Merge branch 'NetHack-3.6.0' of https://rodney.nethack.org:20040/git/NHsource into NetHack-3.6.0

This commit is contained in:
Alex Smith
2017-09-01 17:44:31 +01:00
63 changed files with 1899 additions and 4611 deletions

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@@ -426,8 +426,8 @@ barbed devil
Barbed devils lack any real special abilities, though they
are quite difficult to kill.
# takes "bat or bird" when specifying 'B'
~combat
~wombat
~*combat
~*wombat
*bat
bat or bird
A bat, flitting in the darkness outside, took the wrong turn
@@ -3179,6 +3179,15 @@ mars
explain why he became a god of death and finally a god of war.
He is the son of Jupiter and Juno.
[ Encyclopedia Mythica, ed. M.F. Lindemans ]
martial arts
unarmed combat
bare*handed combat
"What else can we do? None of this is fast enough." "It will have
to be." He stood up, a tall, broad wall of a man. "Why don't you
ask around, see if anyone in the neighborhoods knows anything
about martial arts. You need more than a book or two to learn
good dependable unarmed combat."
[ Parable of the Sower, by Octavia Butler ]
master assassin
He strolled down the stairs, followed by a number of assassins.
When he was directly in front of Ymor he said: "I've come for

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@@ -608,7 +608,7 @@ objects, similar to the `M' command. For ports with mouse
support, the command is also invoked when a mouse-click takes place on a
location other than the current position.
.lp .
Rest, do nothing for one turn.
Wait or rest, do nothing for one turn.
.lp a
Apply (use) a tool (pick-axe, key, lamp...).
.lp A
@@ -1126,7 +1126,11 @@ The `m' prefix makes the command use a menu.
.lp #travel
Travel to a specific location on the map. Default key is '_'.
Using the ``request menu'' prefix shows a menu of interesting targets in sight
without asking to move the cursor.
without asking to move the cursor. When picking a target with cursor and
the
.op autodescribe
-option is on, the top line will show "(no travel path)" if
your character does not know of a path to that location.
.lp #turn
Turn undead away. Autocompletes. Default key is 'M-t'.
.lp #twoweapon
@@ -1427,8 +1431,8 @@ help you locate them before they locate you (which some monsters can do
very well).
.pg
The commands `/' and `;' may be used to obtain information about those
monsters who are displayed on the screen. The command ``#name'', or
its synonym `C', allows you
monsters who are displayed on the screen. The command ``#name''
(by default bound to `C'), allows you
to assign a name to a monster, which may be useful to help distinguish
one from another when multiple monsters are present. Assigning a name
which is just a space will remove any prior name.
@@ -1561,7 +1565,7 @@ When you use one of these objects, if its effect is obvious, NetHack
will remember what it is for you. If its effect isn't extremely
obvious, you will be asked what you want to call this type of object
so you will recognize it later. You can also use the ``#name''
command, or its synonym `C', for the same purpose at any time, to name
command, for the same purpose at any time, to name
all objects of a particular type or just an individual object.
When you use ``#name'' on an object which has already been named,
specifying a space as the value will remove the prior name instead
@@ -2793,7 +2797,7 @@ If you prefix the value with `!' or ``no'', you will
exclude that race from being picked randomly.
Cannot be set with the `O' command. Persistent.
.lp rest_on_space
Make the space bar a synonym for the `.' (rest) command (default off).
Make the space bar a synonym for the `.' (#wait) command (default off).
Persistent.
.lp "role "
Pick your type of character (ex. ``role:Samurai'');

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@@ -735,7 +735,7 @@ support, the command is also invoked when a mouse-click takes place on a
location other than the current position.
%.lp
\item[\tb{.}]
Rest, do nothing for one turn.
Wait or rest, do nothing for one turn.
%.lp
\item[\tb{a}]
Apply (use) a tool (pick-axe, key, lamp \ldots).
@@ -1394,7 +1394,9 @@ The `{\tt m}' prefix makes the command use a menu.
\item[\tb{\#travel}]
Travel to a specific location on the map. Default key is '{\tt _}'.
Using the ``request menu'' prefix shows a menu of interesting targets in sight
without asking to move the cursor.
without asking to move the cursor. When picking a target with cursor and
the {\it autodescribe\/}-option is on, the top line will show "(no travel path)" if
your character does not know of a path to that location.
%.lp
\item[\tb{\#turn}]
Turn undead away. Autocompletes. Default key is '{\tt M-t}'.
@@ -1794,8 +1796,8 @@ very well).
%.pg
The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
about those
monsters who are displayed on the screen. The command ``{\tt \#name}'', or
its synonym `{\tt C}', allows you
monsters who are displayed on the screen. The command ``{\tt \#name}''
(by default bound to `{\tt C}'), allows you
to assign a name to a monster, which may be useful to help distinguish
one from another when multiple monsters are present. Assigning a name
which is just a space will remove any prior name.
@@ -1947,7 +1949,7 @@ When you use one of these objects, if its effect is obvious, {\it NetHack\/}
will remember what it is for you. If its effect isn't extremely
obvious, you will be asked what you want to call this type of object
so you will recognize it later. You can also use the ``{\tt \#name}''
command, or its synonym `{\tt C}', for the same purpose at any time, to name
command, for the same purpose at any time, to name
all objects of a particular type or just an individual object.
When you use ``{\tt \#name}'' on an object which has already been named,
specifying a space as the value will remove the prior name instead
@@ -2684,7 +2686,7 @@ can be created with any text editor.
%.pg
Any line in the configuration file starting with `{\tt \#}' is treated as a comment.
Empty lines are ignore.
Empty lines are ignored.
%.pg
You can use different configuration statements in the file, some
@@ -3397,7 +3399,7 @@ exclude that race from being picked randomly.
Cannot be set with the `{\tt O}' command. Persistent.
%.lp
\item[\ib{rest\verb+_+on\verb+_+space}]
Make the space bar a synonym for the `{\tt .}' (rest) command (default off).
Make the space bar a synonym for the `{\tt .}' (\#wait) command (default off).
Persistent.
%.lp
\item[\ib{role}]
@@ -4573,7 +4575,7 @@ of moving 8 units at a time.
\item[\ib{nostatus\verb+_+updates}]
Prevent updates to the status lines at the bottom of the screen, if
your screen-reader reads those lines. The same information can be
seen via the #attributes command.
seen via the {\tt \#attributes} command.
\elist
%.hn2

