Commit Graph

2097 Commits

Author SHA1 Message Date
nhmall
32ca917d2c sym-changes - add engravings to the map
1. Add "engraved room floor" pchar sym (S_engroom). The symbol that
displays at the engraved part of a room (not a corridor though).
The default symbol is '`' which is currently never shown if people
have defined the boulder symbol to '0' and statues are displayed as
monster symbols. It is bright blue.

Add some stylized variations of the S_engroom symset to some of
the symsets.

2. Add "engraved corridor" pchar sym (S_engrcorr). The symbol that
displays at the engraved part of a corridor. The default symbol is
'#', and it matches the symbol for corridor from for whatever the
current symset uses. It is bright blue to match the color of the
S_engroom symbol. Using the normal corridor symbol for display
preserves the lines of the corridor so is not as visually-disruptive
as a smaller symbol would be. Explicit entries that match the S_corr
symbol have been added to the symset file.

Magic mapping and clairvoyance impacts yet to be determined.

The Guidebook updates will come later.
2023-03-05 17:35:49 -05:00
Michael Meyer
2bb73b8fd8 Prevent curses 'More' (>>) from overwriting msg
In some scenarios where a message prompted a 'more' (in curses shown as
'>>'), the '>>' could overwrite the last one or two characters of the
message.

This could happen if a single message on its own was the length of the
message space minus 2 (e.g. for an 80 character terminal, "h - a concave
amulet named this is an amulet name, it is very long, and so on."), or
if an addition to an existing line brought it to the length of the
message space minus 1 or 2 (e.g. "You materialize on a different level!
You remember this level as testlevlname.").  The two scenarios had
slightly different causes.

I think this fixes both of those scenarios.  I believe this is the
cause of the problem described in GitHub issue #990 but there isn't
enough detail to know that for a fact.
2023-03-03 11:13:54 -08:00
nhmall
6836eb07d8 follow-up bit for cursmisc.c 2023-03-01 20:05:43 -05:00
nhmall
5a4d983104 fix uppercase alt key combinations with PDCurses 2023-03-01 17:06:15 -05:00
nhmall
d14a6b03fa Merge branch 'missing_framecolor' of https://github.com/entrez/NetHack into NetHack-3.7 2023-03-01 16:04:33 -05:00
Michael Meyer
68d1db2203 Initialize scrollbar 'framecolor' before use
Caused an asan crash because the value is used to index an array.
2023-03-01 15:23:46 -05:00
nhmall
76e82d1312 fix remaining contrived issues re HANGUPHANDLING 2023-03-01 12:01:43 -05:00
PatR
6ba11256ba partial fix for #K3869 - curses: meta characters
Meta-key fix for curses interface running on top of ncurses library.
Previously only digits and lower case letters would produce a meta
character when combined with Alt (or Option on Apple keyboards), now
it should work for any basic character (not arrows or other function
keys).  It only works on terminals that send two characters ESC k
for Alt+k but that is not a change in behavior.

curses interface running on top of PDcurses library uses different
code which isn't fixed by this.  The alt key fixup it does have was
already present in curses_read_char() and recently got duplicated in
curses_convert_keys().  At least one other routine calls the latter
so it was necessary, but curses_read_char() calls that routine so
doesn't need to keep its own copy of the fixup.
2023-02-28 10:14:25 -08:00
nhmall
7c0d65718c paste error 2023-02-28 00:09:37 -05:00
nhmall
42e337c306 return correct ALT-key sequences with PDCurses
They weren't working at all because the values of ALT_A through ALT_Z
were out of the normal char range with PDCurses, and caught by the default
case in the switch, where reject got set.

/* use key as-is unless it's out of normal char range */
        reject = ((uchar) ret < 1 || ret > 255);
2023-02-28 00:05:04 -05:00
PatR
d75beae272 address github issue #987 - curses: arrow keys
Issue reported by jeremyhetzler:  left and right arrows produced
unexpected characters when trying to use them to edit text that is
being entered.

