Commit Graph

25 Commits

Author SHA1 Message Date
nhmall
e00e423262 remove leading period from Windows template file 2024-03-31 13:53:48 -04:00
nhmall
a53008fda5 try to fix a problem with MSYS2 under windows
makedefs -s
Could leave md* temporary files behind in the dat directory.

This might resolve it, but minimal testing has been done.
2023-11-23 22:10:24 -05:00
nhmall
04082a2033 Remove TEXTCOLOR build option 2023-11-22 16:01:58 -05:00
nhmall
44ecbb2a1b some work on conditional components in vs build 2023-09-23 15:26:09 -04:00
nhmall
2185d325c4 header file changes hack.h, decl.h/.c, system.h, wintty.h
- 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 Those have been replaced by an #include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.
2023-04-05 11:49:09 -04:00
nhmall
8ee42f5644 further work on soundlib support code
move some inline code into functions
replace some magic numbers

The mingw code is not tested yet.
2023-01-31 22:19:29 -05:00
nhmall
f2dc7f308d missed a reference in a header file 2023-01-31 01:29:23 -05:00
nhmall
ce0a4f60ca more windows Makefile tinkering
It looks like the Windows API call for PlaySound using SND_RESOURCE, from a
mingw32 built program, cannot find the resources that are
embeded into the .exe by the mingw32 resource compiler. That works fine
from visual studio.

For now, fall back to not using the SND_RESOURCE flag, use an ordinary
wav file name in the filesystem. Makefile.mingw32 has been modified
to copy the wav files to the binary directory along with the exe.

This probably won't be the final approach, but it will get things
working for now.
2023-01-31 00:45:27 -05:00
nhmall
6ce2994646 Windows Makefiles easier soundlib opt-in or opt-out 2023-01-29 22:07:31 -05:00
nhmall
5e0fea186c further utilize sound interface - part 2
Expand windsound to support SNDCAP_USERSOUNDS (existing),
SNDCAP_SOUNDEFFECTS, SNDCAP_HEROMUSIC.

Place a small number of wav files into sound/wav that are considered
more specific to some game stuff in the core, namely: playing
instruments by the hero, squeaky board traps. The intention is that
those ones can be integrated into the game without requiring user
file deposits or mappings. Building soundlib support for sound/windsound
searches for them as resources, so they should "just work."

No actual instrument playback is available in the base sound/windsound
soundlib implementation (yet, at least), so it works around that in
a cheap way by using the note-variant wav sounds to concoct the
notes. There are better ways of doing music generation than that,
of course, but this will do in the early going. Any other soundlib
port (such as Qt) can probably easily do the exact same thing. If it
can play USER_SOUNDS, it can almost certainly use the
sound/wav/se_squeak*.wav and sound/wav/sound_*.wav files for
SND_HEROMUSIC and squeaky board sounds soundeffects.

A few of the se_ sounds in sound/wav are free yet licensed, and
there is a file called attributions.txt to meticulously attempt
to comply with the two license variations involved.

SND_SOUNDEFFECTS_AUTOMAP

If SND_SOUNDEFFECTS_AUTOMAP is defined, and a SND_LIB_ interface
that supports SNDPROC_SOUNDEFFECTS is also defined to integrate
soundlib support, the following gets added:

  o If sounddir is defined (existing longstanding feature that's
    been used with USER_SOUNDS for many, many years) any wav file
    present in SOUNDDIR with a name that matches one of the defined
    sound effects in include/sndproc.h will get played each time
    that soundeffect comes up. So, just drop appropriate wav files
    into sounddir and rename it to match.

    No tedious config file entries are required to get soundeffects.

    [ The only config file change required is to
      set SOUNDDIR to point to your directory with the wav files.
      Note: SOUNDDIR only works in your config file if NetHack
      was built with USER_SOUNDS defined. ]

    This is new so there may certainly be some bugs in here.
    Please kindly report them if you encounter any.

    For those that don't read C very well, these are the file names
    that should trigger the SOUNDEFFECTS_AUTOMAP, assuming it is working.

