remove some obsolete references from the outdated tree

untested, of course
This commit is contained in:
nhmall
2020-12-30 10:42:56 -05:00
parent b8cb4ec81d
commit a7b662e3db
4 changed files with 155 additions and 1063 deletions

View File

@@ -711,34 +711,14 @@ O = $(OBJ)\ # comment so \ isn't last char
U = $(UTIL)\ # comment so \ isn't last char
SPLEVDES = $(DAT)\Arch.des $(DAT)\Barb.des $(DAT)\bigroom.des \
$(DAT)\castle.des $(DAT)\Caveman.des $(DAT)\endgame.des \
$(DAT)\gehennom.des $(DAT)\Healer.des $(DAT)\Knight.des \
$(DAT)\knox.des $(DAT)\Monk.des $(DAT)\medusa.des \
$(DAT)\mines.des $(DAT)\oracle.des $(DAT)\Priest.des \
$(DAT)\Ranger.des $(DAT)\Rogue.des $(DAT)\Samurai.des \
$(DAT)\Tourist.des $(DAT)\tower.des $(DAT)\Valkyrie.des \
$(DAT)\Wizard.des $(DAT)\yendor.des
#
# Utility Objects.
#
MAKESRC = $(U)makedefs.c
SPLEVSRC = $(U)lev_yacc.c $(U)lev_$(LEX).c $(U)lev_main.c $(U)panic.c
DGNCOMPSRC = $(U)dgn_yacc.c $(U)dgn_$(LEX).c $(U)dgn_main.c
MAKEOBJS = $(O)makedefs.o $(O)monst.o $(O)objects.o
SPLEVOBJS =$(O)lev_yacc.o $(O)lev_$(LEX).o $(O)lev_main.o \
$(O)alloc.o $(O)decl.o $(O)drawing.o $(O)monst.o \
$(O)objects.o $(O)panic.o $(O)stubvid.o
DGNCOMPOBJS =$(O)dgn_yacc.o $(O)dgn_$(LEX).o $(O)dgn_main.o \
$(O)alloc.o $(O)panic.o
RECOVOBJS = $(O)recover.o
GIFREADERS =$(O)gifread.o $(O)alloc.o $(O)panic.o
@@ -767,8 +747,8 @@ DLBOBJS = $(O)dlb_main.o $(O)dlb.o $(O)alloc.o $(O)panic.o
OBJ01 = $(O)alloc.o $(RANDOM) $(O)decl.o $(O)objects.o \
$(O)muse.o $(O)display.o $(O)vision.o $(O)mapglyph.o \
$(O)rect.o $(O)vis_tab.o $(O)monst.o $(O)wintty.o \
$(O)files.o $(O)sys.o $(O)monstr.o $(O)minion.o \
$(O)rect.o $(O)monst.o $(O)wintty.o \
$(O)files.o $(O)sys.o $(O)minion.o \
$(O)worm.o $(O)detect.o $(O)exper.o $(O)mplayer.o \
$(O)uhitm.o $(O)pager.o $(O)windows.o $(O)quest.o \
$(O)questpgr.o $(O)write.o $(O)drawing.o $(O)dokick.o \
@@ -876,10 +856,8 @@ ARTIFACT_H = $(INCL)\artifact.h
ARTILIST_H = $(INCL)\artilist.h
COLOR_H = $(INCL)\color.h
DATE_H = $(INCL)\date.h
DGN_FILE_H = $(INCL)\dgn_file.h
DLB_H = $(INCL)\dlb.h
FUNC_TAB_H = $(INCL)\func_tab.h
LEV_COMP_H = $(INCL)\lev_comp.h
MAIL_H = $(INCL)\mail.h
MFNDPOS_H = $(INCL)\mfndpos.h
MONSYM_H = $(INCL)\monsym.h
@@ -890,7 +868,6 @@ PROP_H = $(INCL)\prop.h
QUEST_H = $(INCL)\quest.h
SP_LEV_H = $(INCL)\sp_lev.h
TERMCAP_H = $(INCL)\tcap.h
VIS_TAB_H = $(INCL)\vis_tab.h
WINTTY_H = $(INCL)\wintty.h
#
@@ -935,14 +912,14 @@ install: $(GAME) install.tag
install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(DAT)\sp_lev.tag $(DLB)
