remove some obsolete references from the outdated tree
untested, of course
This commit is contained in:
@@ -307,28 +307,22 @@ WINCC = $(BEG) cd $(WIN) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
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.IF $(format) == omf
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GAMELN = $(LINK) @$(TEMP)\$(GAME).rsp
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MKDFLN = $(LINK) @$(TEMP)\makedefs.rsp
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LEVCLN = $(LINK) @$(TEMP)\lev_comp.rsp
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DGNCLN = $(LINK) @$(TEMP)\dgn_comp.rsp
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RCVRLN = $(LINK) @$(TEMP)\recover.rsp
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DLBRLN = $(LINK) @$(TEMP)\dlb.rsp
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.ELSE
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GAMELN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\$(GAME).exe @$(TEMP)\$(GAME).r $(PLIBS) $(WINX11CFLAGS) $(WINX11LIB)
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MKDFLN = $(CC) $(LDFLAGS) -o $(TEMP)\makedefs.exe $(TEMP)\$(MKDFDEF) $(SYSOBJ) $(MAKEOBJS) $(PLIBS)
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LEVCLN = $(CC) $(LDFLAGS) -o $(TEMP)\lev_comp.exe $(TEMP)\$(LEVCDEF) $(SYSOBJ) $(SPLEVOBJS) $(PLIBS)
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DGNCLN = $(CC) $(LDFLAGS) -o $(TEMP)\dgn_comp.exe $(TEMP)\$(DGNCDEF) $(SYSOBJ) $(DGNCOMPOBJS) $(PLIBS)
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RCVRLN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\recover.exe $(TEMP)\$(RCVRDEF) $(SYSOBJ) $(RECOVOBJS) $(PLIBS)
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DLBRLN = $(CC) $(LDFLAGS) -o $(TEMP)\dlb.exe $(TEMP)\$(DLBDEF) $(SYSOBJ) $(DLBOBJS) $(PLIBS)
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.END
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#
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# OS/2 module definition files for NetHack,
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# makedefs, dgn_comp, lev_comp, recover, dlb.
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# makedefs, recover, dlb.
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#
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GAMEDEF = $(GAME).def
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MKDFDEF = makedefs.def
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LEVCDEF = lev_comp.def
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DGNCDEF = dgn_comp.def
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RCVRDEF = recover.def
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DLBDEF = dlb.def
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@@ -338,11 +332,7 @@ DLBDEF = dlb.def
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#
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MKDFMD = $(TEMP)\$(MKDFDEF)
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LEVCMD = $(TEMP)\$(LEVCDEF)
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DGNCMD = $(TEMP)\$(DGNCDEF)
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#MKDFMD =
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#LEVCMD =
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#DGNCMD =
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#
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# Optional high-quality BSD random number generation routines
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@@ -404,21 +394,6 @@ WINOBJ = $(WINOBJ1) $(WINOBJ2) $(WINOBJ3) $(WINOBJ4) $(WINX11OBJ)
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default : all
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#
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# If you have yacc and lex programs and make any changes, uncomment
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# the lowermost two lines and comment out the others. If you make
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# changes to the .y and .l files but prefer processing the files
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# separately elsewhere, activate the middle two lines, so your changes
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# don't get overwritten.
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#
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do_yacc : yacc_cpy # use pre-generated files
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do_lex : lex_cpy # - " -
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#do_yacc : yacc_msg # show message if changed
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#do_lex : lex_msg # - " -
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#do_yacc : yacc_act # re-process files
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#do_lex : lex_act # - " -
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#
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# If you have the TOUCH utility the upper line is ok. Otherwise
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# the lower one does the same albeit in an ugly manner. Besides,
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@@ -476,25 +451,6 @@ GAMEFILE = $(GAMEDIR)\$(GAME).exe
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MAKEOBJS = $(OBJ)\makedefs.o $(OBJ)\monst.o $(OBJ)\objects.o
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#
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# Object files for special levels compiler.
