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#1 |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
Age: 45
Posts: 367
Donated: $120
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Hellband OnLine
Greetings,
just using this as a dumping ground for my efforts. Basically I am converting/rewriting HellBand so it can work in a browser. Why ? I had some good reasons but in the end it seems to be one of the projects I can come back to after a hiatus. I wanted to share one of the 'design decisions' with regards to the evil cave*bold macros's. //cave _floor_bold(y,x) -> cave[x,y].isLevel() //cave_ empty_bold(y,x) -> !cave[x,y].isOccupied() //cave _clean_bold(y,x) -> cave[x,y].isClean() //cave _naked_bold(y,x)-> cave[x,y].isEmpty() isLevel standing for 'flat' aka its a floor like cell. No walls or doors or bushes or trees or water. clean stands for no objects left. Empty means regular floor, clean and not occupied. How would you call this stuff ? T.
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#2 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,319
Donated: $60
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Quote:
Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#3 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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A quick history lesson from #angband-dev:
Code:
2:44 < konijn> greetings 22:44 < konijn> I have a question for historians 22:44 < konijn> cave_empty_bold 22:44 < konijn> why bold ?? 22:44 < konijn> what does it stand for ? ... some time later ... 18:43 < ajps> Aw, konijn's gone 18:44 < ajps> That bold question intrigued me, so I did some digging 18:44 < ajps> It's bold because it makes assumptions about still being on the map, rather than cautious and doing bounds-checking, etc 18:44 < ajps> Sorry, add "" liberally around words like "bold" for a proper Ben-like effect
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takkaria whispers something about options. -more- |
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#4 |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
Age: 45
Posts: 367
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Thanks, it is kind of bold. I might be a good idea to "unbold" those macro's ? Its not as if speed is a concern any more.
T.
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#5 | |
Knight
Join Date: Jan 2009
Posts: 657
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Quote:
Code:
#define cave_floor_bold(Y,X) \ (!(cave_info[Y][X] & (CAVE_WALL))) Code:
#define cave_floor(Y,X) \ (!(cave_info[Y][X] & (CAVE_WALL)) && in_bounds_fully(Y,X)) Also note that in_bounds_fully should use TOWN_WID and TOWN_HGT when on dlvl 0.
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Currently turning (Angband) Japanese. |
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#6 | |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
Age: 45
Posts: 367
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T.
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#7 |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
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I am working the conversion as if I start a new character , starting with birth.c which requires some form of input and output.
I am now in the last birth screen where mana calculation is done and where for the first time an equipment slot is mentioned ( wearing gloves is bad for mana ). So I am integrating items now. Base class is 'gizmo' which is anything that can be picked up by the player and be used somehow ( everything that is derived from k_info.txt ). For this I am scripting k_info text , which takes an enormous amount of time. One of the things that I have not found a good nomer for is 'pval' since its meaning is so different depending on the item type. I am also reworking rarity : 1 Common 2 Uncommon 4 Special 8 Exotic 16 Rare 32 Very Rare 64 Ultra Rare So that a:20/8:30/4:40/1 Becomes .rarity1 = "exotic20"; .rarity2 = "special30"; .rarity3 = "common40"; I hope that is somewhat more understandable ![]() Just did the rings, am advancing nicely. T.
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#8 | |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
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Quote:
I had to check my notes all the time for which value has which name. New descriptions are in place common not_so_common uncommon not_so_rare rare very_rare ultra_rare
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#9 |
Hellband maintainer
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Location: New York, the Big Apple
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All items are converted, quite a few bugs found in the k_info that were preventing items from being generated, there I was thinking I was just unlucky ;]
Finished the gear class which governs both equipment slots and the backpack. 'Finished' the evil mana calculation conversion, xcept it doesnt work so now am debugging for the first time Hellband in js... I already wrote the town generation code, once I get mana calculaton right, I might have an @ working around on a screen somewhere this month. Of note, I have contacted the author of spiderape and convinced him to port his javascript curses binding to the Google V8 engine. javascript can now use curses on linux machines and in some further future on Windows I assume. That and XULrunner give any author the option to write standalone apps, online apps or even curses apps if one is so inclined. T.
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#10 |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
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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.
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Thread | Thread Starter | Forum | Replies | Last Post |
[Hellband] Birth item suggestions wanted | konijn_ | Variants | 0 | January 26, 2008 19:29 |
Hellband 0.8.6 is out! | konijn_ | Oook! | 1 | September 1, 2007 23:58 |
Oldtimer online? Search patch from 1999 | TJA | Vanilla | 2 | August 20, 2007 09:59 |