$(DAT)\oracles $(DAT)\quest.dat $(DLB)
! IF ("$(USE_DLB)"=="Y")
copy nhdat $(GAMEDIR)
copy $(DAT)\license $(GAMEDIR)
! ELSE
copy $(DAT)\*. $(GAMEDIR)
copy $(DAT)\*.dat $(GAMEDIR)
copy $(DAT)\*.lev $(GAMEDIR)
copy $(DAT)\*.lua $(GAMEDIR)
copy $(MSYS)\msdoshlp.txt $(GAMEDIR)
if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
@@ -957,39 +934,8 @@ install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
if exist *.tib copy *.tib $(GAMEDIR)
echo install done > $@
$(DAT)\sp_lev.tag: $(U)utility.tag $(SPLEVDES)
cd $(DAT)
$(U)lev_comp bigroom.des
$(U)lev_comp castle.des
$(U)lev_comp endgame.des
$(U)lev_comp gehennom.des
$(U)lev_comp knox.des
$(U)lev_comp mines.des
$(U)lev_comp medusa.des
$(U)lev_comp oracle.des
$(U)lev_comp sokoban.des
$(U)lev_comp tower.des
$(U)lev_comp yendor.des
$(U)lev_comp arch.des
$(U)lev_comp barb.des
$(U)lev_comp caveman.des
$(U)lev_comp healer.des
$(U)lev_comp knight.des
$(U)lev_comp monk.des
$(U)lev_comp priest.des
$(U)lev_comp ranger.des
$(U)lev_comp rogue.des
$(U)lev_comp samurai.des
$(U)lev_comp tourist.des
$(U)lev_comp valkyrie.des
$(U)lev_comp wizard.des
cd $(SRC)
echo sp_levs done > $(DAT)\sp_lev.tag
$(U)utility.tag: envchk $(INCL)\date.h $(INCL)\onames.h \
$(INCL)\pm.h $(SRC)\monstr.c $(SRC)\vis_tab.c \
$(U)lev_comp.exe $(VIS_TAB_H) $(U)dgn_comp.exe \
$(U)recover.exe $(TILEUTIL)
$(INCL)\pm.h $(U)recover.exe $(TILEUTIL)
@echo utilities made >$@
@echo utilities made.
@@ -1047,156 +993,6 @@ $(INCL)\pm.h : $(U)makedefs.exe
#$(INCL)\trap.h : $(U)makedefs.exe
# $(U)makedefs -t
$(SRC)\monstr.c: $(U)makedefs.exe
$(U)makedefs -m
$(INCL)\vis_tab.h: $(U)makedefs.exe
$(U)makedefs -z
$(SRC)\vis_tab.c: $(U)makedefs.exe
$(U)makedefs -z
#
# Level Compiler Stuff
#
$(U)lev_comp.exe: $(SPLEVOBJS)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)stubvid.o $(O)panic.o $(O)objects.o $(O)monst.o +
$(O)drawing.o $(O)decl.o $(O)alloc.o $(O)lev_main.o +
$(O)lev_$(LEX).o $(O)lev_yacc.o
$@
$(@B)
$(BCMDL);
!
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_yacc.c
$(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_$(LEX).c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_$(LEX).c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_main.c
$(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)lev_comp.y
copy $(YTABC) $(U)lev_yacc.c
copy $(YTABH) $(INCL)\lev_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@echo $(U)lev_comp.y has changed.
@echo To update $(U)lev_yacc.c and $(INCL)\lev_comp.h run $(YACC).
@echo.
