Michael Allison wrote:
> There has been some feedback from others on the development team > around the tiles: > "The Rogue Level should ideally be text-mode. It freaks out the > tiled-version-only players when they first get there, but that > makes it a good reminder of NetHack's roots." > > The other supported tiled ports work this way too. They display > regular ASCII characters on the Rogue level, just like Rogue did. -Adds Rogue-level ascii support. -Also removes unicode support. Some other build script tweaks as well. M. Allison
This commit is contained in:
+19
-1
@@ -14,7 +14,7 @@ static struct font_table_entry {
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} font_table[MAXFONTS] ;
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static int font_table_size = 0;
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#define NHFONT_CODE(win, attr) (((win_type&0xFF)<<8)|(attr&0xFF))
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#define NHFONT_CODE(win, attr) (((attr&0xFF)<<8)|(win_type&0xFF))
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/* create font based on window type, charater attributes and
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@@ -105,6 +105,24 @@ HGDIOBJ mswin_create_font(int win_type, int attr, HDC hdc)
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lgfnt.lfPitchAndFamily = FIXED_PITCH; // pitch and family
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/* lgfnt.lfFaceName */
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break;
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case NHW_MAP:
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lgfnt.lfHeight = -TILE_Y; // height of font
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lgfnt.lfWidth = -TILE_X; // average character width
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lgfnt.lfEscapement = 0; // angle of escapement
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lgfnt.lfOrientation = 0; // base-line orientation angle
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lgfnt.lfWeight = FW_NORMAL; // font weight
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lgfnt.lfItalic = FALSE; // italic attribute option
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lgfnt.lfUnderline = FALSE; // underline attribute option
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lgfnt.lfStrikeOut = FALSE; // strikeout attribute option
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lgfnt.lfCharSet = DEFAULT_CHARSET; // character set identifier
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// we need OEM charset for Rogue level
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lgfnt.lfOutPrecision = OUT_DEFAULT_PRECIS; // output precision
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lgfnt.lfClipPrecision = CLIP_DEFAULT_PRECIS; // clipping precision
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lgfnt.lfQuality = DEFAULT_QUALITY; // output quality
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lgfnt.lfPitchAndFamily = FIXED_PITCH; // pitch and family
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_tcscpy( lgfnt.lfFaceName, TEXT("Terminal"));
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break;
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}
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fnt = CreateFontIndirect(&lgfnt);
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