Coder Social home page Coder Social logo

angband / angband Goto Github PK

View Code? Open in Web Editor NEW
1.3K 1.3K 329.0 118.84 MB

A free, single-player roguelike dungeon exploration game

Makefile 2.48% Shell 0.16% CSS 0.07% C 93.65% Perl 0.06% Objective-C 1.99% M4 0.56% Roff 0.14% CMake 0.88%
angband c game roguelike

angband's Introduction

Angband 4.2.5

Angband is a graphical dungeon adventure game that uses textual characters to represent the walls and floors of a dungeon and the inhabitants therein, in the vein of games like NetHack and Rogue. If you need help in-game, press ?.

Enjoy!

-- The Angband Dev Team

angband's People

Contributors

3m4r avatar agoodman00 avatar ajps avatar alexmooney avatar artes-liberales avatar backwardseric avatar bardurarantsson avatar bensemmler avatar cjnyfalt avatar cuboideb avatar damedley avatar david3x3x3 avatar fizzix avatar fosskers avatar jenschou avatar kjfletch avatar kusunosetoru avatar losttemplar avatar magnate avatar marbledice avatar mikolaj avatar nickmcconnell avatar non avatar pete-mack avatar pnd10 avatar ridiculousfish avatar sanedragon avatar takkaria avatar timschumi avatar tomm avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

angband's Issues

Notes patch

Reported by takkaria on 19 Mar 2007 00:51 UTC
Add notes support to the game.

More at [http://ajps.mine.nu/angband/wiki/Notes].

To fix:

  1. Have a working notes patch, producing both machine- and human- readable output.

Bring back player ghosts

Reported by takkaria on 21 Mar 2007 15:10 UTC
Would be a nice feature to have for a release like 3.1.

Add "tutorial mode"

Reported by takkaria on 19 Mar 2007 01:00 UTC
This is part of the bug #11, changing the help system.

Ben Harrison's idea (give the man credit, he influences the game when he's not touched it for ten years).

Provide a rough'n'tumble introduction to the game, in-game. Display a short summary of the game, choose a standard character, and provide important hints contextually.

May be worth looking at ToME to see how it does this.

Cut down and rearrange options

Reported by takkaria on 21 Mar 2007 14:36 UTC
This encompasses removing some, turning some permanently on, and making them more obvious for the first-time user.

Discuss, and update as appropriate.

Remove:

  • Preserve (turn on)
  • Maximise (create a half-maximise?)
    Obviousness:
  • When using '=' at the birth screen, show just the birth options
  • Prompt for autoroll/point-based

Unify in-game menus as far as possible

Reported by takkaria on 19 Mar 2007 00:40 UTC
Pete Mack and Nick McConnell are working on this.

To fix:

  1. Create a menu handling API.
  2. Use said API for as many in-game menus as it is reasonable to.

Use a better random name generator

Reported by takkaria on 21 Mar 2007 14:55 UTC
Either import NPP's, or use the one Antony Sidwell wrote for Elasticband, if it can be found.

Find-as-you-type monster recall

Reported by takkaria on 19 Mar 2007 00:48 UTC
Depends on #7.

For graphical users who don't ever see 't's or 'r's: you'd type "rat" and there would be a list of monsters with "rat" in the name, which you could then (r)ecall at leisure, etc.

Fix magic mapping and detection

Reported by takkaria on 21 Mar 2007 14:22 UTC
To fix, either:

  1. make both limited at the size viewable at 80x24, or
  2. make both circular

Auto-wield birth items

Reported by takkaria on 21 Mar 2007 14:31 UTC
Many variants do this, and is a worthwhile import.

Preferably suppress messages, as they're messy.

SVN should contain the same stuff as the source archive

Reported by takkaria on 19 Mar 2007 00:27 UTC
RR9 had various build scripts and things he used in SVN, and I have a couple that I use for releases, but these are not verisoned or distributed in the source. They should be.

To fix:

  1. put buildscripts etc. in a script/ subdirectory.
  2. autotools should produce the same archive as what is available at SVN.