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@@ -410,6 +410,16 @@ throne room's throne is occupied by a king
using a grappling hook and getting pulled toward the target into water would
drown hero without any chance to crawl out
blinded monster who eats a carrot will have blindness cured (hero already did)
the "bonesid" written into bones files when they're created so that they can
be validated when loaded was incorrect for bones in the quest branch
("QBar.2" ended up being "ar.2", "QKni.4" ended up as "ni.4", and so
forth) but worked anyway, because validation used same incorrect value
surviving a gas spore's explosion would leave that explosion as a stale reason
for death which might show up strangely ("crushed to death by a gas
spore's explosion" when killed by an opening drawbridge)
add database entry for "martial arts"
starting inventory for rogues specified +9 lock pick, where +/-N is meaningless
fix pile mark when picking up all-but-one items while invisible
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
@@ -615,6 +625,8 @@ blinded hero or monster who eats a nurse corpse will have blindness cured
blinded hero or monster who breathes vapor from broken potion of healing,
extra healing, or full healing might have blindness cured (depends on
potion: full == always; extra == if not-cursed; plain == if blessed)
sysconf definition BONES_POOLS to allow more bones files per level
blessed scroll of fire lets you choose explosion location like stinking cloud
Platform- and/or Interface-Specific New Features

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@@ -27,6 +27,7 @@ struct sysopt {
int seduce;
int check_save_uid; /* restoring savefile checks UID? */
int check_plname; /* use plname for checking wizards/explorers/shellers */
int bones_pools;
/* record file */
int persmax;

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@@ -1,4 +1,4 @@
/* NetHack 3.6 bones.c $NHDT-Date: 1450432756 2015/12/18 09:59:16 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.68 $ */
/* NetHack 3.6 bones.c $NHDT-Date: 1503309019 2017/08/21 09:50:19 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.70 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985,1993. */
/* NetHack may be freely redistributed. See license for details. */
@@ -549,7 +549,7 @@ getbones()
{
register int fd;
register int ok;
char c, *bonesid, oldbonesid[10];
char c, *bonesid, oldbonesid[40]; /* was [10]; more should be safer */
if (discover) /* save bones files for real games */
return 0;
@@ -581,7 +581,15 @@ getbones()
}
mread(fd, (genericptr_t) &c, sizeof c); /* length incl. '\0' */
mread(fd, (genericptr_t) oldbonesid, (unsigned) c); /* DD.nnn */
if (strcmp(bonesid, oldbonesid) != 0) {
if (strcmp(bonesid, oldbonesid) != 0
/* from 3.3.0 through 3.6.0, bones in the quest branch stored
a bogus bonesid in the file; 3.6.1 fixed that, but for
3.6.0 bones to remain compatible, we need an extra test;
once compatibility with 3.6.x goes away, this can too
(we don't try to make this conditional upon the value of
VERSION_COMPATIBILITY because then we'd need patchlevel.h) */
&& (strlen(bonesid) <= 2
|| strcmp(bonesid + 2, oldbonesid) != 0)) {
char errbuf[BUFSZ];
Sprintf(errbuf, "This is bones level '%s', not '%s'!", oldbonesid,

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@@ -1,4 +1,4 @@
/* NetHack 3.6 dbridge.c $NHDT-Date: 1449269914 2015/12/04 22:58:34 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.35 $ */
/* NetHack 3.6 dbridge.c $NHDT-Date: 1503355815 2017/08/21 22:50:15 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.39 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
@@ -230,7 +230,6 @@ int *x, *y;
* dir is the direction.
* flag must be put to TRUE if we want the drawbridge to be opened.
*/
boolean
create_drawbridge(x, y, dir, flag)
int x, y, dir;
@@ -375,7 +374,6 @@ struct entity *etmp;
* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
* verb, where necessary.
*/
STATIC_OVL const char *
E_phrase(etmp, verb)
struct entity *etmp;
@@ -397,7 +395,6 @@ const char *verb;
/*
* Simple-minded "can it be here?" routine
*/
STATIC_OVL boolean
e_survives_at(etmp, x, y)
struct entity *etmp;
@@ -486,7 +483,6 @@ int xkill_flags, how;
/*
* These are never directly affected by a bridge or portcullis.
*/
STATIC_OVL boolean
automiss(etmp)
struct entity *etmp;
@@ -498,7 +494,6 @@ struct entity *etmp;
/*
* Does falling drawbridge or portcullis miss etmp?
*/
STATIC_OVL boolean
e_missed(etmp, chunks)
struct entity *etmp;
@@ -536,7 +531,6 @@ boolean chunks;
/*
* Can etmp jump from death?
*/
STATIC_OVL boolean
e_jumps(etmp)
struct entity *etmp;
@@ -604,6 +598,11 @@ struct entity *etmp;
}
} else {
if (crm->typ == DRAWBRIDGE_DOWN) {
if (is_u(etmp)) {
killer.format = NO_KILLER_PREFIX;
Strcpy(killer.name,
"crushed to death underneath a drawbridge");
}
pline("%s crushed underneath the drawbridge.",
E_phrase(etmp, "are")); /* no jump */
e_died(etmp,
@@ -639,11 +638,10 @@ struct entity *etmp;
/*
* Here's where we try to do relocation. Assumes that etmp is not
* arriving
* at the portcullis square while the drawbridge is falling, since this
* square
* would be inaccessible (i.e. etmp started on drawbridge square) or
* unnecessary (i.e. etmp started here) in such a situation.
* arriving at the portcullis square while the drawbridge is
* falling, since this square would be inaccessible (i.e. etmp
* started on drawbridge square) or unnecessary (i.e. etmp started
* here) in such a situation.
*/
debugpline0("Doing relocation.");
newx = oldx;
@@ -654,12 +652,10 @@ struct entity *etmp;
debugpline0("Checking new square for occupancy.");
if (relocates && (e_at(newx, newy))) {
/*
* Standoff problem: one or both entities must die, and/or both
* switch
* places. Avoid infinite recursion by checking first whether the
* other
* entity is staying put. Clean up if we happen to move/die in
* recursion.
* Standoff problem: one or both entities must die, and/or
* both switch places. Avoid infinite recursion by checking
* first whether the other entity is staying put. Clean up if
* we happen to move/die in recursion.
*/
struct entity *other;
@@ -763,10 +759,12 @@ struct entity *etmp;
}
}
/* clear stale reason for death before returning */
#define nokiller() (killer.name[0] = '\0', killer.format = 0)
/*
* Close the drawbridge located at x,y
*/
void
close_drawbridge(x, y)
int x, y;
@@ -823,12 +821,12 @@ int x, y;
newsym(x, y);
newsym(x2, y2);
block_point(x2, y2); /* vision */
nokiller();
}
/*
* Open the drawbridge located at x,y
*/
void
open_drawbridge(x, y)
int x, y;
@@ -870,12 +868,12 @@ int x, y;
unblock_point(x2, y2); /* vision */
if (Is_stronghold(&u.uz))
u.uevent.uopened_dbridge = TRUE;
nokiller();
}
/*
* Let's destroy the drawbridge located at x,y
*/
void
destroy_drawbridge(x, y)
int x, y;
@@ -898,6 +896,7 @@ int x, y;
|| (lev1->drawbridgemask & DB_UNDER) == DB_LAVA) {
struct obj *otmp2;
boolean lava = (lev1->drawbridgemask & DB_UNDER) == DB_LAVA;
if (lev1->typ == DRAWBRIDGE_UP) {
if (cansee(x2, y2))
pline_The("portcullis of the drawbridge falls into the %s!",
@@ -999,6 +998,7 @@ int x, y;
do_entity(etmp1);
}
}
nokiller();
}
/*dbridge.c*/