        se_faint_splashing.wav
        se_crackling_of_hellfire.wav
        se_heart_beat.wav
        se_typing_noise.wav
        se_hollow_sound.wav
        se_rustling_paper.wav
        se_crushing_sound.wav
        se_splash.wav
        se_chains_rattling_gears_turning.wav
        se_smashing_and_crushing.wav
        se_gears_turning_chains_rattling.wav
        se_loud_splash.wav
        se_lound_crash.wav
        se_crashing_rock.wav
        se_sizzling.wav
        se_crashing_boulder.wav
        se_boulder_drop.wav
        se_item_tumble_downwards.wav
        se_drain_noises.wav
        se_ring_in_drain.wav
        se_groans_and_moans.wav
        se_scratching.wav
        se_glass_shattering.wav
        se_egg_cracking.wav
        se_gushing_sound.wav
        se_glass_crashing.wav
        se_egg_splatting.wav
        se_sinister_laughter.wav
        se_blast.wav
        se_stone_breaking.wav
        se_stone_crumbling.wav
        se_snakes_hissing.wav
        se_loud_pop.wav
        se_clanking_pipe.wav
        se_sewer_song.wav
        se_monster_behind_boulder.wav
        se_wailing_of_the_banshee.wav
        se_swoosh.wav
        se_explosion.wav
        se_crashing_sound.wav
        se_someone_summoning.wav
        se_rushing_wind_noise.wav
        se_splat_from_engulf.wav
        se_faint_sloshing.wav
        se_crunching_sound.wav
        se_slurping_sound.wav
        se_masticating_sound.wav
        se_distant_thunder.wav
        se_applause.wav
        se_shrill_whistle.wav
        se_someone_yells.wav
        se_door_unlock_and_open.wav
        se_door_open.wav
        se_door_crash_open.wav
        se_dry_throat_rattle.wav
        se_cough.wav
        se_angry_snakes.wav
        se_zap_then_explosion.wav
        se_zap.wav
        se_horn_being_played.wav
        se_mon_chugging_potion.wav
        se_bugle_playing_reveille.wav
        se_crash_through_floor.wav
        se_thump.wav
        se_scream.wav
        se_tumbler_click.wav
        se_gear_turn.wav
        se_divine_music.wav
        se_thunderclap.wav
        se_sad_wailing.wav
        se_maniacal_laughter.wav
        se_rumbling_of_earth.wav
        se_clanging_sound.wav
        se_mutter_imprecations.wav
        se_mutter_incantation.wav
        se_angry_voice.wav
        se_sceptor_pounding.wav
        se_courtly_conversation.wav
        se_low_buzzing.wav
        se_angry_drone.wav
        se_bees.wav
        se_someone_searching.wav
        se_guards_footsteps.wav
        se_faint_chime.wav
        se_loud_click.wav
        se_soft_click.wav
        se_squeak.wav
        se_squeak_C.wav
        se_squeak_D_flat.wav
        se_squeak_D.wav
        se_squeak_E_flat.wav
        se_squeak_E.wav
        se_squeak_F.wav
        se_squeak_F_sharp.wav
        se_squeak_G.wav
        se_squeak_G_sharp.wav
        se_squeak_A.wav
        se_squeak_B_flat.wav
        se_squeak_B.wav
        se_someone_bowling.wav
        se_rumbling.wav
        se_loud_crash.wav
        se_deafening_roar_atmospheric.wav
        se_low_hum.wav
        se_laughter.wav
        se_cockatrice_hiss.wav
        se_chant.wav
        se_cracking_sound.wav
        se_ripping_sound.wav
        se_thud.wav
        se_clank.wav
        se_crumbling_sound.wav
        se_soft_crackling.wav
        se_crackling.wav
        se_sharp_crack.wav
        se_wall_of_force.wav
        se_alarm.wav
        se_kick_door_it_shatters.wav
        se_kick_door_it_crashes_open.wav
        se_bubble_rising.wav
        se_bolt_of_lightning.wav
        se_board_squeak.wav
        se_board_squeaks_loudly.wav
        se_boing.wav
        se_crashed_ceiling.wav
        se_clash.wav
        se_crash_door.wav
        se_crash.wav
        se_crash_throne_destroyed.wav
        se_crash_something_broke.wav
        se_kadoom_boulder_falls_in.wav
        se_klunk_pipe.wav
        se_kerplunk_boulder_gone.wav
        se_klunk.wav
        se_klick.wav
        se_kaboom_door_explodes.wav
        se_kaboom_boom_boom.wav
        se_kaablamm_of_mine.wav
        se_kaboom.wav
        se_splat_egg.wav
        se_destroy_web.wav
        se_iron_ball_dragging_you.wav
        se_iron_ball_hits_you.wav
        se_lid_slams_open_falls_shut.wav
        se_chain_shatters.wav
        se_furious_bubbling.wav
        se_air_crackles.wav
        se_potion_crash_and_break.wav
        se_hiss.wav
        se_growl.wav
        se_canine_bark.wav
        se_canine_growl.wav
        se_canine_whine.wav
        se_canine_yip.wav
        se_canine_howl.wav
        se_feline_yowl.wav
        se_feline_meow.wav
        se_feline_purr.wav
        se_feline_yip.wav
        se_feline_mew.wav
        se_roar.wav
        se_snarl.wav
        se_buzz.wav
        se_squeek.wav
        se_squawk.wav
        se_squeal.wav
        se_screech.wav
        se_equine_neigh.wav
        se_equine_whinny.wav
        se_equine_whicker.wav
        se_bovine_moo.wav
        se_bovine_bellow.wav
        se_wail.wav
        se_groan.wav
        se_grunt.wav
        se_gurgle.wav
        se_elephant_trumpet.wav
        se_snake_rattle.wav
        se_hallu_growl.wav

This needs further testing. At the moment only windsound has
this.