The curses interface converts arrow keys and function keys related
to the keypad into movement keys (hjkl or 4286 depending on the
number_pad setting).  But it was doing that all the time, not just
when nethack wanted movement keys.  This extends the existing
program_state.getting_a_command flag to getdir() so that it can be
used for controlling that in addition to 'altmeta' support.

Typing an arrow when interacting with the map (actual command or
getpos, now getdir too) will still work.  Typing one when making a
wish or naming a pet will issue a beep and be treated as if '\0' had
been typed, and that normally gets treated as if ESC had been typed.
[Possible room for improvement there.  Losing the whole text when
trying to back up a character feels a bit harsh.]

Treating left arrow as escape rather than as h or 4 will probably be
enough to train players not to try to edit text with it after they
get burned by that a time or two.

Bonus fix:  curses' keystroke conversion only supported traditional
number_pad behavior, not the inverted phone number pad layout.

Closes #987
2023-02-23 14:02:28 -08:00
PatR
ecf247a2a6 tty_display_file()
For the !defined(DEF_PAGER) config, if the file to be displayed
can't be opened, refresh the screen after complaining about that
rather than when no complaint is issued.
2023-02-21 14:00:31 -08:00
nhmall
d1fda1773a fix a warning on Linux for X11 if -std=c99 2023-02-17 16:56:27 -05:00
PatR
a07098b206 X11_hangup()
I was looking at backporting an X11 build fix to 3.6 and decided
that the hangup handling wasn't correct if SAFERHANGUP is defined
(which it is by default).  It didn't attempt to perform a hangup
save.  Also, the handler might return when the X code calling it
expected it to not do so.

I don't know how to force a hangup within X11 so haven't tested
this properly.  It works fine when there's no hangup.  :-/
2023-02-10 15:19:13 -08:00
nhmall
24461058e6 more work on bundle and starting from Finder 2023-02-10 01:55:49 -05:00
PatR
a807b208ba wintty.c and cursstat.c formatting bits
Apply another old stashed commit.
2023-02-09 10:48:04 -08:00
PatR
042d40faac generic objects refinement
Give generic objects a name as well as a description to avoid some
potential object formatting problems.  Also remove the 'unique' flag
from them to avoid confusion.  Not exhaustively tested.
2023-02-07 16:47:42 -08:00
nhmall
fbd9a7bae8 another update to the soundlib interface
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
             int32_t moreinfo);
    -- NetHack will call this function when it wants to pass text of
       spoken language by a character or creature within the game.
    -- text is a transcript of what has been spoken.
    -- gender indicates MALE or FEMALE sounding voice.
    -- tone indicates the tone of the voice.
    -- vol is the volume (1% - 100%) for the sound.
    -- moreinfo is used to provide additional information to the soundlib.
    -- there may be some accessibility uses for this function.

It may be useful for accessibility purposes too.

A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.

Use of the test implementation requires the following at build time with make.
    WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.

I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.

If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.

It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
2023-02-07 00:44:36 -05:00
Pasi Kallinen
7401b44fa1 Walls of lava
Add "walls of lava", basically lava which blocks vision and
require a bit more than just levitation or flight to move through.

No levels use this yet, as testing isn't thorough enough.
2023-02-06 19:23:42 +02:00
nhmall
36ca64acdb start to add some SOUND_TRIGGER_ACHIEVEMENTS code
Start to add supporting code to windsound and macsound. The latter
remains commented out because I haven't had a chance to try
it on macOS yet.

In order to test it out, I added two more stock sounds:
sa2_xplevelup and sa2_xpleveldown.
2023-02-04 14:28:59 -05:00
nhmall
2acd8e7b29 update soundlib interface
Add SOUND_TRIGGER_AMBIENCE
2023-02-03 13:32:44 -05:00
nhmall
3214335bb5 undefine X11_BUILD after hack.h or config.h
So as not to complicate any onefile efforts by leaving it defined.
2023-02-01 14:04:20 -05:00
nhmall
d4a111083a avoid some issues with c++ and X11 2023-02-01 10:41:04 -05:00
nhmall
e6012ab658 Only embed wav resources if soundlib defined 2023-01-31 02:22:25 -05:00
nhmall
90895330c5 soundlib terminology update - sound_triggers
Switch to using the term "sound triggers" for things that
result in a call to one of the soundlib routines.