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@@ -1,4 +1,4 @@
/* NetHack 3.6 explode.c $NHDT-Date: 1496103440 2017/05/30 00:17:20 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.49 $ */
/* NetHack 3.6 explode.c $NHDT-Date: 1503355817 2017/08/21 22:50:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.50 $ */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
@@ -90,7 +90,9 @@ int expltype;
if (olet == MON_EXPLODE) {
str = killer.name;
do_hallu = Hallucination && strstri(str, "'s explosion");
do_hallu = (Hallucination
&& (strstri(str, "'s explosion")
|| strstri(str, "s' explosion")));
adtyp = AD_PHYS;
} else
switch (abs(type) % 10) {

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@@ -1,4 +1,4 @@
/* NetHack 3.6 files.c $NHDT-Date: 1502581476 2017/08/12 23:44:36 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.211 $ */
/* NetHack 3.6 files.c $NHDT-Date: 1503309020 2017/08/21 09:50:20 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.215 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -697,17 +697,47 @@ d_level *lev;
s_level *sptr;
char *dptr;
Sprintf(file, "bon%c%s", dungeons[lev->dnum].boneid,
/*
* "bonD0.nn" = bones for level nn in the main dungeon;
* "bonM0.T" = bones for Minetown;
* "bonQBar.n" = bones for level n in the Barbarian quest;
* "bon3D0.nn" = \
* "bon3M0.T" = > same as above, but for bones pool #3.
* "bon3QBar.n" = /
*
* Return value for content validation skips "bon" and the
* pool number (if present), making it feasible for the admin
* to manually move a bones file from one pool to another by
* renaming it.
*/
Strcpy(file, "bon");
#ifdef SYSCF
if (sysopt.bones_pools > 1) {
unsigned poolnum = min((unsigned) sysopt.bones_pools, 10);
poolnum = (unsigned) ubirthday % poolnum; /* 0..9 */
Sprintf(eos(file), "%u", poolnum);
}
#endif
dptr = eos(file); /* this used to be after the following Sprintf()
and the return value was (dptr - 2) */
/* when this naming scheme was adopted, 'filecode' was one letter;
3.3.0 turned it into a three letter string (via roles[] in role.c);
from that version through 3.6.0, 'dptr' pointed past the filecode
and the return value of (dptr - 2) was wrong for bones produced
in the quest branch, skipping the boneid character 'Q' and the
first letter of the role's filecode; bones loading still worked
because the bonesid used for validation had the same error */
Sprintf(dptr, "%c%s", dungeons[lev->dnum].boneid,
In_quest(lev) ? urole.filecode : "0");
dptr = eos(file);
if ((sptr = Is_special(lev)) != 0)
Sprintf(dptr, ".%c", sptr->boneid);
Sprintf(eos(dptr), ".%c", sptr->boneid);
else
Sprintf(dptr, ".%d", lev->dlevel);
Sprintf(eos(dptr), ".%d", lev->dlevel);
#ifdef VMS
Strcat(dptr, ";1");
#endif
return (dptr - 2);
return dptr;
}
/* set up temporary file name for writing bones, to avoid another game's
@@ -2279,6 +2309,14 @@ int src;
if (sysopt.genericusers)
free((genericptr_t) sysopt.genericusers);
sysopt.genericusers = dupstr(bufp);
} else if (src == SET_IN_SYS && match_varname(buf, "BONES_POOLS", 10)) {
/* max value of 10 guarantees (N % bones.pools) will be one digit
so we don't lose control of the length of bones file names */
n = atoi(bufp);
sysopt.bones_pools = (n <= 0) ? 0 : min(n, 10);
/* note: right now bones_pools==0 is the same as bones_pools==1,
but we could change that and make bones_pools==0 become an
indicator to suppress bones usage altogether */
} else if (src == SET_IN_SYS && match_varname(buf, "SUPPORT", 7)) {
if (sysopt.support)
free((genericptr_t) sysopt.support);

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@@ -1,4 +1,4 @@
/* NetHack 3.6 mon.c $NHDT-Date: 1502753408 2017/08/14 23:30:08 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.242 $ */
/* NetHack 3.6 mon.c $NHDT-Date: 1503355818 2017/08/21 22:50:18 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.243 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1994,6 +1994,8 @@ boolean was_swallowed; /* digestion */
Sprintf(killer.name, "%s explosion", s_suffix(mdat->mname));
killer.format = KILLED_BY_AN;
explode(mon->mx, mon->my, -1, tmp, MON_EXPLODE, EXPL_NOXIOUS);
killer.name[0] = '\0';
killer.format = 0;
return FALSE;
}
}

