Recently added cross-compile stuff had resulted in an extra line
of feedback when linking: 'true;'. Suppress that.
Also, I think 'AWK=nawk' was needed for Solaris or maybe even
SunOS. Switch 'make depend' to use ordinary awk by default since
most systems have Posix-compliant awk these days and OSX doesn't
have nawk.
roll parts of pr385 into source tree
This does not take the PR as is.
Unlike the PR, this streamlines and minimizes the integration somewhat:
- use hints/include mechanism instead of creating alternative
Makefile.dat, Makefile.src, Makefile.top, Makefile.utl in sys/lib;
those would have been a maintenance nightmare.
- don't have alternative mkmkfile.sh and setup.sh in sys/lib.
- sys/lib/libnethackmain.c differed from sys/unix/unixmain.c by
very little, so just place a small bit of conditional code at the
top of sys/unix/unixmain.c instead.
- changed the conditional code bits from __EMSCRIPTEN__ to
CROSS_TO_WASM.
- You should be able to build the wasm result by:
cd sys/unix ; sh setup.sh hints/linux.2020 ; cd ../..
make fetch-lua (<-one time)
make WANT_LIBNH all
- You should be able to build LIBNBH by:
cd sys/unix ; sh setup.sh hints/linux.2020 ; cd ../..
make fetch-lua (<-one time)
make CROSS_TO_WASM=1 all
As it is currently coded, winshim.c requires C99.
When 'popup_dialog' is set, the Qt interface uses a popup window
for yn_function() calls and the dialog has a list of buttons, one
per potential choice. It has been handling "yn?" and "ynq?"
questions differently from general request-one-char prompts, using
buttons "Yes", "No, and "Cancel" instead of showing individual
letters. This extends that to "ynaq" and "yn#aq" questions and
labels 'q' reply as "Stop" instead of "Cancel" for those. Also,
when player uses keyboard instead of mouse to answer, allow 'c'
as well as 'q' for cancel ones, 's' as well as 'q' for stop ones.
Prompt Buttons
yn [Yes ][ No ]
ynq [ Yes ][ No ][Cancel]
ynaq [Yes ][ No ][All ][Stop]
yn#aq [Yes ]Count:______[ No ][All ][Stop]
rl [ Left ][Right ] //unchanged; included for completeness
(For contrast, when something specifies "ny" as the acceptable
choices, the buttons will just be [n][y]. Prompts for choosing
from a list of inventory letters can't accidentally match these
special cases as long as they're specified in alphabetical order.)
The failing Travis build issued about 500 lines of diagnostics
when complaining about one line of the source. It compiled ok
for me but I use older versions of Qt library and C++ compiler.
For Qt with 'popup_dialog' On, fix number entry when user types
a digit (or '#') directly onto the dialog instead of clicking
inside the Count box and then typing. Before, that first typed
digit was starting out as selected, so typing the next digit
replaced the selection instead of getting appended to the string
of digits being constructed. Fixed by moving the relevant code
to the KeyPress handler instead of re-executing the dialog.
Also, if a keypress is just a modifier, ignore it. The next
event should be the actual character. Prevents treating <shift>
(and <caps lock>!) as useless dialog responses. Before this,
attempting to type '#' to initiate a count wouldn't work because
the <shift> part of shift+3 ended the dialog. Now '#' works
(and is still optional; starting with a digit suffices).
Noticed when fixing 'D$'. Some commands, including D, which should
have been handling venom weren't doing so.
I'm not sure whether I got all the applicable cases.
Noticed when testing something unrelated: for menustyle=traditional
and =combination, when using 'D' to drop multiple items, if the
player only supplied '$' for the list of object classes of interest
then that list remained empty and all classes were processed.
Caused by retaining an old special case for gold which isn't needed
any more.
I think that it only mattered for 'D'. Other callers of ggetobj()
don't include gold as applicable so player can't pick gold hence
can't pick just gold to trigger this.
Support MSGTYPE=stop by having qt_display_nhwindow(WIN_MESSAGE,TRUE)
issue a tty-style --More-- prompt. For popup_dialog Off, the prompt
gets appended to the most recent message; for popup_dialog On, it is
issued via a popup and not displayed in the message window.
It accepts <space>, ^J, ^M, and ^[ (ESC) to dismiss. There's no way
to dismiss it with the mouse (for !popup_dialog) which might need
some fix....
Several adventures along the way. The '^C-in-parent-terminal triggers
infinite loop repeatedly complaining about "event loop already running"'
is now a one-shot complaint. It isn't fixed but the severity of
having it happen is greatly reduced.
... on the floor, in monster inventory, and in hero's inventory.
Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.
(via xNetHack)
Update the cross-compiling doc at the top.
Remove sys/msdos/Makefile1.cross, sys/msdos/Makefile2.cross, and
sys/msdos/msdos-cross-compile.sh as they are no longer required.
Remove occurrences of CROSSCOMPILE_HOST as the host-side of a
cross-compile can be determined from:
defined(CROSSCOMPILE) && !defined(CROSSCOMPILE_TARGET)
without the additional macro.