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#
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SOBJ01 = $(OBJ)\lev_yacc.o $(OBJ)\lev_lex.o $(OBJ)\lev_main.o $(OBJ)\alloc.o
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SOBJ02 = $(OBJ)\monst.o $(OBJ)\objects.o $(OBJ)\panic.o $(OBJ)\decl.o
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SOBJ03 = $(OBJ)\drawing.o
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SPLEVOBJS = $(SOBJ01) $(SOBJ02) $(SOBJ03)
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#
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# Object files for dungeon compiler.
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#
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DOBJ01 = $(OBJ)\dgn_yacc.o $(OBJ)\dgn_lex.o $(OBJ)\dgn_main.o
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DOBJ02 = $(OBJ)\panic.o $(OBJ)\alloc.o
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DGNCOMPOBJS = $(DOBJ01) $(DOBJ02)
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#
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# Object files for recovery utility.
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#
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@@ -514,35 +470,10 @@ DLBOBJS = $(OBJ)\dlb_main.o $(OBJ)\dlb.o $(OBJ)\alloc.o $(OBJ)\panic.o
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DATHELP = \
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help hh cmdhelp history opthelp wizhelp
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SPEC_LEVS = \
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asmodeus.lev baalz.lev bigrm-1.lev \
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bigrm-2.lev bigrm-3.lev bigrm-4.lev castle.lev fakewiz1.lev fakewiz2.lev \
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juiblex.lev knox.lev medusa-1.lev medusa-2.lev minend-1.lev minend-2.lev \
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minend-3.lev minefill.lev minetn-1.lev minetn-2.lev minetn-3.lev minetn-4.lev \
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minetn-5.lev minetn-6.lev minetn-7.lev oracle.lev orcus.lev sanctum.lev \
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tower1.lev tower2.lev tower3.lev valley.lev wizard1.lev wizard2.lev \
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wizard3.lev astral.lev air.lev earth.lev fire.lev water.lev \
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soko1-1.lev soko1-2.lev soko2-1.lev soko2-2.lev \
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soko3-1.lev soko3-2.lev soko4-1.lev soko4-2.lev
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QUEST_LEVS = \
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Arc-goal.lev Arc-fila.lev Arc-filb.lev Arc-loca.lev Arc-strt.lev \
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Bar-goal.lev Bar-fila.lev Bar-filb.lev Bar-loca.lev Bar-strt.lev \
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Cav-goal.lev Cav-fila.lev Cav-filb.lev Cav-loca.lev Cav-strt.lev \
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Hea-goal.lev Hea-fila.lev Hea-filb.lev Hea-loca.lev Hea-strt.lev \
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Kni-goal.lev Kni-fila.lev Kni-filb.lev Kni-loca.lev Kni-strt.lev \
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Mon-goal.lev Mon-fila.lev Mon-filb.lev Mon-loca.lev Mon-strt.lev \
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Pri-goal.lev Pri-fila.lev Pri-filb.lev Pri-loca.lev Pri-strt.lev \
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Ran-goal.lev Ran-fila.lev Ran-filb.lev Ran-loca.lev Ran-strt.lev \
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Rog-goal.lev Rog-fila.lev Rog-filb.lev Rog-loca.lev Rog-strt.lev \
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Sam-goal.lev Sam-fila.lev Sam-filb.lev Sam-loca.lev Sam-strt.lev \
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Tou-goal.lev Tou-fila.lev Tou-filb.lev Tou-loca.lev Tou-strt.lev \
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Val-goal.lev Val-fila.lev Val-filb.lev Val-loca.lev Val-strt.lev \
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Wiz-goal.lev Wiz-fila.lev Wiz-filb.lev Wiz-loca.lev Wiz-strt.lev
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VARDATD = \
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data oracles options quest.dat rumors $(WINX11VARDAT)
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data oracles options rumors $(WINX11VARDAT)
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DATDLB = $(DATHELP) dungeon $(SPEC_LEVS) $(QUEST_LEVS) $(VARDATD) \
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DATDLB = $(DATHELP) dungeon *.lua $(VARDATD) \
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$(do_dlb)
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#
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@@ -607,7 +538,6 @@ VOBJ132 = $(OBJ)\mon.o
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VOBJ133 = $(OBJ)\mondata.o
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VOBJ134 = $(OBJ)\monmove.o
