c, I recalled another trivial change I made ~3.0.8: adding type union
Code:
%y
to the list of string format characters for vstrnfmt and strnfmt.

It makes complicated formatting like files.c a lot easier. Unfortunately, it's not useful when you want to do formatted text with mixed colors.
I added some really hacky support for multiple colors in files.c -- display_panel
It makes formatting character info much easier, but it does not generalize.

...

In fact, let me whip something up... TBC in a week or so.
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