Version 3 (modified by molybdenum, 6 years ago) (diff)


This is a place for planning the major code restructure. Currently it's just a fairly disorganised list. Please add as you see fit.

  • Command code redo - the main part of the core/UI split (takkaria)
  • Dungeon generation code generalisation - largely allowing greater control over monster generation (Nick)
  • Trap layer (so traps are no longer terrain) (Nick)
  • CAVE_* layer bitflagising and list-*.h-ing (probably unnecessary, and low priority) (Nick)
  • Removal of FEAT_* as much as possible, replace with terrain flags and/or feature predicates (cave_is*, feat_is*, feature_is*) (Nick)
  • Moving game data and code out of switches and into tables and edit files (where possible and appropriate) (molybdenum)
    • effect_do() (effects.c)
    • make_attack_normal() (melee2.c)
    • project_*() (spells1.c)
    • x-spell.c
    • tval stuff (from all over)
  • Extract inventory code into its own module (molybdenum)
  • Decouple a lot of the player spell stuff to make it more flexible (molybdenum)
    • Spell count controlled by number of B rows in p_class.txt (instead of fixed at PY_MAX_SPELLS)
    • Add "book" sections (or edit file) to control contents and ordering of spells in a book (instead of I rows in spell.txt)
    • Consolidate all spells IDs into one list instead of per-realm (will probably break save files)