win/share/decals.txt contains (initially) a decal_delimiter tile,
a decal_pet tile, and a decal_pile tile.
The latter two can be used for hilite_pet and hilite_pile implementations
that don't have something in place already. The implementation would
just need to apply (merge) the non-background decal pixels over a
regular tile.
The special decal_delimiter tile can be used to confirm the presence
of the delimiter tiles in the tileset and mark the end of the regular tiles,
and the start of the decal tiles.
row 1 contains the background color whose pixels should be
ignored when applying a decal to a tile.
row 2 contains a row of pixels colored (0, 0, 0).
row 3 contains a row of pixels colored pure green (0, 255, 0).
row 3 contains a row of pixels colored pure blue (0, 0, 255).
In previous versions of NetHack, setting -DUSE_TILES enabled the tile
support, while setting -DSUPPRESS_GRAPHICS produced a NetHack that
would write its TTY output to standard output, and rely on ANSI.SYS or
similar to do screen control. (USE_TILES is now TILES_IN_GLYPHMAP.)
This change ensures that the current NetHack can be built the same
ways.
One twist is that previous NetHacks would drop all support for graphical
modes when tiles were not supported. Thus sys/msdos/vid{vga,vesa}.c have
very disordered use of TILES_IN_GLYPHMAP. There was no need to check
this. But now, the graphical modes also support Unicode. A non-tiled
build should have the graphical modes, with only the text functions
present, provided that ENHANCED_SYMBOLS is defined.
Some unused and locally used symbols were cleaned up along the way.
* In both the 16 color and the VESA mode, the tileset image is loaded
and split into individual tiles; the tiles are then processed into a
form that is compatible with the video mode in use. For 16 color mode,
a tile is processed each time it is displayed, leading to slow
redrawing. For VESA mode, each tile is processed at startup, leading
to long startup times. Both modes are changed so that the tile is
processed once, when it is first displayed, and the result is cached.
* Use memcpy when splitting the image into tiles.
* Only load the tileset once. In 16 color mode, for reasons I do not
understand, the gr_init function is called twice, leading to delay
in startup. This does not happen in VESA mode.
remove the safeproc pseudo-windowport routines from
almost a decade ago.
A very early pass is made through the config file,
seeking out just the interface-related OPTIONS=windowport
and OPTIONS=soundlib and ignoring all other options in the
config file during that early pass, so the windowport
can be activated without the NetHack core initialization
in place that some of the other rcfile OPTIONS require.
Bundles the existing rcfile processing code into rcfile().
New functions to control which rcfile options will be
disregarded in the early config file pass, and which will be
processed:
set_all_options_disregarded();
set_all_options_heeded();
disregard_this_option(opt_xx);
heed_this_option(opt_xx);
Windows calls rcfile_interface_options(), which is
a bundling of a series of function calls to achieve
the desired result.
void
rcfile_interface_options(void)
{
allopt_array_init();
set_all_options_disregarded();
heed_this_option(opt_windowtype);
heed_this_option(opt_soundlib);
rcfile();
set_all_options_heeded();
disregard_this_option(opt_windowtype);
disregard_this_option(opt_soundlib);
}
remove the safeproc pseudo-windowport routines from
almost a decade ago.
A very early pass is made through the config file,
seeking out just the interface-related OPTIONS=windowport
and OPTIONS=soundlib and ignoring all other options in the
config file during that early pass, so the windowport
can be activated without the NetHack core initialization
in place that some of the other rcfile OPTIONS require.
Bundles the existing rcfile processing code into rcfile().
New functions to control which rcfile options will be
disregarded in the early config file pass, and which will be
processed:
set_all_options_disregarded();
set_all_options_heeded();
disregard_this_option(opt_xx);
heed_this_option(opt_xx);
Windows calls rcfile_interface_options(), which is
a bundling of a series of function calls to achieve
the desired result.
void
rcfile_interface_options(void)
{
allopt_array_init();
set_all_options_disregarded();
heed_this_option(opt_windowtype);
heed_this_option(opt_soundlib);
rcfile();
set_all_options_heeded();
disregard_this_option(opt_windowtype);
disregard_this_option(opt_soundlib);
}
A wand of stasis prevents teleportation (even in some cases where
it would normally not be prevented, e.g. the hero teleporting a
monster, or covetous monsters teleporting). This is intended to
provide an alternative tactic against covetous monsters (and their
AI has been adjusted to handle being under a stasis effect), but
might also be useful in other situations. It does not prevent
teleportation of objects, only the hero / monsters, and does not
at present prevent level teleportation (although I'm not sure about
this and it might well change in the future).
