• src/doors/syncduke/Game/src/game.c src/doors/syncduke/syncduke.h syncd

    From Rob Swindell (on Windows 11)@VERT to Git commit to main/sbbs/master on Wed Jul 1 02:20:56 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/6aeadc29787b9c1bc753c409
    Modified Files:
    src/doors/syncduke/Game/src/game.c src/doors/syncduke/syncduke.h syncduke_game.c syncduke_io.c
    Log Message:
    syncduke: legible text-tier HUD + skip illegible exit splashes

    Two text-tier legibility fixes for block/half-block terminals (conhost, etc.), mirroring SyncDOOM's approach:

    1. Legible HUD overlay. In a text tier the game's own quote font rasterises to
    unreadable blocks. operatefta() now CAPTURES the on-screen quote/chat strings
    (syncduke_hud_add) instead of drawing them whenever syncduke_text_hud is set,
    and the door's text-tier present() redraws them as real ANSI characters over
    the block frame (centered, on the row matching the Duke Y), excluding those
    cells from the block renderer so nothing bleeds through. A HUD-aware de-dupe
    signature + rt_invalidate() keeps an appearing/expiring quote from being
    dropped (the quote isn't in the framebuffer, so the fb memcmp can't see it)
    and repaints vacated rows. In an image tier (sixel/JXL) the flag is 0 and the
    game font renders normally, as before. Storage in syncduke_game.c; the flag
    and capture reset each present so a menu (no operatefta) shows no stale line.

    2. Skip the two exit "order" splashes (showtwoscreens, tiles 3291/3290) in a
    text tier: they're full-screen images that render as illegible blocks AND
    block on a keypress, trapping the player. New door query syncduke_text_tier()
    (active F4/auto tier is text) gates the early return.

    Verified working on the Windows/VERT build. Cross-platform C (no GCC/Clang traps; explicit <string.h> for strncpy). The Linux ELF must be rebuilt separately (./build.sh && ./deploy.sh) to carry these on Linux nodes.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

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