This probably won't happen in practice, but it is a good safeguard
if this ever does happen (it happened for me in debugging when I wished
to have no "regular" rooms and only generate themed rooms).
This sets the minimum level depth of "Spider nest" to 10, somewhat above
the difficulty of an individual giant spider, because a whole room full
of them is a tougher challenge. Note that this isn't the only possible
fix to this problem; another solution would be to alter the special case
in mktrap that hardcodes a giant spider to generate with each web to
produce cave spiders if giant spiders would be too tough. Even then, a
lower difficulty cutoff is probably still warranted for this room, since
a large number of cave spiders might be too tough for level 1 or 2.
This also sets the minimum level depth of "Boulder room" to 4, based on
the fact that individual rolling boulder traps normally can't appear
until level 2, and having a bunch of them in one place which may be
required to reach the downstairs could be problematic.
This doesn't do anything to address the "Mausoleum" room problem, in
which a master or arch-lich can generate and immediately warp out and
attack the player. Even with a high difficulty threshold, it won't fix
the problem of these liches generating out of their normal difficulty
and Gehennom constraints.
Other potential candidates for difficulty thresholds:
- "Trap room": This room might be perilous on the first few levels,
especially if the level generates with it blocking the way to the
downstairs.
- "Massacre": Doesn't have any particular hazards, but might be
interesting if it only generated at deeper levels.
The system of themed rooms currently makes it so that any themed room
can potentially generate anywhere a themed room can be placed. This is
problematic in the long run, since it makes it difficult to design new
rooms that are an appropriate amount of challenge at all levels of the
dungeon. (A few themed rooms already have this problem: a hero starting
out on level 1 probably won't live very long when the neighboring room
is full of giant spiders, or an arch-lich has generated in a mausoleum
nearby).
This commit adds optional "mindiff" and "maxdiff" properties for
themerooms defined as tables and exposes level_difficulty() to Lua. A
themeroom whose mindiff exceeds the current level difficulty, or whose
maxdiff is lower than the current level difficulty, is prevented from
being selected.
Because the set of rooms eligible to generate on a given level is no
longer fixed, the total frequency of all the rooms can't be computed
once per game when the file is first parsed, as it was before. In place
of this, the themerooms_generate() function now uses a reservoir
sampling algorithm to choose a room from among the eligible rooms,
weighted by frequency.
Disclaimer: This is a minimal recipe, just to get someone else
started if they have a desire to get a full cross-compile of
NetHack-3.7 going for the Amiga. Some NetHack code bitrot was
corrected, and it does seem able to compile the game itself
to a point. See caveats below.
- If you want to obtain the cross-compiler and tools/libs for Amiga
https://github.com/bebbo/amiga-gcc
To our knowledge, a pre-built copy isn't available, so you have to
obtain the source via git and build it on your system.
The build prerequisite packages for Ubuntu are easily obtained:
sudo apt install make wget git gcc g++ lhasa libgmp-dev \
libmpfr-dev libmpc-dev flex bison gettext texinfo ncurses-dev \
autoconf rsync
The build prerequisite packages for macOS are apparently easily
obtained via homebrew, but that was not tested:
brew install bash wget make lhasa gmp mpfr libmpc flex gettext \
texinfo gcc make autoconf
After installing the prerequite packages and the cross-compiler
it was a straightforward build:
git clone https://github.com/bebbo/amiga-gcc.git
cd amiga-gcc
make update
[Note that you may have to take ownership of the files in the
bebbo repo via chown before succesfully carrying out the next
steps]
make clean
make clean-prefix
date; make all -j3 >&b.log; date
The compiler pieces are installed in /opt/amiga by default which
was satisfactory for our initial attempt, but if you want you can
alter the prefix before you build if you want. That is all
spelled out on the page at: https://github.com/bebbo/amiga-gcc
The Amiga cross-compile can then be carried out by specifying
CROSS_TO_AMIGA=1 on the make command line.
For example:
make CROSS_TO_AMIGA=1 all
make CROSS_TO_AMIGA=1 package
You can explicitly include tty and curses support if desired, otherwise
you'll end up with a tty-only cross-compile build. The SDL1 pdcurses
support has not been tested.
make WANT_WIN_TTY=1 WANT_WIN_CURSES=1 CROSS_TO_AMIGA=1 all
Also note that building the amiga targets using the make command
above, does not preclude you from building local linux or macOS
targets as well. Just drop the CROSS_TO_AMIGA=1 from the make
command line.
The cross-compiler hints additions are enclosed inside ifdef sections
and won't interfere with the non-cross-compile build in that case.
CAVEATS: The original NetHack Amiga build steps included the source for
some utilities that were built and executed on the amiga: txt2iff and
xpm2iff as part of the NetHack build procedure on amiga. Those did not
compile out-of-the-box on the linux host. They will either have to be:
- ported to build and run on the linux or macOS cross-compile host
or
- their functionality will have to be rolled into amiga NetHack
itself and executed on the target Amiga the first time the game
is run, perhaps.
Good luck amiga aficionados, perhaps you'll be able to take this
initial effort forward and get NetHack-3.7 available on the amiga or
amiga-emulator. Let us know if you do, and we can roll changes in
if you provide them.