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VOBJ141 = $(OBJ)\monst.o
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VOBJ142 = $(OBJ)\monstr.o
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VOBJ143 = $(OBJ)\mplayer.o
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VOBJ144 = $(OBJ)\mthrowu.o
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VOBJ151 = $(OBJ)\muse.o
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@@ -653,7 +583,6 @@ VOBJ243 = $(OBJ)\uhitm.o
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VOBJ244 = $(OBJ)\unix.o
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VOBJ251 = $(OBJ)\vault.o
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VOBJ252 = $(OBJ)\vision.o
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VOBJ253 = $(OBJ)\vis_tab.o
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VOBJ254 = $(OBJ)\weapon.o
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VOBJ261 = $(OBJ)\were.o
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VOBJ262 = $(OBJ)\wield.o
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@@ -671,7 +600,7 @@ VOBJ01 = $(VOBJ011) $(VOBJ012) $(VOBJ013) $(VOBJ014)
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VOBJ02 = $(VOBJ021) $(VOBJ022) $(VOBJ023) $(VOBJ024)
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VOBJ03 = $(VOBJ031) $(VOBJ032) $(VOBJ033) $(VOBJ034)
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VOBJ04 = $(VOBJ041) $(VOBJ042) $(VOBJ043) $(VOBJ044)
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VOBJ05 = $(VOBJ051) $(VOBJ052) $(VOBJ053) $(VOBJ054)
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VOBJ05 = $(VOBJ051) $(VOBJ052) $(VOBJ054)
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VOBJ06 = $(VOBJ061) $(VOBJ062) $(VOBJ063) $(VOBJ064)
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VOBJ07 = $(VOBJ071) $(VOBJ072) $(VOBJ073) $(VOBJ074)
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VOBJ08 = $(VOBJ081) $(VOBJ082) $(VOBJ083) $(VOBJ084)
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@@ -680,7 +609,7 @@ VOBJ10 = $(VOBJ101) $(VOBJ102) $(VOBJ103) $(VOBJ104)
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VOBJ11 = $(VOBJ111) $(VOBJ112) $(VOBJ113) $(VOBJ114) $(VOBJ115)
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VOBJ12 = $(VOBJ121) $(VOBJ122) $(VOBJ123) $(VOBJ124)
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VOBJ13 = $(VOBJ131) $(VOBJ132) $(VOBJ133) $(VOBJ134)
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VOBJ14 = $(VOBJ141) $(VOBJ142) $(VOBJ143) $(VOBJ144)
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VOBJ14 = $(VOBJ141) $(VOBJ143) $(VOBJ144)
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VOBJ15 = $(VOBJ151) $(VOBJ152) $(VOBJ153) $(VOBJ154)
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VOBJ16 = $(VOBJ161) $(VOBJ162) $(VOBJ163) $(VOBJ164)
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VOBJ17 = $(VOBJ171) $(VOBJ172) $(VOBJ173) $(VOBJ174)
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@@ -726,7 +655,7 @@ HACK_H = $(CONFIG_H) $(INCL)\context.h $(DECL_H) $(INCL)\monsym.h $(INCL)\mkr
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# The default target.
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#
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all : makedefs dgn_comp lev_comp recover $(GAME) dat $(GUIDE)
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all : makedefs recover $(GAME) dat $(GUIDE)
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$(ECHO) Done.
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#
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@@ -737,10 +666,6 @@ $(TEMP)\$(GAMEDEF) :
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$(MAKEB) DD_NAME=$(GAME) DD_DESC=$(GAMEDES) DD_TARG=$@ do_def
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$(TEMP)\$(MKDFDEF) :
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$(MAKEB) DD_NAME=makedefs DD_DESC="Definitions compiler" DD_TARG=$@ do_def
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$(TEMP)\$(DGNCDEF) :
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$(MAKEB) DD_NAME=dgn_comp DD_DESC="Dungeon compiler" DD_TARG=$@ do_def
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$(TEMP)\$(LEVCDEF) :
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$(MAKEB) DD_NAME=lev_comp DD_DESC="Level compiler" DD_TARG=$@ do_def
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$(TEMP)\$(RCVRDEF) :
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$(MAKEB) DD_NAME=recover DD_DESC="Recovery utility" DD_TARG=$@ do_def
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$(TEMP)\$(DLBDEF) :
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@@ -953,104 +878,9 @@ $(OBJ)\makedefs.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\permonst.h $(INCL)\objclas
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$(INCL)\monsym.h $(INCL)\artilist.h
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$(UTILCC)
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#
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# Targets for the special levels compiler.