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@@ -485,7 +485,7 @@ static const menu_cmd_t default_menu_cmd_info[] = {
{ "menu_previous_page", MENU_PREVIOUS_PAGE, "Go to previous page" },
{ "menu_select_all", MENU_SELECT_ALL, "Select all items" },
{ "menu_deselect_all", MENU_UNSELECT_ALL, "Unselect all items" },
{ "menu_invert_all", MENU_INVERT_ALL, "Insert selection" },
{ "menu_invert_all", MENU_INVERT_ALL, "Invert selection" },
{ "menu_select_page", MENU_SELECT_PAGE, "Select items in current page" },
{ "menu_deselect_page", MENU_UNSELECT_PAGE, "Unselect items in current page" },
{ "menu_invert_page", MENU_INVERT_PAGE, "Invert current page selection" },

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@@ -707,7 +707,7 @@ int what; /* should be a long */
/* position may need updating (invisible hero) */
if (n_picked)
newsym(u.ux, u.uy);
newsym_force(u.ux, u.uy);
/* check if there's anything else here after auto-pickup is done */
if (autopickup)

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@@ -930,7 +930,7 @@ is_valid_stinking_cloud_pos(x, y, showmsg)
int x, y;
boolean showmsg;
{
if (get_valid_stinking_cloud_pos(x,y)) {
if (!get_valid_stinking_cloud_pos(x,y)) {
if (showmsg)
You("smell rotten eggs.");
return FALSE;
@@ -1556,8 +1556,14 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */
pline("Thinking of Maud you forget everything else.");
exercise(A_WIS, FALSE);
break;
case SCR_FIRE:
case SCR_FIRE: {
coord cc;
int dam;
cc.x = u.ux;
cc.y = u.uy;
cval = bcsign(sobj);
dam = (2 * (rn1(3, 3) + 2 * cval) + 1) / 3;
useup(sobj);
sobj = 0; /* it's gone */
if (!already_known)
@@ -1581,13 +1587,28 @@ struct obj *sobj; /* scroll, or fake spellbook object for scroll-like spell */
if (Underwater) {
pline_The("%s around you vaporizes violently!", hliquid("water"));
} else {
pline_The("scroll erupts in a tower of flame!");
iflags.last_msg = PLNMSG_TOWER_OF_FLAME; /* for explode() */
burn_away_slime();
if (sblessed) {
if (!already_known)
pline("This is a scroll of fire!");
dam *= 5;
pline("Where do you want to center the explosion?");
getpos_sethilite(display_stinking_cloud_positions, get_valid_stinking_cloud_pos);
(void) getpos(&cc, TRUE, "the desired position");
if (!is_valid_stinking_cloud_pos(cc.x, cc.y, FALSE)) {
/* try to reach too far, get burned */
cc.x = u.ux;
cc.y = u.uy;
}
}
if (cc.x == u.ux && cc.y == u.uy) {
pline_The("scroll erupts in a tower of flame!");
iflags.last_msg = PLNMSG_TOWER_OF_FLAME; /* for explode() */
burn_away_slime();
}
}
explode(u.ux, u.uy, 11, (2 * (rn1(3, 3) + 2 * cval) + 1) / 3,
SCROLL_CLASS, EXPL_FIERY);
explode(cc.x, cc.y, 11, dam, SCROLL_CLASS, EXPL_FIERY);
break;
}
case SCR_EARTH:
/* TODO: handle steeds */
if (!Is_rogue_level(&u.uz) && has_ceiling(&u.uz)

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@@ -40,6 +40,7 @@ sys_early_init()
sysopt.explorers = (char *) 0;
sysopt.genericusers = (char *) 0;
sysopt.maxplayers = 0; /* XXX eventually replace MAX_NR_OF_PLAYERS */
sysopt.bones_pools = 0;
/* record file */
sysopt.persmax = PERSMAX;

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@@ -1,4 +1,4 @@
/* NetHack 3.6 u_init.c $NHDT-Date: 1454660565 2016/02/05 08:22:45 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.37 $ */
/* NetHack 3.6 u_init.c $NHDT-Date: 1503960969 2017/08/28 22:56:09 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.40 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -124,7 +124,7 @@ static struct trobj Rogue[] = {
{ DAGGER, 0, WEAPON_CLASS, 10, 0 }, /* quan is variable */
{ LEATHER_ARMOR, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ POT_SICKNESS, 0, POTION_CLASS, 1, 0 },
{ LOCK_PICK, 9, TOOL_CLASS, 1, 0 },
{ LOCK_PICK, 0, TOOL_CLASS, 1, 0 },
{ SACK, 0, TOOL_CLASS, 1, 0 },
{ 0, 0, 0, 0, 0 }
};

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@@ -98,6 +98,14 @@ MAXPLAYERS=10
# %N first character of player name
#DUMPLOGFILE=/tmp/nethack.%n.%d.log
# Number of bones file pools.
# The pool you belong to is determined at game start. You will
# load and save bones only from that pool. Generally useful
# for public servers only.
# Changing this might make existing bones inaccessible.
# Disabled by setting to 0, or commenting out.
#BONES_POOLS=10
# Try to get more info in case of a program bug or crash. Only used
# if the program is built with the PANICTRACE compile-time option enabled.
# By default PANICTRACE is enabled if BETA is defined, otherwise disabled.

View File

@@ -53,6 +53,14 @@
# Maximum number of score file entries to use for random statue names
#MAX_STATUENAME_RANK=10
# Number of bones file pools.
# The pool you belong to is determined at game start. You will
# load and save bones only from that pool. Generally useful
# for public servers only.
# Changing this might make existing bones inaccessible.
# Disabled by setting to 0, or commenting out.
#BONES_POOLS=10
# Show debugging information originating from these source files.
# Use '*' for all, or list source files separated by spaces.
# Only available if game has been compiled with DEBUG, and can be