This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
Verifying that strlen(string) isn't too long, then allocating and
copying strlen(string)+1 draws a complaint about strcpy() overflowing
its output buffer.
Not an issue for regular play, but could matter for config file and
sysconf manipulation.
Remove start_screen() and end_screen() from the
Window-port interface.
They were only ever used by tty, and there was a comment
carried to several window-ports about how they "really
should go away. They are tty-specific"
term_start_screen() and term_end_screen() are part of
terminal/NO_TERMS supporting routines now.
Options processing can be early, even before ttyDisplay is allocated.
If we find that TTY_PERM_INVENT initialization is happening too early,
just set a marker (iflags.perm_invent_pending) to try again a bit later.
The changes in win/share are just to be able to sucessfully
reproduce the original issue on Windows. It was easily reproduced
on Unix, just by building with TTY_PERM_INVENT in include/config.h
and setting OPTIONS=perm_invent in config file.
ENHANCED_SYMBOLS is defined by default in config.h.
The msdos build tried to #undef ENHANCED_SYMBOLS
in tilemap.c, but doing it in there created a mismatch
between the data struct definition for glyph_map in wintype.h
and the initializers generated in tilemap.c
Move the msdos build catch for ENHANCED_SYMBOLS to
one single place in config1.h so that the code and data agree.
GNU make looks first for a file called GNUmakefile, ahead of
looking for Makefile and then makefile.
Renaming sys/windows/Makefile.mingw32 to sys/windows/GNUmakefile
allows:
o src/GNUmakefile (for use by GNU make) and src/Makefile (for use
Microsoft nmake) to both reside in the src folder during build.
o src/GNUmakefile will be used by GNU make, without having to
explicitly specify "-f GNUmakefile" on the GNU make command line.
o src/Makefile will be used by Microsoft nmake, without having to
explicitly specify "-f Makefile" on the Microsoft nmake command line.
For the gcc build, the movemement of sys/windows/GNUmakefile needs
to be copied to src/GNUmakefile as part of the build process (see
sys/windows/build-msys2.txt).
For the Microsoft Visual Studio command line build with nmake,
sys/windows/Makefile.nmake needs to be copied to src/Makefile as
part of the build process (see sys/windows/build-nmake.txt).
They are both copied to the src folder from their respective
repository source file names when the nhsetup.bat file is used.
Issue reported by Shrigis1: the tile for Ixoth depicts a demon that
resembles Nalzok but it ought to be a red dragon.
The issue entry included a binary tile attachment. Rather than try
to deal with that, I've cloned red dragon and included the old tile's
eyes. The issue describes them as green but they look gray to me.
(Ordinary red dragon has white eyes.)
3.4.3 had same issue. I don't remember whether Ixoth was originally
a demon but his tile seems to have always shown one.
Fixes#1239
It was too early to call the windowport change_color() routine
while processing the config file. The windowport was not yet
fully operational.
Now the palette option processing will just place the rgb
value into the appropriate ga.altpalette[CLR_MAX] entry.
init_sound_disp_gamewindows(void) [allmain.c] calls
change_palette() [coloratt.c] and it will call the windowport
change_color() function for each ga.altpalette[] entry that
has been set.
Notes:
The rgb values stored in ga.altpalette[] have the NH_ALTPALETTE bit set
so that the rgb value of 0 can be stored and be distinguishable from
a "not set" entry.
The NH_ALTPALETTE bit is cleared from the rgb value in change_palette()
prior to calling the windowport change_color() function.
The syntax for palette is colorname/r-g-b.