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#
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lev_comp : $(TEMP)\lev_comp.exe
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$(TEMP)\lev_comp.exe : $(TEMP)\lev_comp.rsp
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$(LEVCLN)
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$(TEMP)\lev_comp.rsp : $(SPLEVOBJS) $(TEMP)\$(LEVCDEF)
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$(ECHO) $(SYSOBJ) $(SOBJ01) +> $@
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$(ECHO) $(SOBJ02) +>> $@
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$(ECHO) $(SOBJ03)>> $@
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$(ECHO) $(TEMP)\lev_comp.exe>> $@
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$(ECHO) nul>> $@
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$(ECHO) $(RLIBS)>> $@
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$(ECHO) $(LEVCMD) $(LFLAGS);>> $@
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$(OBJ)\lev_yacc.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
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$(UTILCC)
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$(OBJ)\lev_lex.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev_comp.h
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$(UTILCC)
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$(OBJ)\lev_main.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\tcap.h
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$(UTILCC)
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$(UTIL)\lev_yacc.c : $(UTIL)\lev_comp.y
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$(MAKEB) YY=lev do_yacc
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$(UTIL)\lev_lex.c : $(UTIL)\lev_comp.l
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$(MAKEB) YY=lev do_lex
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#
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# Targets for the dungeon compiler.
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#
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dgn_comp : $(TEMP)\dgn_comp.exe
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$(TEMP)\dgn_comp.exe : $(TEMP)\dgn_comp.rsp
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$(DGNCLN)
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$(TEMP)\dgn_comp.rsp : $(DGNCOMPOBJS) $(TEMP)\$(DGNCDEF)
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$(ECHO) $(SYSOBJ) $(DOBJ01) +> $@
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$(ECHO) $(DOBJ02)>> $@
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$(ECHO) $(TEMP)\dgn_comp.exe>> $@
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$(ECHO) nul>> $@
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$(ECHO) $(RLIBS)>> $@
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$(ECHO) $(DGNCMD) $(LFLAGS);>> $@
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$(OBJ)\dgn_yacc.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\date.h $(INCL)\dgn_file.h
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$(UTILCC)
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$(OBJ)\dgn_lex.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dgn_comp.h $(INCL)\dgn_file.h
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$(UTILCC)
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$(OBJ)\dgn_main.o : $(UTIL)\$(CB) $(CONFIG_H)
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$(UTILCC)
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$(UTIL)\dgn_yacc.c : $(UTIL)\dgn_comp.y
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$(MAKEB) YY=dgn do_yacc
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$(UTIL)\dgn_lex.c : $(UTIL)\dgn_comp.l
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$(MAKEB) YY=dgn do_lex
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#
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# For both lev_comp and dgn_comp.
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#
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$(OBJ)\panic.o : $(UTIL)\$(CB) $(CONFIG_H)
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$(UTILCC)
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#
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# Yacc and Lex targets.
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#
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yacc_cpy :
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$(CP) $(SSYS)\$(YY)_yacc.c $(UTIL)
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$(CP) $(SSYS)\$(YY)_comp.h $(INCL)
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$(MAKEB) TT=$(UTIL)\$(YY)_yacc.c do_touch
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$(MAKEB) TT=$(INCL)\$(YY)_comp.h do_touch
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yacc_msg :
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$(ECHO) $(YY)_comp.y has changed. To update $(YY)_yacc.c and $(YY)_comp.h run $(YACC).
