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Autodestroy implementation

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David T. Blackston

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Mar 8, 2000, 3:00:00 AM3/8/00
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Hi all,

A few weeks ago there was a discussion on the autodestruction of
objects. I've implemented a version of this and I'm presenting it
to the community.

I've documented the source code changes that need to be made. I
developed this from Zangbad 2.2.2d, so it is likely that the process
will be slightly different for other versions and variants.

The changes amount to the addition of about 10 lines to the current
source code and the inclusion of an additional source file (squelch.c).
The squelching features are very similar to the wizard create object
command and are accessed through the options window. When the
squelch menus are accessed, the user can determine what types of
objects will get squelched (potions, scrolls, armor, etc). After this
type is determined the user may decide which varieties are squelched.

Notes:

The squelching takes place when the object is created, i.e., when
the game tries to create a squelched object, no object is created.
This creates emptier dungeons, but everything in the dungeon is
potentially useful.

Squelching doesn't affect items that have already been created, i.e.,
if you find a potion of booze and then squelch it, any potions of booze
that are still on the level will remain.

I have not implemented squelching based on the quality (good, excellent)
of an object.

I am not sure what the effect will be if a quest reward or an acquirement
scroll attempts to generate a squelched object. Could be interesting...

The documentation for the necessary changes is located at

http://www.cs.berkeley.edu/~davidb/angband/SQUELCH.TXT

and the source file squelch.c is located at

http://www.cs.berkeley.edu/~davidb/angband/SQUELCH.C

Enjoy!


DAve


James W Sager Iii

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Mar 11, 2000, 3:00:00 AM3/11/00
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VERY COOL! While I'd prefer a squelch routine that checks after you ID
something as that would allow a character to be born with a list of
items to be squelched, and allow you to deal with
bad/fair/good/excellent items, you actually did the work and implmented
it. Very nice.

Can you perchance make a compiled version of Zangband with your changes
implemented?

In your code, you stated something about a bug that occurs with a
multiple drop... But then you said there was a fix... Does it result in
the same thing as the creature would normally drop minus the squelched
items?

Excerpts from netnews.rec.games.roguelike.angband: 8-Mar-100 Autodestroy
implementation by David T. Blackston@melod

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