move the custom color data into its own field in the glyphmap and disassociate it from the unicode/utf8 stuff. move the glyphcache stuff during options processing and parsing into new file glyphs.c and out of utf8map.c, and make it general, and not part of ENHANCED_SYMBOLS. Do the groundwork for allowing glyph color customizations to work when any symset is loaded and not restrict it only to the enhanced1 H_UTF8 symsets. The customizations in effect are still affiliated with a particular symset. Also closes #1224, but the PR itself references a data structure made obsolete by this commit. The curses comment from the PR was added into the code. The PR also made several suggestions, but only the first one has been included in this commit (and no longer based on the handler), that being: "allow defining colors if other symbol handling modes are used (possibly limited to the standard 16 colors)." FredrIQ also wrote the following suggestions in PR#1224: Something I was also contemplating, unrelated to implementation of this support in curses, would be the ability for the following: allow defining colors if other symbol handling modes are used (possibly limited to the standard 16 colors) allow defining attributes (for example: glyph:G_pet_female_kitten:U+0066/red/underline) allow specifying glyphs as wildcards for defining global color/attribute changes Something I also want to see are keywords for "don't change the current defined data". If this were to be added, you could for example do this: OPTIONS=glyph:G_*_fox:U+0064/blue OPTIONS=glyph:G_statue_*:basechar/gray/underline for "make all foxes use a blue color, make all statues gray with underline" without needing to specify the relevant character for every statue. This ("basechar", "basefg", etc) should perhaps also be added for MENUCOLORS and statushilites, so that you can, for example, underline all items being worn without needing to specify a bunch of near-duplicate rules for combining BUC colors + underline worn items as per #1064
This README provides the instructions for building the unofficial Mac binaries using the Apple provided developer IDE named XCode. Establish a developer team in XCode =================================== Your first step should be to establish a developer team within XCode. Launch XCode and open the preferences dialog (XCode Menu->Preferences). Select the "Accounts" tab. Add an account (usually this should just be your apple ID account you used to setup the Mac). After adding the account, select the account and then add a team (usually this will be just a personal team for Mac Development). Obtain your developer team identifier ===================================== Your DEVELOPMENT_TEAM can be found by opening Keychain Access (found by Finder->Applications->Utilities). Click on "My Certificates". Look for your "Mac Developer" certificate. Right click on the certificate to open a dialog that shows certificate details. Look for "Organizational Unit" among the details. This ten digit value is your development team identifier. Create XCodeLocal.xcconfig file =============================== Now you need to create the XCodeLocal.xcconfig file that will be used by XCode to get your development team identifier. Create the file in sys/unix and add a single line such as: DEVELOPMENT_TEAM = XXXXXXXXXX Where XXXXXXXXXX is replaced with your development team identifier. Open the project and build ========================== In XCode open the project file sys/unix/NetHack.xcodeproj, select the product NetHack and build. The build results are placed in ~/nethackdir.