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yacc_act :
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$(YACC) -d $(UTIL)\$(YY)_comp.y
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$(CP) $(YTABC) $(UTIL)\$(YY)_yacc.c
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$(CP) $(YTABH) $(INCL)\$(YY)_comp.h
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$(RM) $(YTABC)
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$(RM) $(YTABH)
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lex_cpy :
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$(CP) $(SSYS)\$(YY)_lex.c $(UTIL)
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$(MAKEB) TT=$(UTIL)\$(YY)_lex.c do_touch
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lex_msg :
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$(ECHO) $(YY)_comp.l has changed. To update $(YY)_lex.c run $(LEX).
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lex_act :
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$(LEX) $(UTIL)\$(YY)_comp.l
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$(CP) $(LEXYYC) $(UTIL)\$(YY)_lex.c
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$(RM) $(LEXYYC)
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#
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# Why must this be so kludgy?
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#
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@@ -1108,39 +938,12 @@ dlb_yup : dlb
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-$(RM) $(GAMEDIR)\history
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-$(RM) $(GAMEDIR)\opthelp
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-$(RM) $(GAMEDIR)\wizhelp
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-$(RM) $(GAMEDIR)\asmodeus.lev
|
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-$(RM) $(GAMEDIR)\baalz.lev
|
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-$(RM) $(GAMEDIR)\bigrm-?.lev
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-$(RM) $(GAMEDIR)\castle.lev
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-$(RM) $(GAMEDIR)\fakewiz?.lev
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-$(RM) $(GAMEDIR)\juiblex.lev
|
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-$(RM) $(GAMEDIR)\knox.lev
|
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-$(RM) $(GAMEDIR)\medusa-?.lev
|
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-$(RM) $(GAMEDIR)\minend-?.lev
|
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-$(RM) $(GAMEDIR)\minefill.lev
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-$(RM) $(GAMEDIR)\minetn-?.lev
|
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-$(RM) $(GAMEDIR)\oracle.lev
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-$(RM) $(GAMEDIR)\orcus.lev
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-$(RM) $(GAMEDIR)\sanctum.lev
|
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-$(RM) $(GAMEDIR)\tower?.lev
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-$(RM) $(GAMEDIR)\valley.lev
|
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-$(RM) $(GAMEDIR)\wizard?.lev
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-$(RM) $(GAMEDIR)\astral.lev
|
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-$(RM) $(GAMEDIR)\air.lev
|
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-$(RM) $(GAMEDIR)\earth.lev
|
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-$(RM) $(GAMEDIR)\fire.lev
|
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-$(RM) $(GAMEDIR)\water.lev
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-$(RM) $(GAMEDIR)\???-goal.lev
|
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-$(RM) $(GAMEDIR)\???-fil?.lev
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-$(RM) $(GAMEDIR)\???-loca.lev
|
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-$(RM) $(GAMEDIR)\???-strt.lev
|
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-$(RM) $(GAMEDIR)\data
|
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-$(RM) $(GAMEDIR)\oracles
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-$(RM) $(GAMEDIR)\options
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-$(RM) $(GAMEDIR)\quest.dat
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-$(RM) $(GAMEDIR)\rumors
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-$(RM) $(GAMEDIR)\dungeon
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-$(RM) $(GAMEDIR)\soko?-?.lev
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# -$(RM) $(GAMEDIR)\quest.dat
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# -$(RM) $(GAMEDIR)\dungeon
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# -$(RM) $(GAMEDIR)\pet_mark.xbm
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# -$(RM) $(GAMEDIR)\rip.xpm
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@@ -1165,12 +968,6 @@ $(INCL)\onames.h : $(TEMP)\makedefs.exe
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$(INCL)\pm.h : $(TEMP)\makedefs.exe
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$(TEMP)\makedefs -p
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|
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monstr.c : $(TEMP)\makedefs.exe
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$(TEMP)\makedefs -m
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|
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$(OBJ)\monstr.o : $(CB)
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$(SRCCC)
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$(GAMEDIR)\data : $(DAT)\$(DATABASE) $(TEMP)\makedefs.exe
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$(TEMP)\makedefs -d
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$(CP) $(DAT)\data $(GAMEDIR)
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@@ -1186,22 +983,10 @@ $(GAMEDIR)\oracles : $(DAT)\oracles.txt $(TEMP)\makedefs.exe
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$(CP) $(DAT)\oracles $(GAMEDIR)
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$(RM) $(DAT)\oracles
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|
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$(GAMEDIR)\quest.dat : $(DAT)\quest.txt $(TEMP)\makedefs.exe
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$(TEMP)\makedefs -q
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$(CP) $(DAT)\quest.dat $(GAMEDIR)
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$(RM) $(DAT)\quest.dat
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|
||||
#
|
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# Vision tables for algorithm D.
