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Old September 10, 2009, 19:10   #11
konijn_
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Hah, 1 month...

@ is now running around in the town, which is properly generated.
Big question is now, first items or first monsters ?
The 16 of RL says monsters first, so I am re-reading monster1.c and monster2.c

T.
Quote:
Originally Posted by konijn_ View Post
Hah, 1 month...

@ is now running around in the town, which is properly generated.
Big question is now, first items or first monsters ?
The 16 of RL says monsters first, so I am re-reading monster1.c and monster2.c

T.
Monsters read and mostly understood
I actually changed nothing in r_info.txt and pasted it verbatim into the js script which supports multiline strings. This way I can easily port back changes from the js version to the C versiona and vice versa. The amount of spelling mistakes in r_info is somewhat depressing, still a lot of work ahead of me.

I also took out the compile time option of 'hordes', did anyone ever play with hordes compiled into a 'Band ?

T.
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Old September 16, 2009, 14:12   #12
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Monsters now get properly parsed, selected and put on the map.

Friends, escort and escorts do not work yet.

Birth items and wizard commands are next.

T.
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Old September 16, 2009, 17:31   #13
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I've checked out hellband.net, it's going along quite nicely, much Kudos to you! Is there any way to enter buildings or go down into the dungeon yet?
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Old September 16, 2009, 18:22   #14
konijn_
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No,

I would like to complete basic wizard commands and items, then get into dungeons, shops is probably really late in the list..

Since this is all very prototype, I guess testers will have to get their items thru wizard commands ;]

T.
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Old October 2, 2009, 17:17   #15
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So,

monsters are generated now.
Birth items get set now.
pressing 'i' for inventory 'works' now.

I did not realize that the town dungeon had its width based on a screen that has the stats on the left size. Skewing the whole screen when the inventory appears, so that'll need some fixin'

I am flexible enough and get comments in small enough amounts that I can change my development plan according to input. So stores might actually get next.

Especially since the describe item is pretty tricky, I had to fix/run/fail/debug/fix/run/fail/debug waaay to often there. The stores should bring me a long way in finding the last bugs.

T.
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Old October 3, 2009, 00:51   #16
Sirridan
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Quote:
Originally Posted by konijn_ View Post
So,

monsters are generated now.
Birth items get set now.
pressing 'i' for inventory 'works' now.

I did not realize that the town dungeon had its width based on a screen that has the stats on the left size. Skewing the whole screen when the inventory appears, so that'll need some fixin'

I am flexible enough and get comments in small enough amounts that I can change my development plan according to input. So stores might actually get next.

Especially since the describe item is pretty tricky, I had to fix/run/fail/debug/fix/run/fail/debug waaay to often there. The stores should bring me a long way in finding the last bugs.

T.
Anyway I can help debug / test this? It seems a neat idea, and I've been learning A LOT of javascript lately, and more is welcome.
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Old October 3, 2009, 13:45   #17
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Quote:
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Anyway I can help debug / test this? It seems a neat idea, and I've been learning A LOT of javascript lately, and more is welcome.
Awesome, you better not be making this stuff up ;]

I hope you know about source control systems, I use google code's svn. I use RapidSVN to connect to svn repositories.

Web view of the code is here :
http://code.google.com/p/hellband/so.../#svn/trunk/js

You can check out from svn with this URL:
svn checkout http://hellband.googlecode.com/svn/trunk/ hellband-read-only


I somewhat consistently follow these coding guidelines :

Naming Standards
1 - uppercase vars should be treated as constants, dont change 'em please

2 - private / internal functions and variables should start with an underscore, see the OO part on how to use them after

3 - constants can be THIS_IS_BAD ( keep underscores from legacy code ) , javascript variables should be thisIsBad, however I find myself at times for the heck creating this.is.bad, you can do either.
Indentation
Should be done with tabs ( I know, I am not consistent myself ), I like to look at code with tab = 2 spaces because I got brain damaged by ABAP coding. At some point I will need to write a macro or formatter to fix indentation in the whole code base.
Comments
I keep the verbose comments of the C code, mostly. My own stuff is not at all as 'well' commented. Just make sure that you can honestly say you would still understand the code after not looking at it for 3 months.
Place of Things
1 - In general code is fairly logically placed , please continue this traditions

2 - all extending of standard objects ( Math , Array, String ) should be done in math.js, which at some point should probably be called extend.js

3 - all functions that you 'borrow' from the intarnet should go into myquery.js with a mention where you found the code
OO
1 - each js has either 1 global var or 1 global prototype , functions are declared outside the var declaration with an underscore and then attached.

Example would be :

var wizardMode;

function initializeWizardMode()
{
wizardMode = {};
wizardMode.zap = _zap;
}

function _zap(){
..
}

The reason I do it this way is that it is very newbie and C syntax friendly, I know this could be written cooler and shorter but my colleagues at work ( god bless their soul ) have shown me that simpler is better for js OO.
Copyright
All code that you contribute is yours and becomes dual licensend under GPL and Ye Olde Angband License.
Feedback & Critique
All critique of my code is welcome, I have elephant skin ;]
Data
Any changes to monsters,items, features, races, vocations, magic should be done thru hellband.xls. Yes, that means if you are a pure Linux user you probably cant modify them ;\ There is a macro inside that generate js code from each sheet. Niftyness score of that code is about 7 on 10.
Tools
clean.judo can be used to 'clean' copy pasted C code from the hellband C code, it will convert some of the constructs in C to their counterparts in javascript. If you want to use it, you will need to visit the judoscript site, download the jar and use a magic incantation to have it clean :

java judo -q clean.judo %1.js ( assuming judo.jar is in your classpath )
Lingo
Some things are named differently you will adapt quickly. Class = vocation, item = gizmo , equipment = gear , inventory = gear.pack etc.
OMG
I understand if this scared you off
If that didnt scare you off, you can use the svn repository to download. Just try to start each vocation once and try to press 'i' in town. Warrior works fine, fairly sure other vocations break. For example potion flavors are not yet ported, so any vocation starting with a potion will see funkyness.

If you send me the change you propose to fix any bug you encounter, I will check it out. If your code is solid enough, you get full access to svn, like takkaria.

T.
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Old October 3, 2009, 16:02   #18
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Quote:
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<snip>

I did not realize that the town dungeon had its width based on a screen that has the stats on the left size. Skewing the whole screen when the inventory appears, so that'll need some fixin'

<snip>

T.
Skewing is fixed now in svn update 777.
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Old October 3, 2009, 19:41   #19
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The knowledge menu seems mesed in 0.86 on vista. Hitting the tilde key and accessing any of the options yields a message such as for artefact knowlege: Cannot open '\s3r0.5'

Lucifer is doing such odd things to my leprechaun and I can't check the corruptions..
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Old October 4, 2009, 01:23   #20
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Oooh fun fun, I shall do what I can when I have time.
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