Add the quiver

Reported by takkaria on 21 Mar 2007 14:53 UTC
There's no real argument against it and it makes life much easier for just about everyone.

Replace current "interactive" help with context help

Reported by takkaria on 19 Mar 2007 00:59 UTC
This is part of the bug #11, changing the help system.

The format of the context help is yet to be decided.

Current plans can be seen at:

  • [http://ajps.mine.nu/angband/wiki/Help#s1_2]

Add trap detection indicator

Reported by takkaria on 21 Mar 2007 14:23 UTC
Patch available: [http://entai.co.uk/angband/patches/dtrap-vanilla.v1.diff]

Related to #18.

Import Hengband's command menu

Reported by takkaria on 19 Mar 2007 00:50 UTC
May depend on #5.

Hengband has a nice command menu thing, entered by pressing 'Enter'. Praised by Antony Sidwell as being "the best invention for newbies ever", so we've got to have it.

To fix:

  1. Have a working command menu.

Create missing directories on startup

Reported by takkaria on 21 Mar 2007 15:21 UTC
If we can, and if they're missing.

This will require portable "create directory" code. If we don't create them, a verbose explanation should be given of what the user must do to make the game work. The Windows port would benefit from this especially, as we could stop distributing delete.me files.

256 colour support

Reported by takkaria on 21 Mar 2007 14:29 UTC
Having more colours is probably useful, but we have to be careful to keep them differentiated.

Display weapon damage when 'I'nspecting weapons

Reported by takkaria on 21 Mar 2007 14:34 UTC
Ey first did this, and it should have been imported long ago. May be worth looking at FA for this, as it's the most recent variant to add it (I think).

Audit memory code

Reported by takkaria on 21 Mar 2007 15:25 UTC
This would make various bits of new code much nicer to read (less having to manually reallocate).

As part of this, consider the other improvements that could be made to the memory functions: [http://ajps.mine.nu/angband/wiki/Cleanup#s2_1].

Replace the current autoroller with Antiband/Zangband's

Reported by takkaria on 21 Mar 2007 14:52 UTC
The current one is basically inefficient and scummy. RML wrote a new one, used in Zangband, which basically lets you provide weightings for different stats and finds the best set of stats which match that.

Import UIAngband's wizard mode screen editor

Reported by takkaria on 21 Mar 2007 15:06 UTC
It's useful for when designing new UI. I have the code around somewhere; see [http://entai.co.uk/angband/ui/] for a (small amount of) info.

Create ui.c and z-file.c

Reported by takkaria on 19 Mar 2007 00:38 UTC
To fix:

  1. Split UI functions to a new ui.c.
  2. Split file handling from util.c to a new z-file.c.

Distribute helpfiles as HTML, PDF

Reported by takkaria on 19 Mar 2007 00:57 UTC
This is part of the bug #11, changing the help system.

Instead of having in-game documentation, switch to providing a nicely-formatted HTML guide, which can be packaged both locally and on the Web.

A PDF version would be nice for those who like printing; perha using TeX or something?

Add mouse support

Reported by takkaria on 20 Mar 2007 12:05 UTC
Incoporate the mouse patch: [http://chris.cavalaria.free.fr/patch_mouse_v3.patch]

Also, file a bug to change it to a more generic event-model that incorporates resize events.

Add "always_show_list" option

Reported by takkaria on 21 Mar 2007 14:32 UTC
Hengband first did this, and Leon Marrick put together a patch which contained it, so I cannibalised it.

See [http://entai.co.uk/projects/angband/patches/always-show-lists.diff].

Incorporate takkaria's new store code

Reported by takkaria on 19 Mar 2007 00:43 UTC
Basically, I have some new store code which rationalises the current code quite a lot, and has imported various UI tweaks from various variants, and has "staple items" which are always restocked.

More at [http://ajps.mine.nu/angband/wiki/Stores].