|
||||
#
|
||||
|
||||
vis_tab.c : $(INCL)\vis_tab.h
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$(INCL)\vis_tab.h : $(TEMP)\makedefs.exe
|
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$(TEMP)\makedefs -z
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||||
|
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$(OBJ)\vis_tab.o : $(CB)
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$(SRCCC)
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|
||||
#
|
||||
# The following programs vary depending on what OS you are using.
|
||||
#
|
||||
@@ -1246,7 +1031,7 @@ $(OBJ)\wintty.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h $(INCL)\date.h
|
||||
# Secondary targets.
|
||||
#
|
||||
|
||||
dat : spec_lev help_fil $(GAMEDIR)\dungeon $(GAMEDIR)\data $(GAMEDIR)\rumors \
|
||||
dat : help_fil $(GAMEDIR)\data $(GAMEDIR)\rumors \
|
||||
$(GAMEDIR)\oracles $(GAMEDIR)\quest.dat $(GAMEDIR)\$(GAME).ico \
|
||||
$(GAMEDIR)\$(GAME).cmd $(GAMEDIR)\nethack.cnf $(GAMEDIR)\nhdat \
|
||||
$(WINX11VARDAT)
|
||||
@@ -1269,155 +1054,10 @@ $(GAMEDIR)\opthelp : $(DAT)\opthelp
|
||||
$(GAMEDIR)\wizhelp : $(DAT)\wizhelp
|
||||
$(CP) $(DAT)\wizhelp $(GAMEDIR)
|
||||
|
||||
$(GAMEDIR)\dungeon : $(DAT)\dungeon.def $(TEMP)\makedefs.exe $(TEMP)\dgn_comp.exe
|
||||
$(TEMP)\makedefs -e
|
||||
$(TEMP)\dgn_comp $(DAT)\dungeon.pdf
|
||||
$(CP) $(DAT)\dungeon $(GAMEDIR)
|
||||
$(RM) $(DAT)\dungeon.pdf
|
||||
$(RM) $(DAT)\dungeon
|
||||
|
||||
AFILES = $(GAMEDIR)\Arc-goal.lev
|
||||
BFILES = $(GAMEDIR)\Bar-goal.lev
|
||||
CFILES = $(GAMEDIR)\Cav-goal.lev
|
||||
HFILES = $(GAMEDIR)\Hea-goal.lev
|
||||
KFILES = $(GAMEDIR)\Kni-goal.lev
|
||||
MFILES = $(GAMEDIR)\Mon-goal.lev
|
||||
PFILES = $(GAMEDIR)\Pri-goal.lev
|
||||
RANFILES = $(GAMEDIR)\Ran-goal.lev
|
||||
RFILES = $(GAMEDIR)\Rog-goal.lev
|
||||
SFILES = $(GAMEDIR)\Sam-goal.lev
|
||||
TFILES = $(GAMEDIR)\Tou-goal.lev
|
||||
VFILES = $(GAMEDIR)\Val-goal.lev
|
||||
WFILES = $(GAMEDIR)\Wiz-goal.lev
|
||||
|
||||
XFILES = $(AFILES) $(BFILES) $(CFILES) $(HFILES) $(KFILES) $(MFILES) \
|
||||
$(PFILES) $(RANFILES) $(RFILES) $(SFILES) $(TFILES) $(VFILES) $(WFILES)
|
||||
|
||||
spec_lev : $(GAMEDIR)\astral.lev $(GAMEDIR)\bigrm-1.lev $(GAMEDIR)\castle.lev \
|
||||
$(GAMEDIR)\knox.lev $(GAMEDIR)\medusa-1.lev $(GAMEDIR)\minefill.lev \
|
||||
$(GAMEDIR)\oracle.lev $(GAMEDIR)\tower1.lev $(GAMEDIR)\valley.lev \
|
||||
$(GAMEDIR)\wizard1.lev $(GAMEDIR)\soko1-1.lev $(XFILES)
|
||||
|
||||
# Single special level files
|
||||
|
||||
$(GAMEDIR)\castle.lev : $(DAT)\castle.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) LF=castle do_slev
|
||||
