5e0fea186cf4072963faeee00e31845bb976224c
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.
NetHack 3.7.0 work-in-progress -- General information
NetHack 3.7 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.6.
NetHack 3.7.0 work-in-progress is not a release of NetHack. As a .0 version,
and still very early in its development cycle, there has already been changes
made, and there will continue to be many more prior to an eventual release.
The file doc/fixes3-7-0.txt in the source distribution will be updated with
a list of fixes as they are committed.
In short -- there are likely to be bugs. Don't treat NetHack-3.7 branch as
released code, and if stability is paramount, then the most recent
NetHack 3.6.6 release is safest for you.
We're making the .0 work-in-progress available so that you can observe, test
out, and contribute to its development. Constructive suggestions, GitHub pull
requests, and bug reports are all welcome and encouraged.
The file doc/fixes3-7-0.txt in the source distribution has a full list of
bug-fixes included so far, as well as brief mentions of some of the other code
changes. The text in there was written for the development team's own use and is
provided "as is", so please do not ask us to further explain the entries in
that file. Some entries might be considered "spoilers", particularly in the
"new features" section.
Along with the game improvements and bug fixes, NetHack 3.7 strives to make
some general architectural improvements to the game or to its building
process. Among them:
* Remove barriers to building NetHack on one platform and operating system,
for later execution on another (possibly quite different) platform and/or
operating system. That capability is generally known as "cross-compiling."
See the file "Cross-compiling" in the top-level folder for more information
on that.
* Replace the build-time "yacc and lex"-based level compiler, the "yacc and
lex"-based dungeon compiler, and the quest text file processing done
by NetHack's "makedefs" utility, with Lua text alternatives that are
loaded and processed by the game during play.
* Write game savefiles and bonesfiles in a more portable and consistent way
to open up the possibility of utilizing them between different platforms,
such as between your desktop computer and your hand-held device.
* Add support to make the game restartable without exit (a.k.a. "play again"
support). Toward that end, many previously scattered and separate variables
have been gathered into central 'ga' through 'gz' structures in
decl.h/decl.c. That central ability to reinitialize the variables will
benefit the porting effort to some platforms that are under consideration
where "play again" is typical.
Here are some other general notes on the changes in NetHack 3.7 that were not
considered spoilers:
- automatic annotation "gateway to Moloch's Sanctum" for vibrating square
level once that square's location becomes known (found or magic
mapped); goes away once sanctum temple is found (entered or high altar
mapped)
- savefile: add support to deconstruct internal data structures down into
their individual fields and save those fields instead of the entire
struct
- savefile: use little-endian format for fields where that makes a difference
- - - - - - - - - - -
Please read items (1), (2) and (3) BEFORE doing anything with your new code.
1. Unpack the code in a dedicated new directory. We will refer to that
directory as the 'Top' directory. It makes no difference what you
call it.
2. Having unpacked, you should have a file called 'Files' in your Top
directory.
This file contains the list of all the files you now SHOULD
have in each directory. Please check the files in each directory
against this list to make sure that you have a complete set.
This file also contains a list of what files are created during
the build process.
The names of the directories listed should not be changed unless you
are ready to go through the makefiles and the makedefs program and change
all the directory references in them.
3. Before you do anything else, please read carefully the file called
"license" in the 'dat' subdirectory. It is expected that you comply
with the terms of that license, and we are very serious about it.
4. If you are attempting to build NetHack on one platform/processor, to
produce a game on a different platform/processor it may behoove you to
read the file "Cross-compiling" in your Top directory.
5. If everything is in order, you can now turn to trying to get the program
to compile and run on your particular system. It is worth mentioning
that the default configuration is SysV/Sun/Solaris2.x (simply because
the code was housed on such a system).
The files sys/*/Install.* were written to guide you in configuring the
program for your operating system. The files win/*/Install.* are
available, where necessary, to help you in configuring the program
for particular windowing environments. Reading them, and the man pages,
should answer most of your questions.
At the time of the most recent official release, NetHack 3.6, it had
been tested to run/compile on:
Intel Pentium or better running Linux, BSDI
Intel Pentium or better running Windows 10 or 11
Intel-based, or Apple M1 or M2 Macs running macOS 10.11 (El Capitan) to
13 (Ventura) (follow the instructions in sys/unix/NewInstall.unx)
Intel 80386 or greater running MS-DOS with DPMI
built via djgpp compiler (native or Linux-hosted cross-compiler)
OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64
Previous versions of NetHack were tested and known to run on the
following systems, but it is unknown if they can still build and
execute NetHack 3.6 or NetHack 3.7:
Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
AT&T 3B1 running System V (3.51)
AT&T 3B2/600 & 3B2/622 running System V R3.2.1
AT&T 3B2/1000 Model 80 running System V R3.2.2
AT&T 3B4000 running System V
AT&T 6386 running System V R3.2
Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
(but see Makefile.ami about DICE and Manx)
Data General AViiON systems running DG/UX
DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
DEC VAX/VMS, running V4.6 through V7.1
DEC vaxen running BSD, Ultrix
Decstations running Ultrix 3.1, 4.x
Encore Multimax running UMAX 4.2
Gould NP1 running UTX 3/2
HP 9000s300 running HP-UX
HP 9000s700 running HP-UX 9.x, 10.x, 11.x
H/PC Pro devices running Windows CE 2.11 and higher.
IBM PC/RT and RS/6000 running AIX 3.x
IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
Intel 80386 or greater (or clone) running 386BSD
Intel x86 running a version of Windows 7 or 8 or prior to XP.
Mips M2000 running RiscOS 4.1
NeXT running Mach (using BSD configuration)
Palm Size PC 1.1 devices running Windows CE 2.11
Pocket PC devices running Windows CE 3.0 and higher
Pyramid 9820x running OSx 4.4c
SGI Iris running IRIX
Stardent Vistra 800 running SysV R4.0
Stride 460 running UniStride 2.1
Sun-3s, -4s, and -386is running SunOS 3.x
Sun-3s and -386is running SunOS 4.x
"Sun SPARC"-based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
Valid Logic Systems SCALD-System
Previous versions, using a cross-compiler hosted on another platform,
such as win32, could also build the following from source:
Pocket PC devices running Windows CE 3.0 and higher
H/PC Pro devices running Windows CE 2.11 and higher
Palm Size PC 1.1 devices running Windows CE 2.11
Unless otherwise mentioned, the compiler used was the OS-vendor's
C compiler.
- - - - - - - - - - -
If you have problems building the game, or you find bugs in it, we recommend
filing a bug report from our "Contact Us" web page at:
https://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.
A public repository of the latest NetHack code that we've made
available can be obtained via git here:
https://github.com/NetHack/NetHack
or
https://sourceforge.net/p/nethack/NetHack/
When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
If you have found a bug and think that your save file would aid in solving
the problem, send us a description in words of the problem, your machine
type, your operating system, and the version of NetHack. Tell us that you
have a save file, but do not actually send it.
You may then be contacted by a member of the development team with the
address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
time before you receive feedback. This is especially true during the
period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
to receive a stock answer.
If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
nethack-bugs (at) nethack.org
If a feature is not accepted you are free, of course, to post the patches
to the net yourself and let the marketplace decide their worth.
All of this amounts to the following: If you decide to apply a free-lanced
patch to your 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.
In our own patches, we will assume that your code is synchronized with ours.
-- Good luck, and happy Hacking --
# $NHDT-Date: 1652133501 2022/05/09 21:58:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.97 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed. See license for details.
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