To fix:

  1. Update the store patch to the current verison and import.

Write/import new savefile code

Reported by takkaria on 21 Mar 2007 14:48 UTC
There are comments at the top of save.c (see #ifdef FUTURE_SAVEFILES), which indicate plans to create a modular and better-versioned savefile format. I used that as a base to create a new format, which has better versioning support, and is probably a whole lot more future-proof than what's currently there. It also unified save/load code as far as possible.

The new savefile is constructed of a header, followed by a number of blocks, followed by a special "end block". For a fuller description, see [http://ajps.mine.nu/angband/wiki/SavefileCode].

It's also possible to compress this savefile in-memory, should the need be felt. sfuerst was working on this for Z, but I can't find a link for it right now.

Ease makefiles proliferation

Reported by takkaria on 19 Mar 2007 00:34 UTC
Problem: we have makefile proliferation, which is hard to manage -- removing or adding a file requires too much effort. We need a makefile template system, and scripts to turn templates into real makefiles.

To fix:

  1. Add template files (in src/tmpl/) where there are strings indicating where:
    • object files should be included
    • source files should be included
    • dependency information should be included
  2. Write scripts to do the search/replace (preferably using sed and sh).

Turn next_xp option on permanently

Reported by takkaria on 21 Mar 2007 14:27 UTC
Showing normal XP on the main screen is not useful in the slightest, so this should be on all the time.

Add the quickstart patch

Reported by takkaria on 21 Mar 2007 14:38 UTC
Stolen from Ey. Saves starting character info in the savefile so you can restart with the same character who just died. Useful for people who die a lot.

Patch: [http://entai.co.uk/angband/patches/quickstart.v1.diff]

Add autopackage files for Linux

Reported by takkaria on 21 Mar 2007 15:11 UTC
To make building and installing easier for Linux people, put together an autopackage ([http://autopackage.org/]) file. Probably relies on us having a working ./configure.

Add NPP "path to target" feature

Reported by takkaria on 21 Mar 2007 14:27 UTC
This displays a line when targetting which indicates where the projectile/spell will actually end up.

SDL frontend

Reported by takkaria on 21 Mar 2007 14:25 UTC
Files available: [http://bumba.net/~hmaon/angband-sdl/readme.html]

This needs cleaning up, and non-GPL bits (like Hajo's code) need to go. Also, mouse and arrowkey support needs to be added.

Add a "start kit" option (a la Ey)

Reported by takkaria on 21 Mar 2007 14:50 UTC
This uses up all your original gold but gives you a decent starting kit. Timesaver more than anything, but useful for those who die lots.

Fix randarts

Reported by takkaria on 21 Mar 2007 15:30 UTC
To fix: import and update CC+CG's patch ([ftp://ftp.thangorodrim.net/pub/angband/Patch/300-new-randarts.zip]).

Un has adopted it with great success. It does cool things like work out how much worth should be placed on each slay by counting what race monsters are. Could be used in other areas of the code.

Also, consider additional randarts rather than replacement randarts. This might allow us to cut out some current artifacts if necessary.

Store gold that monsters steal in their inventory

Reported by takkaria on 21 Mar 2007 14:40 UTC
It's wrong to have monsters steal things and you not be able to get such things back by killing them. At the very least, have them "stash" it somewhere, though this may have to wait 'til we have better monster AI.

Raise default number items on a level, to compensate for this -- to 768, or thereabouts.

Import the UnAngband knowledge screens

Reported by takkaria on 19 Mar 2007 00:46 UTC
Pete Mack has worked quite a lot on the knowledge screens in UnAngband, and it's well worth importing this work to Vanilla.

Fix object pricing

Reported by takkaria on 21 Mar 2007 15:30 UTC
Current info: [http://ajps.mine.nu/angband/wiki/ObjectPricing].

It might be an idea to use the new randart code to calculate prices, see #48.

Fix level feelings

Reported by takkaria on 21 Mar 2007 15:33 UTC
Brief outline of some of the problems: [http://ajps.mine.nu/angband/wiki/LevelFeelings].

Related to #49.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.