$(GAMEDIR)\knox.lev : $(DAT)\knox.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) LF=knox do_slev
|
||||
$(GAMEDIR)\oracle.lev : $(DAT)\oracle.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) LF=oracle do_slev
|
||||
|
||||
do_slev :
|
||||
$(TEMP)\lev_comp $(DAT)\$(LF).des
|
||||
$(CP) $(LF).lev $(GAMEDIR)
|
||||
$(RM) $(LF).lev
|
||||
|
||||
# Multiple special level files
|
||||
|
||||
$(GAMEDIR)\astral.lev : $(DAT)\endgame.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\endgame.des
|
||||
$(CP) air.lev $(GAMEDIR)
|
||||
$(CP) astral.lev $(GAMEDIR)
|
||||
$(CP) earth.lev $(GAMEDIR)
|
||||
$(CP) fire.lev $(GAMEDIR)
|
||||
$(CP) water.lev $(GAMEDIR)
|
||||
$(RM) air.lev
|
||||
$(RM) astral.lev
|
||||
$(RM) earth.lev
|
||||
$(RM) fire.lev
|
||||
$(RM) water.lev
|
||||
|
||||
$(GAMEDIR)\bigrm-1.lev : $(DAT)\bigroom.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\bigroom.des
|
||||
$(CP) bigrm-?.lev $(GAMEDIR)
|
||||
$(RM) bigrm-?.lev
|
||||
|
||||
$(GAMEDIR)\medusa-1.lev : $(DAT)\medusa.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\medusa.des
|
||||
$(CP) medusa-?.lev $(GAMEDIR)
|
||||
$(RM) medusa-?.lev
|
||||
|
||||
$(GAMEDIR)\minefill.lev : $(DAT)\mines.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\mines.des
|
||||
$(CP) minend-?.lev $(GAMEDIR)
|
||||
$(CP) minefill.lev $(GAMEDIR)
|
||||
$(CP) minetn-?.lev $(GAMEDIR)
|
||||
$(RM) minend-?.lev
|
||||
$(RM) minefill.lev
|
||||
$(RM) minetn-?.lev
|
||||
|
||||
$(GAMEDIR)\tower1.lev : $(DAT)\tower.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\tower.des
|
||||
$(CP) tower?.lev $(GAMEDIR)
|
||||
$(RM) tower?.lev
|
||||
|
||||
$(GAMEDIR)\valley.lev : $(DAT)\gehennom.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\gehennom.des
|
||||
$(CP) asmodeus.lev $(GAMEDIR)
|
||||
$(CP) baalz.lev $(GAMEDIR)
|
||||
$(CP) juiblex.lev $(GAMEDIR)
|
||||
$(CP) orcus.lev $(GAMEDIR)
|
||||
$(CP) sanctum.lev $(GAMEDIR)
|
||||
$(CP) valley.lev $(GAMEDIR)
|
||||
$(RM) asmodeus.lev
|
||||
$(RM) baalz.lev
|
||||
$(RM) juiblex.lev
|
||||
$(RM) orcus.lev
|
||||
$(RM) sanctum.lev
|
||||
$(RM) valley.lev
|
||||
|
||||
$(GAMEDIR)\wizard1.lev : $(DAT)\yendor.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\yendor.des
|
||||
$(CP) wizard?.lev $(GAMEDIR)
|
||||
$(CP) fakewiz?.lev $(GAMEDIR)
|
||||
$(RM) wizard?.lev
|
||||
$(RM) fakewiz?.lev
|
||||
|
||||
$(GAMEDIR)\soko1-1.lev : $(DAT)\sokoban.des $(TEMP)\lev_comp.exe
|
||||
$(TEMP)\lev_comp $(DAT)\sokoban.des
|
||||
$(CP) soko?-?.lev $(GAMEDIR)
|
||||
$(RM) soko?-?.lev
|
||||
$(CP) $(LF).lua $(GAMEDIR)
|
||||
|
||||
|
||||
# Quest dungeons
|
||||
|
||||
$(AFILES) : $(DAT)\Arch.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Arc QF=Arch do_quest