SNDCAP_* renamed to SOUND_TRIGGER_*
sndcap field in the sound_procs struct changed to sound_triggers
2023-01-27 22:21:53 -05:00
nhmall
446044e1d5 1st of a few sequencing changes
rename display_gamewindows() to init_sound_and_display_gamewindows()
(I know that's getting pretty long-named).

move activate_chosen_soundlib() into init_sound_and_display_gamewindows()
from moveloop_preamble().

Also included was a missing break in a switch related to sounds.
2023-01-26 17:15:59 -05:00
nhmall
a48e32a1f9 add missing Magic_Flute files 2023-01-25 01:16:08 -05:00
nhmall
5171fcdc1d some macsound instrument play refinements
Also some better core placement of some of the Hero_playnotes calls.
2023-01-24 13:02:29 -05:00
PatR
949afe8e83 add Qt paperdoll 'todo' comment
Add a comment to qt_inv.cpp, plus a couple of reformatting bits in
cmd.c and invent.c.
2023-01-22 12:35:54 -08:00
nhmall
cb0de5cd8d fix hardcoded relative paths in rc file
Having a hardcoded relative path worked okay with the nmake Makefile
build but cause problems on a visual studio build. The CI caught that
right away.

Remove the relative paths, and add additional include directories for
the resouce compiler to search in the Makefile and in visual studio.
2023-01-22 14:15:11 -05:00
nhmall
595d425d73 make a small change to sound interface
add a const
2023-01-22 13:49:38 -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
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
9b01ab2fd5 some tilebmp.c code cleanup
Remove some conditional code that isn't needed these days.

Use C99 fixed width integer types for all platforms, instead
of using it for some and Microsoft types for others.
2023-01-16 13:58:58 -05:00
nhmall
11705aa108 free newbmp memory
Even though the program is exiting on the next line, free the
memory that was allocated. That should keep any monitoring tools
content.
2023-01-12 19:24:52 -05:00
nhmall
ba5356603a yn()
A number of C compiler suites have a math.h library that includes a yn()
function name that conflicts with NetHack's yn() macro:
"The y0(), y1(), and yn() functions are Bessel functions of the second kind,
for orders 0, 1, and n, respectively. The argument x must be positive. The
argument n should be greater than or equal to zero. If n is less than zero,
there will be a negative exponent in the result."

At one point, isaac64.h included math.h, although that has since been removed.

Some libraries used in NetHack (Qt for one) do include math.h and that required
build work-arounds to avoid the conflict.

Rename the NetHack macro from yn() to y_n() and avoid the math.h conflict
altogether, eliminating the need for that particular work-around.
2023-01-12 16:04:40 -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
1b4161c168 add some tile credit where it is due
Since tile files can now contain comments, incorporate the comments
that accompanied some contributions that were adopted back when
male and female tile differentiation became possible.

If the original contributing artist wants to alter their name or handle
that was used in any of the credits, or wants to change any comment text,
please send your corrections to devteam@nethack.org.
Or, better yet, do a pull request with your desired alterations.

Alternatively, if they are fine as they are, a note to devteam@nethack.org
acknowledging that would be welcome, but certainly not required.

Thanks again for contributing the tiles.
2023-01-12 13:10:33 -05:00
Pasi Kallinen
698ac27146 Avoid magic numbers in tile2bmp 2023-01-12 17:34:58 +02:00
nhmall
40ebfab8e4 tab to spaces 2023-01-12 09:52:14 -05:00
nhmall
99a9f8600e remove some outdated code, tidy up 2023-01-12 09:42:02 -05:00
nhmall
e2457754a6 fix warning
fix warning introduced in 1755d27bf8

win/share/tiletext.c(208) : warning C4701: potentially uninitialized local
variable 'i' used
2023-01-12 09:24:56 -05:00
nhmall
45780b5d37 do exit 2023-01-12 09:21:53 -05:00
nhmall
a22b56174f fix actual problem of #955 by counting the tiles 2023-01-12 08:51:59 -05:00
PatR
a7756a1327 fix github issue #955 - tile2bmp bounds failure
Issue reported by argrath:  building with 'address sanitizing'
reported tile2bmp writing out of array bounds after the addition
of the generic object tiles.

