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Programmable Angband - PAngband
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Current version: 0.1.1
Last update: 19th January 1999
Author: Keldon Jones
Based on: Angband 2.8.3
Downloads:
Interesting Links:
New in version 0.1.1:
- I had somehow been using a "beta" version of 2.8.3 as the base
version. Now been changed to the normal 2.8.3.
- The "f_info.txt" file has a new "flags" line, in which each feature
can be assigned flags like "PERMANENT", "BLOCK_MOVEMENT",
"BLOCK_SIGHT", and a few others. This, coupled with lots of code
changes, should allow for easy creation of interesting feature
types. Water, for instance, may block movement but not sight,
which was previously difficult to do.
- Some new object types (tvals) were created -- TV_PERMA_LITE and
TV_MUSHROOM, each of which contain the obvious objects. This was
done mainly to facilitate the following:
- A new "t_info.txt" file is read on startup, which contains info
about each class of objects (food, lights, body armor, rings,
wands, etc). This file contains info on which equipment slot the
item goes in, the default color to display in the inventory, and
most interesting, a "template" which states how the item is to be
described in messages and in inventory listings.
- The "object_desc" function was completely re-written, making it
much more generic and able to handle new tvals without source code
changes.
- My patch for automatically re-reading *_info.txt files is included.
- Rods now use the "timeout" field instead of the "pval" field for
holding how much time is left to charge, just like artifacts do.
- Information about number of attacks each player class is granted is
now held in pc_info.txt instead of hard-coded in xtra2.c.
- The "EASY_KNOW" flag has been added to k_info.txt.
Changes from the original PAngband 0.1.1 version to the Windows 95/98/NT:
- The "usleep(useconds)" script-command in module io doesn't work in
the Windows version, since the usleep() function used in the source
is non-standard.
- The "Farmer Maggot" example is set as default script extension when
starting the game. (Look at "examples/maggot/readme" for infos about
this script extension)
- Several script files have been added to the lib/scrpt directory to
allow PAngband to run on systems without a Python installation.
(the files are: pickle.py, strings.py, types.py, exceptions.py,
StringIO.py, and copy_reg.py) These files can be found in the
"lib/standard/scpt" folder as well.
- An "error.py" script has been added and is imported by the init.py
scripts. The new script redirects all output from Python "print"
statements and error-messages to the build-in msg_print() function
of Angband. All error messages are also logged in the file "error.txt"
in the root-directory of the current drive.
- The graphical tiles will look *weird*, because they are not adjusted
for the new and rearranged terrains and monsters.
Notes by Keldon for version 0.1.0:
I've only tried compiling it under UNIX. While it's probably possible to persuade
it to compile under Windows or a Mac or something else, it'll almost certainly
be a real bitch.
To compile you'll first need to get and install
Python. Configure, compile, and install
it system-wide. Then edit the Makefile to add an include directory where the Python
headers are and add the directory of the "libpython.a" file to the linker flags.
If you didn't understand the above, you should probably wait for a future version,
which will hopefully be friendlier about installation. Once you get it compiled
and working, there are a few example scripts that you can try out in the examples
directory. Each has a README. To use them, copy the files there to the appropriate
place in the lib directory. Be sure to remove the lib/data/*.raw files if you
change or replace a lib/edit/*.txt file.
If you run into problems that you think I can help with, send me a note. I'll try
to be better about replying to mail than I have been recently...
(sorry about all that). Since there is no real documentation available yet you're
pretty much on your own.
Hope you guys have fun with it and don't have too many problems.