|
||||
$(BFILES) : $(DAT)\Barb.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Bar QF=Barb do_quest
|
||||
$(CFILES) : $(DAT)\Caveman.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Cav QF=Caveman do_quest
|
||||
$(HFILES) : $(DAT)\Healer.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Hea QF=Healer do_quest
|
||||
$(KFILES) : $(DAT)\Knight.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Kni QF=Knight do_quest
|
||||
$(MFILES) : $(DAT)\Monk.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Mon QF=Monk do_quest
|
||||
$(PFILES) : $(DAT)\Priest.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Pri QF=Priest do_quest
|
||||
$(RANFILES) : $(DAT)\Ranger.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Ran QF=Ranger do_quest
|
||||
$(RFILES) : $(DAT)\Rogue.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Rog QF=Rogue do_quest
|
||||
$(SFILES) : $(DAT)\Samurai.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Sam QF=Samurai do_quest
|
||||
$(TFILES) : $(DAT)\Tourist.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Tou QF=Tourist do_quest
|
||||
$(VFILES) : $(DAT)\Valkyrie.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Val QF=Valkyrie do_quest
|
||||
$(WFILES) : $(DAT)\Wizard.des $(TEMP)\lev_comp.exe
|
||||
$(MAKEB) QQ=Wiz QF=Wizard do_quest
|
||||
|
||||
do_quest :
|
||||
$(TEMP)\lev_comp $(DAT)\$(QF).des
|
||||
$(CP) $(QQ)-fil?.lev $(GAMEDIR)
|
||||
$(CP) $(QQ)-goal.lev $(GAMEDIR)
|
||||
$(CP) $(QQ)-loca.lev $(GAMEDIR)
|
||||
$(CP) $(QQ)-strt.lev $(GAMEDIR)
|
||||
$(RM) $(QQ)-fil?.lev
|
||||
$(RM) $(QQ)-goal.lev
|
||||
$(RM) $(QQ)-loca.lev
|
||||
$(RM) $(QQ)-strt.lev
|
||||
|
||||
#
|
||||
# NetHack icon for Presentation Manager.
|
||||
@@ -1485,14 +1125,8 @@ spotless : clean
|
||||
-$(RM) $(INCL)\date.h
|
||||
-$(RM) $(INCL)\onames.h
|
||||
-$(RM) $(INCL)\pm.h
|
||||
-$(RM) $(INCL)\vis_tab.h
|
||||
-$(RM) vis_tab.c
|
||||
-$(RM) monstr.c
|
||||
-$(RM) *.lev
|
||||
-$(RM) nethack.ico
|
||||
-$(RM) $(TEMP)\makedefs.exe
|
||||
-$(RM) $(TEMP)\lev_comp.exe
|
||||
-$(RM) $(TEMP)\dgn_comp.exe
|
||||
-$(RM) $(TEMP)\*.rsp
|
||||
-$(RM) $(TEMP)\*.def
|
||||
-$(RM) $(TEMP)\*.map
|
||||
@@ -1701,7 +1335,7 @@ $(OBJ)\vault.o : $(SRC)\$(CB) $(HACK_H)
|
||||
$(SRCCC)
|
||||
$(OBJ)\version.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\date.h $(INCL)\$(PATCHLEV).h
|
||||
$(SRCCC)
|
||||
$(OBJ)\vision.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\vis_tab.h
|
||||
$(OBJ)\vision.o : $(SRC)\$(CB) $(HACK_H)
|
||||
$(SRCCC)
|
||||
$(OBJ)\weapon.o : $(SRC)\$(CB) $(HACK_H)
|
||||
$(SRCCC)
|
||||
|
||||
Reference in New Issue
Block a user