installing the hooks first
NHgithook.pm: add some warnings if nhversioning can't open files
make sure nhversioning fails before opening gitinfo.txt if it can't get valid
data
Incorporate some git information into NetHack so that it
is potentially visible to a player. That's useful when
collecting details about the version that they are
running and, if the gitinfo is present, it can tie the
code to a specific git commit in the repository.
This modifies 'makedefs -v' to check for the presence of a data file
called dat/gitinfo.txt and if it is there, parse out its
contents, then write additional lines to include/date.h beyond
what 'makedefs -v' was previously putting in there, similar to
this sample:
#define NETHACK_GIT_SHA "0c84e564c78e2024e562d39539376ce2e21eec8e"
#define NETHACK_GIT_BRANCH "NetHack-3.6.0"
The contents of an appropriate dat/gitinfo.txt are as follows,
and trailing/leading whitespace is not significant:
githash = 0c84e564c78e2024e562d39539376ce2e21eec8e
gitbranch = NetHack-3.6.0
It also adjusts the contents of the 'v' version information to
include the additional git info when available.
Also adds some hooks DEVEL/hooksdir and a perl file to DEVEL
for simplifying and automating the deposit of dat/gitinfo.txt
so that it generally reflects the most current git commit.
DEVEL/gitinfo.pl can be used to build dat/gitinfo.txt at any
time without doing a commit, merge, or checkout.
perl DEVEL/gitinfo.pl
command line --version and -version support
To complement the extra information being provided in the
version by the 'v' command, this also adds support for the
following new command line arguments:
--version
-version Output the NetHack version string then exit.
--version:paste Output the NetHack version string and also copy it to
-version:paste the platform's paste buffer for insertion somewhere,
then exit.
If the paste variation of -version is requested on a platform that
hasn't incorporated any support for the capability, it will deliver
the version info then an error message, prior to exiting.
To support the extended -version:paste variation, a port needs to:
- provide a port-specific routine to perform
the paste buffer copy in a port code file.
- #define RUNTIME_PASTEBUF_SUPPORT in the include/portconf.h header file.
--skeleton--
void port_insert_pastebuf(buf)
char *buf;
{
/* insert code to copy the version info from buf into
platform's paste buffer in a supported way */
}
macosx and Windows have both added support for RUNTIME_PASTEBUF_SUPPORT
- fix bug in git hooks that loses file permissions when doing variable expansion
- fix execute permissions on sys/unix/hints/macosx.sh
- explicitly call out perl as required for hooks in Developer.txt
First reported two years ago, then again this week by someone else
who didn't go through the web contact page (so no new #H number or
bugzilla entry). Using vmsbuild.com to build on VAX complains about
not being able to resolve a bunch of functions--it's basically
trying to build the full program using only the code supplied by
sys/vms/vmsmain.c. The original report mentioned a workaround and
was also dealing with a second issue (already fixed post-3.6.0) that
I incorrectly guessed was responsible for the linking problem. This
report had the correct linker magic to fix the linking issue.
I'm still not sure whether the order of /Library and /Include after
the name of an object library file on a LINK command line matters.
In a linker options file, which vmsbuild.com constructs and uses,
/Include needs to come first so that the contents of the library are
searched after the explicitly included object modules are processed.
Building with the Makefiles (using DEC's MMS or some versions of
freeware MMK) doesn't collect the object files into a library so was
never affected by this. And the linker options ordering issue is
apparently specific to the VAX/VMS linker; vmsbuild.com run on Alpha
and on IA64 linked 3.6.0 successfully without this fix.
Due to the new player selection dialog I did, it was possible
to rename your character - but this didn't rename the lock files
and tried to load a save from the wrong name.
This is a bit of a hack, but seems to work and didn't seem to
cause problems for the tty.
New code in nttty.c had a dependency on gdi32.lib. Previously
that was only being linked in for the gui build when using the
Makefile.
Move the reference into the base libraries if both tty and gui
depend on it now.
Added support to detect when the current console font has glyphs
that are too wide and will cause rendering errors in the console.
If detected, we warn the user and change the code page to 437
and the font to Consolas. At exit, if we had changed the font
and code page then we will restore to the original font and code page.
Defined strbuf_t and related routines to support dynamically sized
strings. Modified strip_newline() to strip the last newline in a string
instead of the first.
Simplified splash window code using new strbuf_t.
Prior to exiting game, re-enable getreturn and call wait_synch() in
case there is buffered raw prints that must be displayed to user.
The dialog shows the player's name, race, role, gender, and
alignment in a single window, similar to the Qt4 dialog.
Also allows randomizing the character selection.
Use the dialog by setting OPTIONS=player_selection:dialog
Originally by Ray Chason for 3.4.3, based on the Qt windowport by
Warwick Allison. The look and feel is mostly the same.
Some improvements over the Qt 3 interface are:
* Panes are resizable
* Full support for IBMgraphics, and walls and corridors are drawn with
graphical primitives for a continuous appearance no matter what the font
says
* Lots of irritating glitches fixed
* Menus support proportional fonts correctly
Adding this because the old Qt windowport cannot be compiled on Qt4,
even with Qt3 compatibility stuff.
TODO:
- background map glyphs
- status hilites
- menucolors
Turning the boolean option force_invmenu makes all the commands
that ask for an inventory item pop up a menu instead of asking
a text query. This should be much more friendlier to new
players, and is very useful for window ports on systems
with touch screens and no physical keyboard, such as cell phones.
I started out just reformatting the function header for regularize()
but ended up doing miscellaneous other stuff, including some code
changes. I think the CHDIR code is a bit cleaner now, but shouldn't
have any differences in behavior.
Along the way I noticed that 'nethack -dpath' or 'nethack -d path'
modifies argv[] before PANICTRACE attempted to save argv[0], so would
break having nethack invoke gdb to get a backtrace. ('ARGV0' seems to
be unnecessary since 'hname' holds the same value, but I didn't get rid
of it....)
If user can make NETHACKOPTIONS point to a file, that user could then
get the file contents via the extended config file error reporting.
Add CONFIG_ERROR_SECURE compile-time option to make that case output
only the first error, no line number or error context.
Reduce the chance of a player playing on a public server encountering
their own bones, by implementing separate bones pools. The pool a player
belongs to is determined at game start, and only bones in that pool
are used. The sysconf BONES_POOLS allows the sysadmin to define how
many pools there are.
Reported directly to devteam, so no #H number. Conditional code in
amii_get_ext_cmd() included an unmatched '{', which would break
compilation (at least if EXTMENU was enabled) and also resulted in
the remainder of winami.c being mis-formatted (the functions there
were treated as being inside a block rather than at file level).
This is completely untested.
There's some code suppressed via '#if 0' with a comment "fix for PL2".
We haven't used the patch-level nomenclature since version 3.0!