View File

@@ -21,6 +21,10 @@ tty and graphical win32 versions of NetHack 3.6.1.
You can build a TTY version of NetHack and a Windows Graphical
version. You can use one of the following build environments:
o A copy of Microsoft Visual Studio 2015 Express
OR
o A copy of Microsoft Visual Studio 2013 Express
The current NetHack code has not been tested with earlier versions
of the compiler.
@@ -34,12 +38,39 @@ version. You can use one of the following build environments:
http://www.mingw.org/
Earlier versions of MinGW will not allow you to build the Windows
Graphical version.
In addition to the makefiles that allow you to build NetHack from the
command line, there is also a set of project files and a workspace file
that allow you to build the Windows Graphical version from Microsoft
Visual C's IDE (Integrated Development Environment.)
/--------------------------------------------------------\
| Building And Running Using Visual Studio 2015 |
\--------------------------------------------------------/
If you are NOT using Visual Studio 2015, proceed to "FIRST STEP -
MOVING THINGS AROUND".
When using Visual Studio 2015, you do not need to move things around.
You simply need to load the Visual Studio 2015 NetHack solution file
within the IDE, build the solution and run the version of NetHack
you wish to run.
The Visual Studio 2015 NetHack solution file can be found here:
win\win32\vs2015\NetHack.sln
From a command prompt, you can launch and load this solution file by:
start win\win32\vs2015\NetHack.sln
From within the IDE:
1. select the build configuration you wish to use.
2. from build menu, select build solution.
3. type F5 to start debugging.
You can build all the projects for all platforms and configurations
using a Visual Studio MSBuild command prompt. Open the MSBuild command
prompt, change directory to win\win32\vs2015 and run "build.bat".
/-----------------------------------\
| FIRST STEP - MOVING THINGS AROUND |

View File

@@ -44,6 +44,28 @@ OPTIONS=symset:IBMGraphics_2,roguesymset:RogueEpyx
#OPTIONS=hilite_status:hitpoints/30%/bright-magenta/normal
#OPTIONS=perm_invent
# Highlight menu lines with different colors. You need to define the colors
# with MENUCOLOR lines.
# Toggle menucolor use on or off
OPTIONS=menucolors
# Define color used for a certain menu line. Format is
# MENUCOLOR="regular expression"=color
# or
# MENUCOLOR="regular expression"=color&attribute
# Show all blessed items in green
MENUCOLOR=" blessed " = green
# Show all holy water in green
MENUCOLOR=" holy " = green
# Show all cursed items in red
MENUCOLOR=" cursed " = red
# Show all unholy water in red
MENUCOLOR=" unholy " = red
# Show all cursed worn items in orange and underlined
MENUCOLOR=" cursed .* (being worn)" = orange&underline
# Turn off all status hilites.
#OPTIONS=!statushilites
#

View File

@@ -32,6 +32,14 @@ WIZARDS=*
# %N first character of player name
#DUMPLOGFILE=nethack-%n-%d.log
# Number of bones file pools.
# The pool you belong to is determined at game start. You will
# load and save bones only from that pool. Generally useful
# for public servers only.
# Changing this might make existing bones inaccessible.
# Disabled by setting to 0, or commenting out.
#BONES_POOLS=10
# Limit the number of simultaneous games (see also nethack.sh).
#MAXPLAYERS=10

View File

@@ -1,4 +1,9 @@
# Build-generated stuff that we don't want
*.bmp
*.ico
*.db
record
*.user
*.opendb
*.log
*.aps

107
win/win32/nethack.rc Normal file
View File

@@ -0,0 +1,107 @@
// Microsoft Visual C++ generated resource script.
//
#include "nhresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "winres.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (United States) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"nhresource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#include ""winres.h""\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON "nethack.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 3,6,1,0
PRODUCTVERSION 3,6,1,0
FILEFLAGSMASK 0x1fL
#ifdef _DEBUG
FILEFLAGS 0x9L
#else
FILEFLAGS 0x8L
#endif
FILEOS 0x4L
FILETYPE 0x0L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "FileDescription", "NetHack for Windows - TTY Interface"
VALUE "FileVersion", "3.6.1"
VALUE "InternalName", "NetHack"
VALUE "LegalCopyright", "Copyright (C) 1985 - 2017. By Stichting Mathematisch Centrum and M. Stephenson. See license for details."
VALUE "OriginalFilename", "NetHack.exe"
VALUE "ProductName", "NetHack"
VALUE "ProductVersion", "3.6.1"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
#endif // English (United States) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

16
win/win32/nhresource.h Normal file
View File

@@ -0,0 +1,16 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by NetHack.rc
//
#define IDI_ICON1 101
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 102
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