'MAGICTILENO' in tile2bmp.c is extremely fragile.  It was already
inaccurate before the generic tiles, but had a big enough value to
handle the final row of tiles prior to that.

Fixes #955
2023-01-12 03:12:56 -08:00
PatR
85c908cb03 displaying generic objects
Add 17 fake objects to objects[], one for each object class.  All
specific color as gray.  They're grouped at the start--actually near
the start since "strange object" is still objects[0]--rather than
being among the objects for each class.  init_object() knows to start
at [MAXOCLASSES] instead of [0]; other code that loops through every
object might need adjusting.

For potions, non-stone gems, and non-novel/non-Book_of_the_Dead
spellbooks that don't have obj->dknown set, display the corresponding
generic object rather the object itself.  Fixes the longstanding bug
of seeing color for not-yet-seen objects whose primary distinguishing
characteristic is their color.  Walking next to a generic object
while able to see its spot will set dknown and redraw as specific.
It's slightly disconcerting to have objects change as you reach them;
I hope it's just a matter of becoming used to that.  (If there is any
code still changing the hero's location manually instead of using
u_on_newpos(), it should be changed to use that routine.)

Most of the new tiles are just a big rendering of punctuation
characters.  The potion, gem, and spellbook ones could be cloned from
a specific object in their class and then have the color removed.  I
started out that way but wasn't happy with the result.  I'm not
artisticly inclined; hopefully someone else will do better.  Each of
them is preceded by a comment beginning with "#_"; the underscore
isn't required, just being used to make the comments stand out a bit.

Invalidates existing save and bones files.
2023-01-10 14:33:21 -08:00
PatR
7c72c1f141 identifying via menu
From the newsgroup:  identifying by menu pops up multiple menus in
succession if the player picks fewer invent entries than are being
granted, but the second and subsequent ones could cover up the
message window and hide the feedback from prior ones.

If multiple popup menus are needed when identifying, issue --More--
before each menu after the first.  The code seemed to be trying to
do this already, but it should have used wait_synch() rather than
mark_synch(), or perhaps used display_nhwindow(WIN_MESSAGE, TRUE)
instead of either one of those.  For curses, both mark_synch() and
wait_synch() were no-ops.  Now they do something.  X11's behavior
wasn't right either; it seemed to be lagging one message behind
(something I had noticed recently and then forgotten about; I still
don't remember the context then so don't know whether this fixes
that earlier situation).
2023-01-09 23:34:32 -08:00
PatR
1755d27bf8 allow full-line comments in tiles source files
Accept
<start of line><optional whitespace>#<anything>
as a comment in win/share/{monsters,objects,other}.txt.  Existing
<start of line><optional whitespace># tile <rest of line>
is grandfathered in as data.

It wouldn't take much more to accept
<data><optional whitespace>#<rest of line>
comments too but this hasn't gone that far.

Reading the colormap at the beginning of each of the three files
used "%[A-Za-z0-i]" to read one characer into a two-character array.
Change that to "%1[A-Za-z0-9]" so that it can't overflow the buffer
if the input data gets accidentally or maliciously mangled.  (Not a
security issue.)

Remove a spurious blank line from objects.txt.

Also, clean up some warnings when compiling gifread.c for gif2txt
although I ultimately didn't do anything with that.
2023-01-08 01:33:18 -08:00
Pasi Kallinen
030fc0036a Remove NO_VSNPRINTF
Affects only ancient VMS where vsnprintf wasn't available.
2023-01-06 15:53:06 +02:00
nhmall
ff814326aa update for tilemap.c generated tile.c code 2023-01-01 20:05:59 -05:00