@echo For now, we will copy the prebuilt lev_yacc.c
@echo from $(SYS) to $(U)lev_yacc.c, and copy the prebuilt
@echo lev_comp.h from $(SYS) to $(UTIL)\lev_comp.h
@echo and use those.
@echo.
copy $(SYS)\lev_yacc.c $@ >nul
touch $@
copy $(SYS)\lev_comp.h $(INCL)\lev_comp.h >nul
touch $(INCL)\lev_comp.h
! ENDIF
$(U)lev_$(LEX).c: $(U)lev_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)lev_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)lev_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt lev_lex.c
@echo from $(SYS) to $@ and use it.
@echo.
copy $(SYS)\lev_lex.c $@ >nul
touch $@
! ENDIF
#
# Dungeon Stuff
#
$(U)dgn_comp.exe: $(DGNCOMPOBJS)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)panic.o $(O)alloc.o $(O)dgn_main.o $(O)dgn_$(LEX).o +
$(O)dgn_yacc.o
$@
$(@B)
$(BCMDL);
!
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_yacc.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_yacc.c
$(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_$(LEX).c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_$(LEX).c
$(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_main.c
$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)dgn_comp.y
copy $(YTABC) $(U)dgn_yacc.c
copy $(YTABH) $(INCL)\dgn_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@echo $(U)dgn_comp.y has changed. To update $@ and
@echo $(INCL)\dgn_comp.h run $(YACC).
@echo.
@echo For now, we will copy the prebuilt dgn_yacc.c from
@echo $(SYS) to $(U)dgn_yacc.c, and copy the prebuilt
@echo dgn_comp.h from $(SYS) to $(INCL)\dgn_comp.h
@echo and use those.
@echo.
copy $(SYS)\dgn_yacc.c $@ >nul
touch $@
copy $(SYS)\dgn_comp.h $(INCL)\dgn_comp.h >nul
touch $(INCL)\dgn_comp.h
! ENDIF
$(U)dgn_$(LEX).c: $(U)dgn_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)dgn_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)dgn_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt dgn_lex.c
@echo from $(SYS) to $@ and use it.
@echo.
copy $(SYS)\dgn_lex.c $@ >nul
touch $@
! ENDIF
obj.tag:
@if not exist $(O)*.* mkdir $(OBJ)
@echo directory $(OBJ) created
@@ -1373,7 +1169,7 @@ nhdat: $(U)dlb_main.exe
@echo dungeon >>dlb.lst
@echo license >>dlb.lst
@echo msdoshlp.txt >>dlb.lst
@for %%N in (*.lev) do echo %%N >>dlb.lst
@for %%N in (*.lua) do echo %%N >>dlb.lst
$(U)dlb_main cvIf dlb.lst $(SRC)\nhdat
@cd $(SRC)
@@ -1394,8 +1190,6 @@ spotless: clean
if exist $(DATE_H) del $(DATE_H)
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(VIS_TAB_H) del $(VIS_TAB_H)
if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c
if exist $(SRC)\tile.c del $(SRC)\tile.c
if exist $(DAT)\rumors del $(DAT)\rumors
if exist $(DAT)\data del $(DAT)\data
@@ -1404,11 +1198,6 @@ spotless: clean