View File

@@ -1,67 +1,83 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.31101.0
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetHackW", "build\NetHackW.vcxproj", "{CEC5D360-8804-454F-8591-002184C23499}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dgncomp", "build\dgncomp.vcxproj", "{8A3F81C7-2968-49A8-86BF-2669412AD7DE}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetHackW", "NetHackW.vcxproj", "{CEC5D360-8804-454F-8591-002184C23499}"
ProjectSection(ProjectDependencies) = postProject
{93F10526-209E-41D7-BBEA-775787876895} = {93F10526-209E-41D7-BBEA-775787876895}
{63F9B82B-F589-4082-ABE5-D4F0682050AB} = {63F9B82B-F589-4082-ABE5-D4F0682050AB}
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA} = {9DD9C52E-E8C9-4533-BD22-83C055C0AABA}
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
{642BC75D-ABAF-403E-8224-7C725FD4CB42} = {642BC75D-ABAF-403E-8224-7C725FD4CB42}
{6813477F-64B6-4B97-B230-438D0D233385} = {6813477F-64B6-4B97-B230-438D0D233385}
{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC} = {0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}
{8A3F81C7-2968-49A8-86BF-2669412AD7DE} = {8A3F81C7-2968-49A8-86BF-2669412AD7DE}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dgnstuff", "build\dgnstuff.vcxproj", "{B9E02F2C-8851-442B-BF2A-3581802B78D4}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dgncomp", "dgncomp.vcxproj", "{8A3F81C7-2968-49A8-86BF-2669412AD7DE}"
ProjectSection(ProjectDependencies) = postProject
{FF144DFB-83A5-4D26-A598-715A2B354782} = {FF144DFB-83A5-4D26-A598-715A2B354782}
{642BC75D-ABAF-403E-8224-7C725FD4CB42} = {642BC75D-ABAF-403E-8224-7C725FD4CB42}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dlb_main", "build\dlb_main.vcxproj", "{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "levcomp", "build\levcomp.vcxproj", "{9DD9C52E-E8C9-4533-BD22-83C055C0AABA}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dlb", "dlb.vcxproj", "{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}"
ProjectSection(ProjectDependencies) = postProject
{B9E02F2C-8851-442B-BF2A-3581802B78D4} = {B9E02F2C-8851-442B-BF2A-3581802B78D4}
{63F9B82B-F589-4082-ABE5-D4F0682050AB} = {63F9B82B-F589-4082-ABE5-D4F0682050AB}
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA} = {9DD9C52E-E8C9-4533-BD22-83C055C0AABA}
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
{8A3F81C7-2968-49A8-86BF-2669412AD7DE} = {8A3F81C7-2968-49A8-86BF-2669412AD7DE}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "levstuff", "build\levstuff.vcxproj", "{FF144DFB-83A5-4D26-A598-715A2B354782}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "levcomp", "levcomp.vcxproj", "{9DD9C52E-E8C9-4533-BD22-83C055C0AABA}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "makedefs", "build\makedefs.vcxproj", "{BA3DD34C-04B7-40D0-B373-9329AA9E8945}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "makedefs", "makedefs.vcxproj", "{BA3DD34C-04B7-40D0-B373-9329AA9E8945}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "recover", "build\recover.vcxproj", "{2F35F228-6733-4FE5-9B46-B3AA10D4BC2E}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "recover", "recover.vcxproj", "{2F35F228-6733-4FE5-9B46-B3AA10D4BC2E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tile2bmp", "build\tile2bmp.vcxproj", "{642BC75D-ABAF-403E-8224-7C725FD4CB42}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tile2bmp", "tile2bmp.vcxproj", "{642BC75D-ABAF-403E-8224-7C725FD4CB42}"
ProjectSection(ProjectDependencies) = postProject
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA} = {9DD9C52E-E8C9-4533-BD22-83C055C0AABA}
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tilemap", "build\tilemap.vcxproj", "{93F10526-209E-41D7-BBEA-775787876895}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tilemap", "tilemap.vcxproj", "{93F10526-209E-41D7-BBEA-775787876895}"
ProjectSection(ProjectDependencies) = postProject
{8A3F81C7-2968-49A8-86BF-2669412AD7DE} = {8A3F81C7-2968-49A8-86BF-2669412AD7DE}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tiles", "build\tiles.vcxproj", "{55946465-FC65-47B3-BB48-742C7694C0D6}"
ProjectSection(ProjectDependencies) = postProject
{93F10526-209E-41D7-BBEA-775787876895} = {93F10526-209E-41D7-BBEA-775787876895}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "uudecode", "build\uudecode.vcxproj", "{63F9B82B-F589-4082-ABE5-D4F0682050AB}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "uudecode", "uudecode.vcxproj", "{63F9B82B-F589-4082-ABE5-D4F0682050AB}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetHack", "build\NetHack.vcxproj", "{609BC774-C6F8-4B2B-AA7D-5B3D0EA95751}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "NetHack", "NetHack.vcxproj", "{609BC774-C6F8-4B2B-AA7D-5B3D0EA95751}"
ProjectSection(ProjectDependencies) = postProject
{63F9B82B-F589-4082-ABE5-D4F0682050AB} = {63F9B82B-F589-4082-ABE5-D4F0682050AB}
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA} = {9DD9C52E-E8C9-4533-BD22-83C055C0AABA}
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
{6813477F-64B6-4B97-B230-438D0D233385} = {6813477F-64B6-4B97-B230-438D0D233385}
{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC} = {0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}
{8A3F81C7-2968-49A8-86BF-2669412AD7DE} = {8A3F81C7-2968-49A8-86BF-2669412AD7DE}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "nhdefkey", "build\nhdefkey.vcxproj", "{6813477F-64B6-4B97-B230-438D0D233385}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "nhdefkey", "nhdefkey.vcxproj", "{6813477F-64B6-4B97-B230-438D0D233385}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "nh340key", "nh340key.vcxproj", "{BE04E242-A1E9-4593-B95B-057F37330B76}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "nhraykey", "nhraykey.vcxproj", "{2E1F4BB3-3BD7-43AD-8E64-D3B8A2F5D7B2}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -86,14 +102,6 @@ Global
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|Win32.Build.0 = Release|Win32
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|x64.ActiveCfg = Release|x64
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|x64.Build.0 = Release|x64
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Debug|Win32.ActiveCfg = Debug|Win32
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Debug|Win32.Build.0 = Debug|Win32
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Debug|x64.ActiveCfg = Debug|x64
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Debug|x64.Build.0 = Debug|x64
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Release|Win32.ActiveCfg = Release|Win32
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Release|Win32.Build.0 = Release|Win32
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Release|x64.ActiveCfg = Release|x64
{B9E02F2C-8851-442B-BF2A-3581802B78D4}.Release|x64.Build.0 = Release|x64
{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}.Debug|Win32.ActiveCfg = Debug|Win32
{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}.Debug|Win32.Build.0 = Debug|Win32
{0303A585-3F83-4BB7-AF6B-1E12C8FB54AC}.Debug|x64.ActiveCfg = Debug|x64
@@ -110,14 +118,6 @@ Global
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA}.Release|Win32.Build.0 = Release|Win32
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA}.Release|x64.ActiveCfg = Release|x64
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA}.Release|x64.Build.0 = Release|x64
{FF144DFB-83A5-4D26-A598-715A2B354782}.Debug|Win32.ActiveCfg = Debug|Win32
{FF144DFB-83A5-4D26-A598-715A2B354782}.Debug|Win32.Build.0 = Debug|Win32
{FF144DFB-83A5-4D26-A598-715A2B354782}.Debug|x64.ActiveCfg = Debug|x64
{FF144DFB-83A5-4D26-A598-715A2B354782}.Debug|x64.Build.0 = Debug|x64
{FF144DFB-83A5-4D26-A598-715A2B354782}.Release|Win32.ActiveCfg = Release|Win32
{FF144DFB-83A5-4D26-A598-715A2B354782}.Release|Win32.Build.0 = Release|Win32
{FF144DFB-83A5-4D26-A598-715A2B354782}.Release|x64.ActiveCfg = Release|x64
{FF144DFB-83A5-4D26-A598-715A2B354782}.Release|x64.Build.0 = Release|x64
{BA3DD34C-04B7-40D0-B373-9329AA9E8945}.Debug|Win32.ActiveCfg = Debug|Win32
{BA3DD34C-04B7-40D0-B373-9329AA9E8945}.Debug|Win32.Build.0 = Debug|Win32
{BA3DD34C-04B7-40D0-B373-9329AA9E8945}.Debug|x64.ActiveCfg = Debug|x64
@@ -150,14 +150,6 @@ Global
{93F10526-209E-41D7-BBEA-775787876895}.Release|Win32.Build.0 = Release|Win32
{93F10526-209E-41D7-BBEA-775787876895}.Release|x64.ActiveCfg = Release|x64
{93F10526-209E-41D7-BBEA-775787876895}.Release|x64.Build.0 = Release|x64
{55946465-FC65-47B3-BB48-742C7694C0D6}.Debug|Win32.ActiveCfg = Debug|Win32
{55946465-FC65-47B3-BB48-742C7694C0D6}.Debug|Win32.Build.0 = Debug|Win32
{55946465-FC65-47B3-BB48-742C7694C0D6}.Debug|x64.ActiveCfg = Debug|x64
{55946465-FC65-47B3-BB48-742C7694C0D6}.Debug|x64.Build.0 = Debug|x64
{55946465-FC65-47B3-BB48-742C7694C0D6}.Release|Win32.ActiveCfg = Release|Win32
{55946465-FC65-47B3-BB48-742C7694C0D6}.Release|Win32.Build.0 = Release|Win32
{55946465-FC65-47B3-BB48-742C7694C0D6}.Release|x64.ActiveCfg = Release|x64
{55946465-FC65-47B3-BB48-742C7694C0D6}.Release|x64.Build.0 = Release|x64
{63F9B82B-F589-4082-ABE5-D4F0682050AB}.Debug|Win32.ActiveCfg = Debug|Win32
{63F9B82B-F589-4082-ABE5-D4F0682050AB}.Debug|Win32.Build.0 = Debug|Win32
{63F9B82B-F589-4082-ABE5-D4F0682050AB}.Debug|x64.ActiveCfg = Debug|x64
@@ -168,10 +160,12 @@ Global
{63F9B82B-F589-4082-ABE5-D4F0682050AB}.Release|x64.Build.0 = Release|x64
{609BC774-C6F8-4B2B-AA7D-5B3D0EA95751}.Debug|Win32.ActiveCfg = Debug|Win32
{609BC774-C6F8-4B2B-AA7D-5B3D0EA95751}.Debug|Win32.Build.0 = Debug|Win32
{609BC774-C6F8-4B2B-AA7D-5B3D0EA95751}.Debug|x64.ActiveCfg = Debug|Win32
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@@ -0,0 +1,15 @@
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<Copy SourceFiles="$(SysWinntDir)defaults.nh;$(DocDir)Guidebook.txt;$(DatDir)license;$(SysWinntDir)sysconf;$(DocDir)nethack.txt;$(DatDir)symbols;$(WinWin32Dir)record;$(DatDir)opthelp" DestinationFolder="$(BinDir)"/>
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<Target Name="Clean">
<Delete Files="$(BinDir)defaults.nh;$(BinDir)Guidebook.txt;$(BinDir)license;$(BinDir)sysconf;$(BinDir)nethack.txt;$(BinDir)symbols;$(BinDir)record;$(BinDir)opthelp"/>
</Target>
</Project>

