Change the inner workings of the experimental TTY_PERM_INVENT.
Switch to delivering the content to tty for the experimental perm_invent
via the existing window port interface (start_menu(), add_menu(), end_menu).
This also adds a new window port interface call ctrl_nhwindow() for
delivering information to the window port, and/or obtaining specific
information from the window port. The information and requests can
be extended as required. To be documented later once the changes settle
down.
Due to the intrusive nature of these changes and the possibility of
some bugs in the new code, I'm going to leave TTY_PERM_INVENT commented
out in the repository for a day or two. Anyone wishing to test it out
can do so by uncommenting TTY_PERM_INVENT in config.h.
Add a non-string identifier to window_procs for use in runtime
identification of the current window port being used.
Use a macro WPID to add the identification at the top of the
various existing window_procs declarations. It expands to the
existing text string, as well as the newly added field wp_id
with a wp_ identifier.
For example, WPID(tty) expands to: "tty", wp_tty
The generated wp_tty must be present in the wp_ids enum at
the top of include/winprocs.h.
The WINDOWPORT(x) macro has been updated to expand to a simple
value comparison (port.wp_id == wp_x), instead of a
string comparison.
(user-side decisions really, but as it stands right now
user-side decisions/options are made and processed by the core)
add a parameter to add_menu so color can be passed
Add a rudimentary experimental always-up inventory display
capability to tty when the perm_invent option is in effect.
It requires an additional 28 rows available on the terminal
underneath the bottom status line.
It hasn't been optimized for performance as of yet.
These warning are in 3rd party library builds (one
in Lua relating to padding due to alignment), and
a few in pdcurses. We won't be addressing the code
in those.
starting screen (Issue #783)
On 2022-06-01 12:22 p.m., NetSysFire wrote:
> Steps to reproduce:
>
>1. Get any prompt and answer it. In my case it was a horribly old
> save I forgot about or when I wiztested something and forgot
> about that save, too.
>2. See that the copyright information got overwritten by the prompt:
>
>There is already a game in progress under your name. Destroy old game? [yn] (n)
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Expected behavior:
>
> Redraw after a prompt was answered, so the prompt vanishes and the
> entirety of the starting screen will be shown.
>
> NetHack, Copyright 1985-2022
> By Stichting Mathematisch Centrum and M. Stephenson.
> Version 3.7.0-59 Unix Work-in-progress, built May 31 2022 12:28:31.
> See license for details.
>
>
> Shall I pick character's race, role, gender and alignment for you? [ynaq]
>
> Proposed severity: low. Not gamebreaking, it is cosmetic only and does
> not have any other consequences.
>
The Copyright notice is placed by tty internal routines writing onto
the BASE_WINDOW fairly early in the startup sequence.
The prompt to "Destroy old game? [yn] (n)" is using the in-game
routine to write to the message window at the top of the screen and
prompt there, just like in-game prompts and messages.
If the player answered 'y' to that, the prompt for
"Shall I pick character's race, role, gender and alignment..."
appeared immediately after. That one, however, is written using
the BASE_WINDOW routines in tty, like the copyright notice.
This change does the following:
It moves the copyright lines down a little bit leaving room for the
"Destroy.." prompts.
It places the "Shall I pick characters's..." prompt further down the
screen by default, leaving some room for about 3 raw_print startup
messages after the copyright notice, just in case there are any.
The "Shall I pick character's..." prompt will still appear immediately
if there is a prompt such as "Destroy old game?..."
There were a couple of other issues around raw_print startup messages
too. Those are delivered using a raw_print mechanism to ensure they
are written even if the window-port is not fully operational. However,
they were only on the screen for the blink of an eye. This call
sequence in restore.c made them disappear almost immediately:
docrt() -> cls()
Put in a mechanism to detect the presence of raw_print messages
from the early startup, and if there were some, wait for a
keypress before obliterating the unread notifications.
A new feature, enabled by default to maximize testing, but one which can
be disabled by commenting it out in config.h
With this, some additional information is added to the glyphmap entries
in a new optional substructure called u with these fields:
ucolor RGB color for use with truecolor terminals/platforms.
A ucolor value of zero means "not set." The actual
rgb value of 0 has the 0x1000000 bit set.
u256coloridx 256 color index value for use with 256 color
terminals, the closest color match to ucolor.
utf8str Custom representation via utf-8 string (can be null).
There is a new symset included in the symbols file, called enhanced1.
Some initial code has been added to parse individual
OPTIONS=glyph:glyphid/R-G-B entries in the config file.
The glyphid can, in theory, either be an individual glyph (G_* glyphid)
for a single glyph, or it can be an existing symbol S_ value
(monster, object, or cmap symbol) to store the custom representation for
all the glyphs that match that symbol.
Examples:
OPTIONS=glyph:G_fountain/U+03A8/0-150-255
(Your platform/terminal font needs to be able to include/display the
character, of course.)
The NetHack core code does parsing and storing the customized
entries, and adding them to the glyphmap data structure.
Any window port can utilize the additional information in the glyphinfo
that is passed to them, once code is added to do so.
Also, consolidate some symbol-related code into symbols.c, and remove it from
files.c and options.c
- Microsoft Visual Studio 2017 Community Edition v 15.9.47
- Microsoft Visual Studio 2019 Community Edition v 16.11.13
- Microsoft Visual Studio 2022 Community Edition v 17.1.5
Place built libraries for Lua and pdcurses into lib instead of the
more transient src/o subfolder.
Remove a kludge involving sys/windows/stub-pdcscrn.c.
Don't link pdcurses into NetHackW.exe (required a couple of stubs
since NetHack.exe and NetHackW.exe currently share object files
under the visual studio nmake build.
(Note: This may require a couple of follow-on minor modifications
to the mingw build. If so, the CI will flag that for us after this
commit)
NetHack 3.7 stores timestamp information, as well as github
commit hashs information if available, internally by compiling
date.c. It is important to ensure that date.c is always
recompiled after any other NetHack source files are compiled.
As usual for the visual studio nmake Makefile.msc, steal the generated
dependencies from the tail of sys/unix/Makefile.src, and adjust the text
to suit the Windows build.