If nobody else looks into it for Qt, I'll take a look in a
few days.
2023-01-22 13:29:44 -05:00
nhmall
485211b72c mingw32 bit 2023-01-19 20:03:45 -05:00
nhmall
ea4a81901d add an interface for sound libraries
Groundwork for a more versatile interface for using
sound libraries. A lot of sound libraries work across
multiple platforms.

The current NetHack sound stuff is quite limited.

Binaries can have a variety of window ports linked into
them, and it makes sense to have something similar for
sound.

This tries to set things up in a more soundlib-centric way,
rather than inserting things in a platform-centric way.

It establishes a new top-level directory sound (akin to win
for the window interface routines, or "window-port") where
sound-related additions and sndprocs and support files can be
added and used across platforms.

The default interface is nosound and the 'nosound' interface
is in src/sounds.c

The interface for 'windsound', which contains the same minimal
USER_SOUNDS support using built-in routines that has been in the
windows port for a long time is added to
sound/windsound/windsound.c.

For now, the sound interface support for 'qtsound' has been added
to the existing Qt files win/Qt/qt_bind.h and win/Qt/qt_bind.cpp,
and a note has been placed in sound/qtsound/README.md to avoid
confusion.

New header file added: include/sndprocs.h.
2023-01-19 18:51:42 -05:00
nhmall
6e136c6f7d more ATTNORETURN
A recent commit to alloc.c by Keni drew attention to the fact that
there are extern prototypes scattered around in various .c files.
Those can make use of ATTRNORETURN (non-gcc compilers and C23) the
same way the prototypes in extern.h can, and they were overlooked
when ATTRNORETURN was first added.
2023-01-12 15:38:15 -05:00
nhmall
bc13b52d32 windconf.h mingw bit 2022-12-12 15:20:22 -05:00
nhmall
9e91064659 makedefs temp files issue with mingw
The unlink call wasn't operating the same on a makedefs built
on mingw, and dat/mdXXXX files were being left behind post-build.

Provide an alternative way of doing the temporary files if
MD_USE_TMPFILE_S is defined during the compile of makedefs.c
2022-12-12 12:53:51 -05:00
nhmall
215808abd1 clear up a few gcc warnings 2022-12-05 23:19:38 -05:00
nhmall
485797ee8c rework windows nmake file
Keep object files separate between gui and tty builds as they
are not the same binary on windows.

The stubs.c file will no longer be necessary.
2022-12-05 13:21:19 -05:00
nhmall
99a93fe50b some C99 changes
Instead of using index() macro defined to strchr, use C99 strchr.
Instead of using rindex() macro defined to strrchr, use C99 strrchr.

If you want to try building on a platform that doesn't offer those
two functions, these are available:
    define NOT_C99       /* to make some non-C99 code available */
    define NEED_INDEX    /* to define a macro for index()  */
    define NEED_RINDX    /* to define a macro for rindex() */
2022-10-29 10:54:25 -04:00
nhmall
88f6df2d8b some tabs to spaces
cd src
    grep -P -n '\t' *.c | grep -v "1:"
    cd ../include
    grep -P -n '\t' *.h | grep -v "1:"
    cd ..

side note: win/Qt/*.cpp are full of tabs
2022-10-26 14:21:23 -04:00
nhkeni
b444085d38 ssize_t for Windows 2022-03-16 21:27:06 -04:00
Feiyun Wang
96de8d58d6 Some improvements in Makefile.mingw32.depend
- Change $(cce) to output .d file prerequisite too, the same as .o
- Replace $(CLEAN_FILE) handling w/ "clean: cleandep", for more encapsulation
2022-01-27 18:34:50 -05:00
nhmall
0a97cc5c5e windows console changes - eliminate *key.dll
Incorporate the functionality of the loadable DLL's (nhraykey.dll,
nhdefkey.dll, and nh340key.dll) into the consoletty.c code and
remove the dll building
2021-11-16 15:27:33 -05:00
nhmall
39713783d1 some trailing whitespace in src, include 2021-10-16 12:12:21 -04:00
nhmall
61ed041c9e Windows VS build failure if DLB wasn't defined 2021-08-22 19:25:13 -04:00
nhmall
0a10bd632d change references from winnt to windows
rename sys/winnt to sys/windows
move vs (visual studio) folder out of win/win32 and into sys/windows
rename include/ntconf.h to include/windconf.h
rename winnt.c to windsys.c
place visual studio projects into individual subfolders.

This will hopefully resolve GitHub issue #484 as well.
2021-06-03 23:26:00 -04:00