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@@ -0,0 +1,12 @@
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<Target Name="Clean">
<Delete Files="$(BinDir)recover.txt"/>
</Target>
</Project>

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@@ -0,0 +1,13 @@
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Outputs="$(WinWin32Dir)tiles.bmp">
<Exec Command="$(ToolsDir)tile2bmp.exe tiles.bmp" WorkingDirectory="$(SrcDir)"/>
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</Target>
<Target Name="Clean">
<Delete Files="$(WinWin32Dir)tiles.bmp"/>
</Target>
</Project>

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@@ -0,0 +1,12 @@
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<Exec Command="$(ToolsDir)tilemap.exe" WorkingDirectory="$(SrcDir)"/>
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<Target Name="Clean">
<Delete Files="$(SrcDir)tile.c"/>
</Target>
</Project>

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@@ -0,0 +1,20 @@
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<Exec Command="$(ToolsDir)uudecode.exe $(WinWin32Dir)petmark.uu" WorkingDirectory="$(WinWin32Dir)"/>
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<Target Name="Clean">
<Delete Files="@(IconFiles);@(BmpFiles);@(RecordFiles)"/>
</Target>
</Project>

View File

@@ -0,0 +1,4 @@
msbuild NetHack.sln /t:Clean;Build /p:Configuration=Debug;Platform=Win32
msbuild NetHack.sln /t:Clean;Build /p:Configuration=Debug;Platform=x64
msbuild NetHack.sln /t:Clean;Build /p:Configuration=Release;Platform=Win32
msbuild NetHack.sln /t:Clean;Build /p:Configuration=Release;Platform=x64

