| Commit message (Collapse) | Author | Age | Files | Lines |
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It does not work on any 64 bit architecture, though, and thus is not the
default! Also, luajit is not 100% compatible with regular lua: for example
it rejects "\/" as an invalid escape while regular lua lets it pass.
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This installs the layouts subdirectory, allowing layout_caves.des to not
throw a Lua error for the missing file on a fresh install.
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Someone had a bright idea of doing all compilation twice to placate broken
build systems:
traditional build:
.c -> .o: parsing, compilation, assembly
.o -> exe: link
LTO -ffat-lto-objects:
.c -> .o: parsing, compilation, assembly
.o -> exe: compilation, assembly, link
LTO -fno-fat-lto-objects:
.c -> .o: parsing
.o -> exe: compilation, assembly, link
The design decision was to create "fat objects" to be able to silently
revert to non-LTO mode if the build system fails to pass appropriate flags
in the second stage. Since gcc-4.7, it's possible to turn that off, but
the default is still compiling twice (why?!?!?).
With this fix, LTO builds take hardly more CPU than regular ones, although
some parts are still single-threaded.
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Not that there's much point in them...
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remove crystax dependency
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There were two arguments, interpreted as a format string and an argument
but the format string did not contain any format specifications like %s
to consume the argument.
NFM: Tweaked slightly for readability. This was broken by 0292ea18,
which added an extra level of indent that turned the previously single
argument into two arguments.
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Harmful if you share $HOME between chroots/systems of different architectures.
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To fix some useless errors when compiling with windows.
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Source packages didn't trim away git dirs, leaving junk. And for
sdl-android, putting 342MB (unpacked) into a tarball that currently has
17MB (packed) would be a wee bit too much.
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b13266e broke finding the system fonts.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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Fix the remaining error messages on windows builds (#6044).
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Also, announce when they are finished.
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Merely redirecting stdout to /dev/null is not enough: Crawl and ncurses
insist to be able to ioctl the terminal, check the window size, try to read
from stdin and fail if it's in eof state, etc. Eliminating all such
references would be quite a bit of work (ncurses assumes stdin/stdout are
always a terminal even if newterm() is used), and would be probably too
intrusive to be a faithful test.
Because of no autoconf, the pty code is not very portable, but should work
on Linux and BSD (hopefully including MacOS X). For a portable
implementation, one could use http://angband.pl/svn/kbtin/trunk/run.c (+
autoconfage), but then, probably running on IRIX, pre-Solaris SunOS, HP UX
or SCO isn't that important... and there are no real ptys on Windows.
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2 files are added to the root of the repository:
* AndroidAppSettings.cfg: settings file required for Android SDL port. Will
change on each minor release to reset configuration.
* AndroidBuild.sh: script called by the Android SDL port to commence building
the game itself
It might be nice to be able to move them elsewhere, but for now, their
presence here is required.
The build process is documented in docs/develop/android.txt
There's a TOUCH_UI compiler flag which sets all the things specific to a
touch screen interface.
There has been a large amount of changes in the Makefile for redefining where
the dat/, saves/, etc. directories go, because the "install" part of the make
isn't the final destination for these files under Android - the environment we
deploy to is a separate device from the build environment.
There is also a number of changes to the tiles interface. Some are specific
to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL.