if exist $(DAT)\options del $(DAT)\options
if exist $(DAT)\oracles del $(DAT)\oracles
if exist $(DAT)\rumors del $(DAT)\rumors
if exist $(DAT)\quest.dat del $(DAT)\quest.dat
if exist $(DAT)\*.lev del $(DAT)\*.lev
if exist $(DAT)\sp_lev.tag del $(DAT)\sp_lev.tag
if exist $(SRC)\monstr.c del $(SRC)\monstr.c
if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c
if exist $(SRC)\$(PLANAR_TIB) del $(SRC)\$(PLANAR_TIB)
if exist $(SRC)\$(OVERVIEW_TIB) del $(SRC)\$(OVERVIEW_TIB)
if exist $(U)recover.exe del $(U)recover.exe
@@ -1422,8 +1211,6 @@ clean:
if exist $(O)*.b del $(O)*.b
if exist $(U)utility.tag del $(U)utility.tag
if exist $(U)makedefs.exe del $(U)makedefs.exe
if exist $(U)lev_comp.exe del $(U)lev_comp.exe
if exist $(U)dgn_comp.exe del $(U)dgn_comp.exe
if exist $(U)dlb_main.exe del $(U)dlb_main.exe
if exist $(SRC)\*.lnk del $(SRC)\*.lnk
if exist $(SRC)\*.map del $(SRC)\*.map
@@ -1825,11 +1612,6 @@ $(O)monst.o: $(SRC)\monst.c $(CONFIG_H) $(PERMONST_H) $(MONSYM_H) \
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\monst.c
$(O)monstr.o: $(SRC)\monstr.c $(CONFIG_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\monstr.c
$(O)mplayer.o: $(PCHO) $(SRC)\mplayer.c $(HACK_H)
$(O)muse.o: $(PCHO) $(SRC)\muse.c $(HACK_H)
$(O)music.o: $(PCHO) $(SRC)\music.c $(HACK_H)
@@ -1873,12 +1655,7 @@ $(O)topten.o: $(PCHO) $(SRC)\topten.c $(HACK_H) $(DLB_H) $(PATCHLEVEL_H)
$(O)u_init.o: $(PCHO) $(SRC)\u_init.c $(HACK_H)
$(O)uhitm.o: $(PCHO) $(SRC)\uhitm.c $(HACK_H)
$(O)version.o: $(PCHO) $(SRC)\version.c $(HACK_H) $(PATCHLEVEL_H)
$(O)vision.o: $(PCHO) $(SRC)\vision.c $(HACK_H) $(VIS_TAB_H)
$(O)vis_tab.o: $(SRC)\vis_tab.c $(HACK_H) $(VIS_TAB_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\vis_tab.c
$(O)vision.o: $(PCHO) $(SRC)\vision.c
$(O)wield.o: $(PCHO) $(SRC)\wield.c $(HACK_H)
$(O)windows.o: $(PCHO) $(SRC)\windows.c $(HACK_H) $(WINTTY_H)
$(O)worm.o: $(PCHO) $(SRC)\worm.c $(HACK_H)

View File

@@ -141,33 +141,12 @@ O = $(OBJ)\ # comment so \ isn't last char
U = $(UTIL)\ # comment so \ isn't last char
SPLEVDES = $(DAT)\Arch.des $(DAT)\Barb.des $(DAT)\bigroom.des \
$(DAT)\castle.des $(DAT)\Caveman.des $(DAT)\endgame.des \
$(DAT)\gehennom.des $(DAT)\Healer.des $(DAT)\Knight.des \
$(DAT)\knox.des $(DAT)\Monk.des $(DAT)\medusa.des \
$(DAT)\mines.des $(DAT)\oracle.des $(DAT)\Priest.des \
$(DAT)\Ranger.des $(DAT)\Rogue.des $(DAT)\Samurai.des \
$(DAT)\Tourist.des $(DAT)\tower.des $(DAT)\Valkyrie.des \
$(DAT)\Wizard.des $(DAT)\yendor.des
VGAOBJ = vidvga.o
MAKESRC = $(U)makedefs.c
SPLEVSRC = $(U)lev_yacc.c $(U)lev_$(LEX).c $(U)lev_main.c \
$(U)panic.c
DGNCOMPSRC = $(U)dgn_yacc.c $(U)dgn_$(LEX).c $(U)dgn_main.c
MAKEOBJS = makedefs.o monst.o objects.o
SPLEVOBJS = lev_yacc.o lev_$(LEX).o lev_main.o alloc.o \
