The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
If there were outdated savefiles encountered during
startup, each individual one was getting a wait_synch
that required a <return> even though a message window
wasn't being used at that point.
Allow suppression of the individual per-file wait_synch()
calls on Windows, so that a single one can be done once
the selectsave processing is overwith.
This was a little messy because an indicator had to flow
down through validate(), uptodate(), etc.
There shouldn't be any change in how things behave on
any non-Windows platforms.
- Move secondary preprocessor defines down further in config.h
so that they can be overridden via [platform]conf.h which is
included from global.h, specifically:
LIVELOGFILE when LIVELOG is defined
DUMPLOG_FILE when DUMPLOG is defined
- Minimize platform-specific, or compiler-specific code in hack.h and decl.h.
- reorganize src/decl.c to align with include/decl.h.
- a new header file cstd.h added, containing calls to C99
standard header files.
- hack.h, decl.h, and decl.c have been cleaned up and had code
moved so that things line up as follows:
hack.h defines values that are available to all
NetHack source files, contains enums for use in all
NetHack source files, and contains a number of
struct definitions for use in all NetHack source files.
It does not contain variable declarations or variable
definitions.
decl.h contains the extern declarations for variables that
are defined in decl.c. These variables are global and
available to all NetHack source files. The location of
the variables within decl.h was random, so give it some
order for now.
decl.c contains the definition of the variables declared in
decl.h, and initializes them where appropriate. The
variable definitions are laid out in much the
same order as their declarations in decl.h.
- wintty.h: There were some varying terminal-related prototypes in
system.h, and that was the only thing left that demanded that
system.h be included. Those have been replaced by an #include
<term.h> in include/wintty.h to get the more current (and hopefully
more correct) prototypes, rather than hardcoding them in NetHack
sources.
For edge-case platform compatiblity, there is no #include <term.h>
if the build defines NO_TERMCAP_HEADERS. In that case one set of
hardcoded prototypes is still used in include/wintty.h.
The added #include "term.h" is also bypassed for NO_TERMS builds (builds
that don't link to terminfo/termcap at all, but still present a tty
interface using platform or window-port specific functions to fulfill
the same role as that of terminfo/termcap).
- some scattered, unnecessary #include "integer.h" were removed from
various files, since that's always included in current NetHack-3.7
sources, either directly from config.h or indirectly from #include
"hack.h".
- system.h references removed.
- new cstd.h added; the #include "system.h" references in Makefiles
and project files (Xcode, visual studio), were replaced
with #include "cstd.h" references. A "make depends" is probably
warranted.
Also:
- Use of <term.h>, which defines clear_screen() as a macro, conflicts
with an actual function with that name in win/tty/termcap.c. The most
straight-forward course of action was to rename the NetHack function,
and change the references to it, from clear_screen() to
term_clear_screen(), so that was done.
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."
At one point, isaac64.h included math.h, although that has since been removed.
Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.
Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.
To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
Changes to be committed:
modified: include/config.h
modified: include/extern.h
modified: include/flag.h
modified: include/global.h
modified: include/ntconf.h
modified: include/wintty.h
modified: src/cmd.c
modified: src/files.c
modified: src/options.c
modified: sys/share/pcmain.c
modified: sys/share/pcsys.c
modified: sys/share/pcunix.c
modified: sys/winnt/Makefile.gcc
modified: sys/winnt/Makefile.msc
modified: sys/winnt/nttty.c
new file: sys/winnt/stubs.c
modified: sys/winnt/winnt.c
modified: util/makedefs.c
modified: win/tty/wintty.c
Adjust the code and the command line Makefile so that
you no longer have to choose whether to build the tty
version NetHack.exe, or the gui version NetHackW.exe.
Both will now be built in a single 'nmake install' pass.
Changes to be committed:
modified: include/extern.h
modified: src/bones.c
modified: src/do.c
modified: src/files.c
modified: src/music.c
modified: src/restore.c
modified: src/save.c
modified: sys/share/pcmain.c
modified: sys/share/pcsys.c
modified: sys/share/pcunix.c
In order to get level file locking correctly again post 3.4.3
with the newer compilers for windows, I had to funnel close()
calls to an intercepting routine.
I had two choices:
1. Surround every close() in at least 9 source files with messy:
#ifdef WIN32
nhclose(fd);
#else
close(fd);
#endif
OR
2. Replace every close() with nhclose() and
deal with the special code in the nhclose()
version for windows, while just calling
close() for other platforms (in files.c).
It is also possible, although not done in this commit,
to
#define nhclose(fd) close(fd)
in a header file for non-windows, rather than funnel
though a real nhclose() function in files.c.
This brings things much closer to correct operation (I hope).
- The shift to only moving the cursor on input (<Someone>'s
changes) had a lot of complications, among them was
that sometimes, there is no more input. When the program was
exiting, or bombing the cursor synch never got done, so the
final messages could end up strewn any place the cursor
happened to be dwelling.
- There were two competing output systems in use: the
wintty stuff for the game, and the msmsg and error stuff
used by the sys/share/pcsys, sys/share/pctty, and
sys/share/pcunix routines. Those were meant to mimic
output to stdout, where stuff just got sent to a sequential
display. Over time, there were calls mixed in that depended
on the cursor tracked stuff from the core game, so you
really couldn't be sure where things were going to display.
It wasn't as much of an issue before, because the cursor
really did get moved around as expected. Everything
now ends up in the same output system.
- I even found a use of the real putchar() because
sys/share/pcunix didn't #include wintty.h the same
as the other files, and the macro never got defined.
Who knows where that character was being put -
the game certainly couldn't track it.
While everything I knew to be wrong yesterday is
now working, there may be some other glitches
lurking that I haven't discovered yet.
Please: test, test, test.
1. Switch to low-level console routines for performance improvements.
2. Instead of moving the cursor around like a real tty, just track the
destination coordinates of where the cursor should be, and
defer the movement until user input is expected.
Credit to <Someone> for #2.
a few plines that were without punctuation. There may be more non-DEBUG
pline or pline-like things that are still missing punctuation. They are
almost impossible to find after the fact, since they could be anywhere,
including in various dat files and functions that pass strings and formats
into other functions that call pline.
This was a tricky one. While the error was ultimately because
he was specifying a non-existant directory in defaults.nh, the
error message lead me to the wrong area until I traced through
with a debugger.
It turns out that an fqn buffer was being re-used before it
was finished being used with the original information in
sys/share/pcunix.c, so the error message listed the
wrong file!
This adds one more buffer and fixes the problem.
Note that it could only affect plaforms with
PREFIXES_IN_USE defined (NOCWD_ASSUMPTIONS
or VAR_PLAYGROUND)
It also alters the WIN32 error message to give them a
hint as to what the problem might be.
<email deleted>
<email deleted>
Sent: Saturday, March 23, 2002 9:27 AM
Subject: #R668: Windows 2000 Lock File Creation Error
> nhfrom: 3.4.0 Official binary release for Windows 95/98/NT/2000/Me/XP
> I get an error after unzipping nethack to c:\nethack, and changing the
> configuration (defaults.nh) to reflect this in the hackdir, levels and save
> configuration items.
>
> The error I get is "cannot creat lock file (C:\nethack\NHPERM_lock.)" after
> entering nethack at the command line and answering the Who are you? question.