Touch only:
* 'a'bilities menu goes straight to menu without prompting first
* tap menu header to toggle/submit
* menu instead of prompt to select which corpse to butcher
* same for eating food from the floor (those 2 could go in local tiles too)
* show_more defaults to false and less --more-- messages
* pickup mode defaults to menu
* defaults for tile_layout_priority is different (commands are more
important than inventory)
* popup for yes/no prompts, level-up stat gain and swapping rings (should
be used for all prompts, and probably local tiles too)
* spell casting: force selection menu
* map mode: left-click rather than right-click for mouse mode; autotravel on
left-click removed
* remove skills training and memorisation panels
Also local tiles (some could also be integrated in webtiles):
* commands below description are clickable
* clickable shopping menu (uses PrecisionMenu)
* split the command panel in 2 (common actions and system commands)
* add a map command panel
* tapping or left-clicking the player is smarter:
* picks up the item if there's one on the tile, otherwise
* shows pick-up menu if there's several items on the tile, otherwise
* traverses stairs (or enters a portal or shop) if one is present, otherwise
* prays if an altar is present, otherwise
* waits one turn
* right-clicking the map enters map mode and brings the map commands tab to
the front; map mode stays until exited rather than upon release of mouse
Some more details can be found in android_patch_notes.txt on #5677 (although
some TODOs are already obsolete).
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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This eliminates the use of the latter for non-contrib builds. There's one
reference left, in an apparently unused rule for SDLMain.m -- which is not
even written in C. Can it be purged?
Since contribs can be safely built with any compiler (C ABI is far less
likely to cause compatibility problems than the C++ one), this removes any
risks involved in these two settings being out of sync.
Also, why exactly they are named GCC and GXX, instead of CC and CXX like
everywhere else? Real GCC is the recommended compiler, but Crawl builds and
runs with clang or (not tested anytime recently) icc as well.
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The files were added in 8046df72, but weren't installed, causing the
game to fail to start.
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Apple moved them in 10.8, so this code snippet looks for the new
location and uses it if appropriate; if the new location doesn't exist,
use the original location.
Related to #6049, though this has little to do with the approach the
reporter there is taking.
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The addition of check-fonts to the binary target was causing relinks on
every invocation of make; this moves check-fonts to all: such that it
still occurs at compile time, but doesn't cause the binary to be rebuilt
every time.
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Since Arch provides no way to request 5.1, it would break when they add Lua
5.2.
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[1KB: this is going to bite us: if "lua" is lua5.2, the build will fail,
as lua 5.2 is not API compatible with 5.1.]
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Debian's Lua includes have been moved to multiarch paths, which worked
seamlessly for everything that didn't assume /usr/include/lua5.1
This commit adds pkgconfig as a requirement for console builds as well.
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Sadly, this fails to handle CJK well; I played long with fontforge trying to
get at least Korean in, but without much success. In theory, hangul glyphs
are built from few jamo (24, around a hundred graphical variants), but
fontforge seems to copy all 11184 glyphs as combined splines.
It may be possible to have a completely separate font, and load it if the
.ko or .zh translations are selected, but since 99.9% of the game is still
in English (you read descs once), it would need to be a good monospaced
font, and I can't seem to find one. They're always either proportional or
abysmally bad.
This is an issue only for 0.11, I plan to look into fontconfig (/ pango?)
integration later so the single font requirement or the inability to use
system fonts will be no more.
Also, the way font detection in the Makefile is done is a good example of
something that shouldn't be done in make...
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This is a NIH implementation of a part of autoconf, it is limited as it
would be hard to affect the Makefile from such tests. On the other hand,
even nasty hacks like grepping for sqlite features are not enough here, as
we're looking for something in system headers.
I think all of configuration in the Makefile should be nuked and rewritten,
so it's just a crutch for 0.11.
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You are free to not use their functionality, load a private modified
version, etc, leaving the default version dormant -- and harmless.
This removes the need to manually update your config whenever such a lua
file is removed or added. They are a part of the game itself now, being
written in lua is a hidden implementation detail.
There is one file left: lua/kills.lua, it produces spammy dumps not everyone
wants. Perhaps it should be always loaded, but disabled unless someone uses
an option?
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It'd be enough to use 1,/match/ since the source file doesn't have the
searched for string on its first line, and if it gets split out, there'll
probably be a comment there, but this at least gets rid of that silly tr.
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* No longer necessary to have a clean tree to initiate a sync.
* New makefile target: make tx-commit
* Generally better and more reliable
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