Copy lib/lua-$(VERSION)/src/liblua.h to lib/lua/ rather than lib/.
Instead of copying any of the header files or telling the compiler
where to find the lua ones, generate include/nhlua.h on the fly and
restrict the knowledge of where they are to it (paths are relative
to include/).
|/* nhlua.h - generated by top Makefile */
|#include "../lib/lua-5.3.5/src/lua.h"
|LUA_API int (lua_error) (lua_State *L) NORETURN;
|#include "../lib/lua-5.3.5/src/lualib.h"
|#include "../lib/lua-5.3.5/src/lauxlib.h"
|/*nhlua.h*/
This might need to be redone (or augmented by having CFLAGS add back
'-I path-to-lua') if some compiler can't find '#include "luaconf.h"'
issued by lua.h.
Some support of new code #defines to faciliate cross-compiling:
OPTIONS_AT_RUNTIME If this is defined, code to support obtaining
the compile time options and features is
included. If you define this, you'll also have
to compile sys/mdlib.c and link the resulting
object file into your game binary/executable.
CROSSCOMPILE Flags that this is a cross-compiled NetHack build,
where there are two stages:
1. makedefs and some other utilities are compiled
on the host platform and executed there to generate
some output files and header files needed by the
game.
2. the NetHack game files are compiled by a
cross-compiler to generate binary/executables for
a different platform than the one the build is
being run on. The executables produced for the
target platform may not be able to execute on the
build platform, except perhaps via a software
emulator.
The 2-stage process (1. host, 2.target) can be done
on the same platform to test the cross-compile
process. In that case, the host and target platforms
would be the same.
CROSSCOMPILE_HOST Separates/identifies code paths that should only be
be included in the compile on the host side, for
utilities that will be run on the host as part of
stage 1 to produce output files needed to build the
game. Examples are the code for makedefs, tile
conversion utilities, uudecode, dlb, etc.
CROSSCOMPILE_TARGET Separates/identifies code paths that should be
included on the build for the target platform
during stage 2, the cross-compiler stage. That
includes most of the pieces of the game itself
but the code is only flagged as such if it must
not execute on the host.
If you don't define any of those, things should build as before.
One follow-on change that is likely required is setting the new dependency
makedefs has on src/mdlib.c in Makefiles etc.
More information about the changes:
makedefs
- splinter off some of makedefs functionality into a separate file
called src/mdlib.c.
- src/mdlib.c, while included during the compile of makedefs.c
for producing the makedefs utility, can also be compiled
as a stand-alone object file for inclusion in the link step
of your NetHack game build. The src/mdlib.c code can then
deliver the same functionality that it provided to makedefs
right to your NetHack game code at run-time.
For example, do_runtime_info() will provide the caller with
the features and options that were built into the game.
Previously, that information was produced at build time on the
host and stored in a dat file. Under a cross-compile situation,
those values are highly suspect and might not even reflect the
correct options and setting for the cross-compiled target
platform's binary/executable. The compile of those values and
the functionality to obtain them needs to move to the target
cross-compiler stage of the build (stage 2).
- date information on the target-side binary is produced from
the cross-compiler preprocessor pre-defined macros __DATE__
and __TIME__, as they reflect the actual compile time of the
cross-compiled target and not host-side execution of a utility
to produce them. The cross-compiler itself, through those
pre-defined preprocessor macros, provides them to the target
platform binary/executable. They reflect the actual build
time of the target binary/executable (not values produced
at the time the makefiles utility was built and the
appropriate option selected to store them in a text file.)
- most Makefiles should not require adding the new file
src/mdlib.c because util/makedefs.c has a preprocessor
include "../src/mdlib.c" to draw in its contents. As previously
stated though, the Makefile dependency may be required:
makedefs.o: ../util/makedefs.c ../src/mdlib.c
^^^^^^^^^^^^^^^
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.
Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
- des-table with commands to create special levels
- nh-table with NetHack core commands
- nhc-table with some constants
- u-table with some player-specific data (u-struct)
- selection userdata
Adds some rudimentary tests.
Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.
nhlib.lua is loaded for every lua script.
Download and untar lua:
mkdir lib
cd lib
curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
tar zxf lua-5.3.5.tar.gz
Then make nethack normally.
Files modified:
include/tradstdc.h, sp_lev.h, system.h
util/lev_main.c
Silence a bunch of warnings generated by recent gcc which weren't there
with whatever version I had when 3.6.0 was being readied for release.
For lev_main, there were two basic types: not enough arguments in calls
to lc_pline, lc_warning, and lc_error (since we weren't passing dummy
arguments as is done for add_opvars), and conversion from 'int' or
narrower to 'char *' (from -Wint-to-pointer-cast, which either wasn't
there yet in the older gcc, or wasn't included in -Wall back then).
[Note that for any configuration decrepit enough to actually need
USE_OLDARGS, such conversions will either work fine or else nethack
simply won't be viable.]
src/pline.c generates a bunch of warnings (for USE_OLDARGS). The fix
for that will be (2 of 2).
To test, instead of mucking about with CFLAGS or sys/unix/hints, I've
been temporarily adding unconditional
|#undef USE_STDARG
|#undef USE_VARARGS
|#define USE_OLDARGS
to the end of config1.h and then doing my normal build--which is why
-Wall (or possibly -W) is drawing -Wint-to-pointer-cast warnings.
I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.
The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
Declare structure before using it in prototypes, and declare atol()
for configurations which don't have or don't use <stdlib.h>. (Some
#ifdef MICRO code for atoi at the end of system.h might need to be done
for atol too.)
Finally got around to installing OpenBSD (rev 3.3) in a vmware partition.
Found that several #if BSD's were inappropriate for modern BSD's. Haven't
installed FreeBSD or NetBSD, but based on reading their man pages,
these changes are needed there too. Mostly due to POSIX time() signature.
this particular fix has been sitting around my inbox for a while although
we've had reports of FreeBSD build problems for a long time. While it's
untested, it certainly looks like the unfixed system.h had a case that
could not be reached. bsdi seems like it needs to be handled the same way.