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#1 |
Scout
Join Date: Sep 2012
Posts: 43
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Sound/Message Use
So, after a lot of headdesk, I think I figured something out.
variable.c defines const char** angband_sound_name, and z-msg.h contains a corresponding enum of const ints. Neither one of these has any description or documentation, but they have to be in perfect sync for the sounds and messages to work properly. Is this correct? I have no idea how I was supposed to figure this out by myself, and I'm honestly gobsmacked by all the concrete dependencies between separate files with no documentation. I mean, I expect free software source to be bad, but not nearly this bad, particularly given the length of time Angband has been around. Is there something fundamental I'm missing about how to read and interpret the code base? |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I think what you're missing is that Angband has been around for 20 years and has only ever been worked on by hobbyists, who tend to lack the kind of dedicated energy needed to perform major overhauls of the codebase. Honestly Angband's code is in fantastic shape, considering that. There's a reason there've been so many more variants of Angband than, say, NetHack.
I do sympathise with you though. The code isn't always easy to understand. My best advice is to hang out in the #angband-dev IRC channel on irc.freenode.net and ask for help there. Or post threads in the development forum here. There's really no need to try to go it alone. |
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#3 |
Scout
Join Date: Sep 2012
Posts: 43
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I appreciate the response and am not trying to criticize (you guys are all awesome srsly), though I did need to vent a bit. I just don't know why:
// Names must match enum order in z-msg.h. ...isn't somewhere around line 245 of variable.c. I'm not requesting a rewrite of the entire code base*, just a clue here or there about where the large, game-destroying dependencies lie. Fortunately, it seems there is a strong correlation between "commonly edited" and "documented", at least, so this isn't popping up in every situation. * I'd love to rewrite it in Java, but honestly, that would be a bigger project than what I'm currently attempting. |
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#4 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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We're working on the rewrite. Seriously. That's what Pyrel is -- a rewrite in Python with an eye towards keeping things easy to modify and better-documented. It's a slow process though, especially when developers are short on spare time.
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#5 |
Scout
Join Date: Sep 2012
Posts: 43
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Oh, that's fantastic news!
![]() Python is a natural choice for the text version; but with the graphics and sound, wouldn't it be easier to write a platform-independent version in Java...? |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Java has no inherent advantages in terms of making GUIs compared to Python, and they're both about equally cross-platform.
In any event, 15k lines have been written so far, so I doubt we'll be switching languages. ![]() |
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#7 |
Scout
Join Date: Sep 2012
Posts: 43
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Neat. I'd love to help out sometime after my current project set cools off a bit, if you wouldn't mind.
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#8 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Contributors are welcome.
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#9 | |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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Quote:
__________________
takkaria whispers something about options. -more- |
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#10 |
Swordsman
Join Date: Mar 2008
Location: Burlingame CA
Age: 60
Posts: 254
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Because you didn't submit it? I'm pretty sure that anyone who wants to help document the code is very welcome.
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