View File

@@ -0,0 +1,41 @@
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View File

@@ -0,0 +1,21 @@
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View File

@@ -0,0 +1,11 @@
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View File

@@ -0,0 +1,17 @@
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View File

@@ -0,0 +1,17 @@
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View File

@@ -1,399 +1,125 @@
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<ObjectFileName>.\$(ConfigurationName)\$(ProjectName)\</ObjectFileName>
<ProgramDataBaseFileName>.\$(ConfigurationName)\$(ProjectName)\</ProgramDataBaseFileName>
<WarningLevel>Level3</WarningLevel>
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<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
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<Link>
<SuppressStartupBanner>true</SuppressStartupBanner>
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<ProgramDatabaseFile>.\$(ConfigurationName)\$(ProjectName)\</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
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<TargetMachine>MachineX86</TargetMachine>
<AdditionalOptions>/SAFESEH:NO %(AdditionalOptions)</AdditionalOptions>
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<Bscmake>
<SuppressStartupBanner>true</SuppressStartupBanner>
<OutputFile>.\..\util/makedefs.bsc</OutputFile>
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<PostBuildEvent>
<Message>Running makedefs</Message>
<Command>echo chdir ..\util
chdir ..\util
chdir
echo makedefs.exe -v
makedefs.exe -v
echo makedefs.exe -o
makedefs.exe -o
echo makedefs.exe -p
makedefs.exe -p
echo makedefs.exe -m
makedefs.exe -m
echo makedefs.exe -z
makedefs.exe -z
echo chdir ..\dat
chdir ..\dat
chdir
echo Generating NetHack database
echo ..\util\makedefs.exe -d
..\util\makedefs.exe -d
echo Generating rumors
echo ..\util\makedefs.exe -r
..\util\makedefs.exe -r
echo Generating ..\dat\engrave, ..\dat\epitaph, ..\dat\bogusmon
echo ..\util\makedefs.exe -s
..\util\makedefs.exe -s
echo Generating quests
echo ..\util\makedefs.exe -q
..\util\makedefs.exe -q
echo Generating oracles
echo ..\util\makedefs.exe -h
..\util\makedefs.exe -h
echo Generating dungeon.pdf
echo ..\util\makedefs.exe -e
..\util\makedefs.exe -e
echo chdir ..\build
chdir ..\build
copy ..\win\share\tilemap.c ..\win\share\tiletxt.c
</Command>
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chdir ..\util
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makedefs.exe -o
echo makedefs.exe -p
makedefs.exe -p
echo makedefs.exe -m
makedefs.exe -m
echo makedefs.exe -z
makedefs.exe -z
echo chdir ..\dat
chdir ..\dat
chdir
echo Generating NetHack database
echo ..\util\makedefs.exe -d
..\util\makedefs.exe -d
echo Generating rumors
echo ..\util\makedefs.exe -r
..\util\makedefs.exe -r
echo Generating ..\dat\engrave, ..\dat\epitaph, ..\dat\bogusmon
echo ..\util\makedefs.exe -s
..\util\makedefs.exe -s
echo Generating quests
echo ..\util\makedefs.exe -q
..\util\makedefs.exe -q
echo Generating oracles
echo ..\util\makedefs.exe -h
..\util\makedefs.exe -h
echo Generating dungeon.pdf
echo ..\util\makedefs.exe -e
..\util\makedefs.exe -e
echo chdir ..\build
chdir ..\build
copy ..\win\share\tilemap.c ..\win\share\tiletxt.c
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<ClInclude Include="..\..\..\include\objclass.h" />
<ClInclude Include="..\..\..\include\patchlevel.h" />
<ClInclude Include="..\..\..\include\qtext.h" />
<ClInclude Include="..\..\..\include\tradstdc.h" />
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<ImportGroup Label="ExtensionTargets">
</ImportGroup>
<Target Name="AfterBuild">
<MSBuild Projects="aftermakedefs.proj" Targets="Build" Properties="Configuration=$(Configuration)" />
</Target>
<Target Name="AfterClean">
<MSBuild Projects="aftermakedefs.proj" Targets="Clean" Properties="Configuration=$(Configuration)" />
</Target>
<Target Name="AfterRebuild">
<MSBuild Projects="aftermakedefs.proj" Targets="Build" Properties="Configuration=$(Configuration)" />
</Target>
</Project>

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LIBRARY nh340key
EXPORTS
ProcessKeystroke
NHkbhit
CheckInput
SourceWhere
SourceAuthor
KeyHandlerName

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@@ -0,0 +1,42 @@
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<Import Project="default_dll.props" />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<Import Project="dll.props" />
<Import Project="common.props" />
<Import Project="dirs.props" />
<Import Project="files.props" />
<PropertyGroup>
<OutDir>$(BinDir)</OutDir>
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<ItemDefinitionGroup>
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<AdditionalIncludeDirectories>$(IncDir);$(SysWinntDir);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
<ImportLibrary>$(ToolsDir)$(TargetName).lib</ImportLibrary>
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</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Platform)'=='Win32'">
<Link>
<ModuleDefinitionFile>nh340key.def</ModuleDefinitionFile>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="$(SysWinntDir)nh340key.c" />
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<ItemGroup>
<ClInclude Include="$(IncDir)hack.h" />
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LIBRARY nhdefkey
EXPORTS
ProcessKeystroke
NHkbhit
CheckInput
SourceWhere
SourceAuthor
KeyHandlerName

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@@ -1,197 +1,42 @@
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<WarningLevel>Level3</WarningLevel>
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@@ -0,0 +1,8 @@
LIBRARY nhraykey
EXPORTS
ProcessKeystroke
NHkbhit
CheckInput
SourceWhere
SourceAuthor
KeyHandlerName

View File

@@ -0,0 +1,42 @@
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<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ClCompile Include="$(SysWinntDir)nhraykey.c" />
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<ClInclude Include="$(IncDir)hack.h" />
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View File

@@ -0,0 +1,45 @@
Changes made to vs2015 build
To Do
Questions
1. Why is /Gs used? This initiates stack probes for every function call (not just functions that use more then 4k)?
2. Why is /Oi- used? This turns off compiler intrinsics.
3. Why is /FS used? This forces serialization of writes to PDB. This really isn't needed.
4. Why are we disabling optimizations for release builds?
5. Why are we omitting frame pointers? Makes debugging harder. Crash dumps less usefull.
6. Why are we forcing function level linking?
7. Why are we turning off intrinsics (again)?
8. Why are we enabling additional security checks? (SDLCheck)
9. Why are we using string pooling?
10. Why do we turn off multi-processor compilation?
Nethack Compiler Settings - Release
/Gs
/Oi-
/FS
Optimizations:Disabled
WarningLevel:Level3
InlineFunctionExpansion:Default
FavorSizeOrSpeed:Speed
OmitFramePointers:true
Optimization:MaxSpeed
FunctionLevelLinking:true
IntrinsicFunctions:false
PreprocessorDefinitions:TILES;MSWIN_GRAPHICS;WIN32;WIN32CON;DLB;_CRT_SECURE_NO_DEPRECATE;_SCL_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;NDEBUG;_CONSOLE;_LIB;
SDLCheck:true
AdditionalIncludeDirectories:..\win\win32;..\include;..\sys\winnt;..\sys\share;..\win\share;
StringPooling:true
RuntimeLibrary:MultiThreaded
SuppressStartupBanner:true
MultiProcessorCompilation:false
Nethack Link Settings - Release
SubSystem:Console
GenetateDebugInformation:true
EnableCOMDATFolding:true
OptimizeReferenes:true
AdditionalDependencies:kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;winmm.lib;Winmm.lib;
SuppressStartupBanner:true
TargetMachine:MachineX86

View File

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