Because I needed to patch it for including objects/foo.h instead of foo.h. Alternatively, I could have added objects/ to the include search path in the makefile, but I went for the less intrusive approach. It's just a difference in the behavior of the windows vs linux compilers.
Borg for 320 is running.
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Ah, this is not the official code, but your patching that causes this behavior. Then APWhite doesn't need to do a thing.Because I needed to patch it for including objects/foo.h instead of foo.h. Alternatively, I could have added objects/ to the include search path in the makefile, but I went for the less intrusive approach. It's just a difference in the behavior of the windows vs linux compilers.
Couldn't you fix the EOL in linux for that file to match rest of the files? My linux-fu is a bit rusty, but I recall that there is some command line thingamodo that can do that with single command to huge bulk of the files at once.Comment
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I think sed is what you mean - very powerful, but requires arcane skill to use ...Ah, this is not the official code, but your patching that causes this behavior. Then APWhite doesn't need to do a thing.
Couldn't you fix the EOL in linux for that file to match rest of the files? My linux-fu is a bit rusty, but I recall that there is some command line thingamodo that can do that with single command to huge bulk of the files at once."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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You can install dos2unix which just does this (turns windows CRLF into unix LF).
You can use sed as so: sed -ire 's#\r$##' Makefile.win
There are many other ways to accomplish this.
To find all filenames in DIR with windows line endings you can do:
grep -rl --binary-files=without-match $'\r' DIR
To find each line in FILE with windows line ending you can do (prefixed by line number with -n):
grep -n $'\r' FILE
I'm hoping to get CRLF out of Angband's code base eventually, and will need help keeping it from sneaking back in.
P.S. These commands all work in bash on *nix (Linux, OSX, BSD, etc). I assume they'll work in Cygwin/Windows too but I'm not sure.Comment
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Yeah, but when I was doing it, it was quick n' dirty. The way I append the patches (echo -e "PATCH1\n$(diff -u ..... )ENDPATCH1" >> makeborg.sh, from memory, so don't quote me on it) didn't make it immediately apparent that there was an endline issue. I either had to pull and re-do the whole script, or just say you have to wget it rather than editing a file and copy/pasting it in.You can install dos2unix which just does this (turns windows CRLF into unix LF).
You can use sed as so: sed -ire 's#\r$##' Makefile.win
There are many other ways to accomplish this.
To find all filenames in DIR with windows line endings you can do:
grep -rl --binary-files=without-match $'\r' DIR
To find each line in FILE with windows line ending you can do (prefixed by line number with -n):
grep -n $'\r' FILE
I'm hoping to get CRLF out of Angband's code base eventually, and will need help keeping it from sneaking back in.
P.S. These commands all work in bash on *nix (Linux, OSX, BSD, etc). I assume they'll work in Cygwin/Windows too but I'm not sure.Comment
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I'm running a randart borg, and now that one has made it to end game, I've noticed it's artifact collection overlaps with the previous iteration's artifacts. Where/how does the borg respawn? I'd like to re-randomize the artifacts if possible per iteration (to keep my interest).Comment
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Fixed it today. I'll upload it later. It is an easy fix in borg9.c resurrect_borg(void).I'm running a randart borg, and now that one has made it to end game, I've noticed it's artifact collection overlaps with the previous iteration's artifacts. Where/how does the borg respawn? I'd like to re-randomize the artifacts if possible per iteration (to keep my interest).
Must be changed to:Code:#ifdef GJW_RANDART /* Hack -- seed for random artifacts */ seed_randart = randint1(0x10000000); /* Randomize the artifacts */ if (adult_rand_artifacts) { do_randart(seed_randart, TRUE); } #endif
I tested it using ^zR then 035^aC and compared the artifacts created. They had different names and attributes. Both were weapons. If you do this, the borg needs to be in the dungeon, since artifacts are not created in town.Code:/* Hack -- seed for random artifacts */ seed_randart = randint1(0x10000000); /* Randomize the artifacts */ if (OPT(adult_randarts)) do_randart(seed_randart, TRUE); }Comment
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your borg_projectable function prototype changed, adding a fifth param (bool) which is causing compile failures.Fixed it today. I'll upload it later. It is an easy fix in borg9.c resurrect_borg(void).
Must be changed to:Code:#ifdef GJW_RANDART /* Hack -- seed for random artifacts */ seed_randart = randint1(0x10000000); /* Randomize the artifacts */ if (adult_rand_artifacts) { do_randart(seed_randart, TRUE); } #endif
I tested it using ^zR then 035^aC and compared the artifacts created. They had different names and attributes. Both were weapons. If you do this, the borg needs to be in the dungeon, since artifacts are not created in town.Code:/* Hack -- seed for random artifacts */ seed_randart = randint1(0x10000000); /* Randomize the artifacts */ if (OPT(adult_randarts)) do_randart(seed_randart, TRUE); }Comment
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This is not an 'always' failure, just in certain spots. Next time I find one, I'll exit out, snag the save file and post it (assuming it happens immediately after restartup still). In some cases, ^zz solves it, in most I have to move a square and do ^zz, and in one case (near a zoo) none of these worked.Comment
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This is not an 'always' failure, just in certain spots. Next time I find one, I'll exit out, snag the save file and post it (assuming it happens immediately after restartup still). In some cases, ^zz solves it, in most I have to move a square and do ^zz, and in one case (near a zoo) none of these worked.
Thanks, got the fix up. I added a few features and forgot to make a change back on that defense maneuver.Comment
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I'm still seeing:
Code:src/borg2.c:286:bool borg_projectable(int y1, int x1, int y2, int x2)
a difference in the borg_projectable function (only in borg8.c).Code:src/borg8.c:3819: if (!borg_projectable(y, x, c_y, c_x, TRUE)) continue;
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Ok, I see this is fixed, but I was having the Defence bomb again with type 22 (with value 10), I hacked the final return of the see invisible function from return 10 to return 0 and it's running, but I don't really know what the effective 'change' I made there does.Comment
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I saw another case of that this morning and fixed it. The update was put on the website. I keep running borgs who are at the right level to fail on this routine and I have not seen any more after this morning's fix.Comment
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