For example: palette:black/12-12-12
colorname must be one of the NH_BASIC_COLOR names or a suitable
alias for one of those 16 entries.
Some of the windowport CHANGE_COLOR functions had the wrong parameters,
perhaps due to bitrot. Those have been corrected to match the prototype.
move the custom color data into its own field in the glyphmap
and disassociate it from the unicode/utf8 stuff.
move the glyphcache stuff during options processing and parsing
into new file glyphs.c and out of utf8map.c, and make it
general, and not part of ENHANCED_SYMBOLS.
Do the groundwork for allowing glyph color customizations to
work when any symset is loaded and not restrict it only to
the enhanced1 H_UTF8 symsets.
The customizations in effect are still affiliated with a particular
symset.
Also closes#1224, but the PR itself references a data structure
made obsolete by this commit. The curses comment from the PR was
added into the code.
The PR also made several suggestions, but only the first
one has been included in this commit (and no longer based on
the handler), that being:
"allow defining colors if other symbol handling modes are used
(possibly limited to the standard 16 colors)."
FredrIQ also wrote the following suggestions in PR#1224:
Something I was also contemplating, unrelated to implementation of this
support in curses, would be the ability for the following:
allow defining colors if other symbol handling modes are used (possibly limited to the standard 16 colors)
allow defining attributes (for example: glyph:G_pet_female_kitten:U+0066/red/underline)
allow specifying glyphs as wildcards for defining global color/attribute changes
Something I also want to see are keywords for "don't change the current defined data". If this
were to be added, you could for example do this:
OPTIONS=glyph:G_*_fox:U+0064/blue
OPTIONS=glyph:G_statue_*:basechar/gray/underline
for "make all foxes use a blue color, make all statues gray with underline" without needing
to specify the relevant character for every statue. This ("basechar", "basefg", etc)
should perhaps also be added for MENUCOLORS and statushilites, so that you can, for
example, underline all items being worn without needing to specify a bunch of
near-duplicate rules for combining BUC colors + underline worn items
as per #1064
new .h files: hacklib.h selvar.h stairs.h
new .c files: calendar.c, getpos.c, report.c, selvar.c, stairs.c,
strutil.c, wizcmds.c
cleanup of hacklib.c and mdlib.c
hacklib contains functions that do not have to link with the core
relocate wiz commands from cmd.c to wizcmds.c
relocate CRASHREPORT stuff to report.c
relocate getpos stuff from do_name.c to getpos.c
remove temporary struct definition from extern.h
cross-compile PRE-section split into cross-pre1.370 and cross-pre2.370
Windows sys/windows/Makefile.nmake and sys/windows/Makefile.mingw32 and
visual studio project file updates
Unix sys/unix/Makefile.src, sys/unix/Makefile.utl
populate selvar.c and selvar.h
build on MS-DOS (not cross-compile) Makefile updates
for sys/msdos/Makefile.GCC (untested)
vms updates for above (untested)
Change the goodpos symbol, which is used to mark valid locations for
some operations when getpos() is having the player pick a spot, from
green question mark to blue dollar sign. Dollar sign is the default
keystroke to toggle those markers off and on.
add CRASHREPORT for Windows
add ^P info to report (via DUMPLOG)
new options: crash_email, crash_name, crash_urlmax
new game command: #bugreport
new config option: CRASHREPORT_EXEC_NOSTDERR
new command line option: --bidshow
deleted helper scripts:
NetHackCrashReport.Javascript
nhcrashreport.lua
misc:
update CRASHREPORTURL (will need to be updated before release)
update bitrot in winchain
winchain for Windows
add missing synch_wait for NetHackW --showpaths
add PANICTRACE (and CRASHREPORT) in mdlib.c:build_opts
missing:
packaging (Windows needs the pdb file)
no testing with MSVC command line build
port status:
linux: working, but glibc's backtrace doesn't show static functions
Windows VS: working. pdb file is large - looking into options
MacOS: working
msdos: not supported
VMS: not supported
MSVC: planned, but not attempted
MSYS2: working, but libbacktrace not showing symbols (yet?)