early_init() calls decl_globals_init() which zeros out
a number structures:
ZERO(flags);
ZERO(iflags);
ZERO(a11y);
ZERO(disp);
ZERO(u);
ZERO(ubirthday);
ZERO(urealtime);
Setting values in any of those during startup prior to
the early_init() call was futile, and the values would
get overwritten.
Such was the case with the setting of iflags.colorcount
during Windows startup, so do it after early_init() has
been called.
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
Inspired by self-recover, sort of. Enabled for unix by default; can
be disabled by commenting out '#define CHECK_PANIC_SAVE' in unixconf.h.
When starting the game, if there is no save file to restore and no
lock/level files to recover, check whether a panic save file exists.
If there is one, tell the player that it's there and that it might be
viable, then ask whether to start a new game.
It doesn't convert the panic save into a reconverable one (rename by
nethack, then continue trying to restore) or tell the player how to
make it viable (rename to remove ".e" by game admin), just whether it
is present. If player opts to start a new game, the panic save is
left alone and will trigger the "there's a panic save file" situation
again once the new game finishes and player starts another.
split depend target so "make depend" and "make updatedepend"
get the right dependencies (this puts back the previously
temporarily removed dependencies)
deterministically pull out the right source so moc rules
are correct
NOSTATICCORE - an option for Linux to get a better backtrace
updatedepend - an easier alternative to "make depend"
- .gitignore: ignore new temporary .*.c files
- hints/linux.370: add NOSTATICCORE and instructions
- Makefile.src:
-- If NOSTATICCORE defined, run core .c files through awk to
remove static attribute from functions.
-- add updatedepend target and related bits