monst.o objects.o panic.o \
drawing.o decl.o stubvid.o
DGNCOMPOBJS = dgn_yacc.o dgn_$(LEX).o dgn_main.o alloc.o \
panic.o
RECOVOBJS = recover.o
@@ -212,7 +191,7 @@ VOBJ07 = getline.o hack.o hacklib.o invent.o lock.o
VOBJ08 = mail.o main.o makemon.o mapglyph.o mcastu.o mhitm.o
VOBJ09 = mhitu.o minion.o mkmap.o mklev.o mkmaze.o
VOBJ10 = mkobj.o mkroom.o mon.o mondata.o monmove.o
VOBJ11 = monst.o monstr.o mplayer.o mthrowu.o muse.o
VOBJ11 = monst.o mplayer.o mthrowu.o muse.o
VOBJ12 = music.o o_init.o objects.o objnam.o options.o
VOBJ13 = pickup.o pline.o polyself.o potion.o quest.o
VOBJ14 = questpgr.o pager.o pray.o priest.o read.o
@@ -221,7 +200,7 @@ VOBJ16 = rumors.o save.o shk.o shknam.o sit.o
VOBJ17 = sounds.o sp_lev.o spell.o steal.o steed.o
VOBJ18 = termcap.o timeout.o topl.o topten.o track.o
VOBJ19 = trap.o u_init.o uhitm.o vault.o vision.o
VOBJ20 = vis_tab.o weapon.o were.o wield.o windows.o
VOBJ20 = weapon.o were.o wield.o windows.o
VOBJ21 = wintty.o wizard.o worm.o worn.o write.o
VOBJ22 = zap.o light.o dlb.o dig.o teleport.o
VOBJ23 = random.o region.o sys.o
@@ -390,14 +369,14 @@ install: envchk $(GAME) $(O)install.tag
@echo Done.
$(O)install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(O)sp_lev.tag $(DLB)
$(DAT)\oracles $(DAT)\quest.dat $(DLB)
! IF ("$(USE_DLB)"=="Y")
copy $(SRC)\nhdat $(GAMEDIR)
copy $(DAT)\license $(GAMEDIR)
! ELSE
copy $(DAT)\*. $(GAMEDIR)
copy $(DAT)\*.dat $(GAMEDIR)
copy $(DAT)\*.lev $(GAMEDIR)
copy $(DAT)\*.lua $(GAMEDIR)
if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
if exist $(DAT)\symbols copy $(DAT)\symbols $(GAMEDIR)
@@ -411,39 +390,8 @@ $(O)install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)
echo install done > $@
$(O)sp_lev.tag: $(O)utility.tag $(SPLEVDES)
cd $(DAT)
$(U)lev_comp bigroom.des
$(U)lev_comp castle.des
$(U)lev_comp endgame.des
$(U)lev_comp gehennom.des
$(U)lev_comp knox.des
$(U)lev_comp mines.des
$(U)lev_comp medusa.des
$(U)lev_comp oracle.des
$(U)lev_comp sokoban.des
$(U)lev_comp tower.des
$(U)lev_comp yendor.des
$(U)lev_comp arch.des
$(U)lev_comp barb.des
$(U)lev_comp caveman.des
$(U)lev_comp healer.des
$(U)lev_comp knight.des
$(U)lev_comp monk.des
$(U)lev_comp priest.des
$(U)lev_comp ranger.des
$(U)lev_comp rogue.des
$(U)lev_comp samurai.des
$(U)lev_comp tourist.des
$(U)lev_comp valkyrie.des
$(U)lev_comp wizard.des
cd $(SRC)
# -@if exist $(O)sp_lev.tag del $(O)sp_lev.tag
@echo sp_levs done >$(O)sp_lev.tag
$(O)utility.tag: $(INCL)\date.h $(INCL)\trap.h \
$(INCL)\onames.h $(INCL)\pm.h monstr.c vis_tab.c \
$(U)lev_comp.exe $(U)dgn_comp.exe $(U)recover.exe $(TILEUTIL)
$(INCL)\onames.h $(INCL)\pm.h $(U)recover.exe $(TILEUTIL)
-@if exist $(O)utility.tag del $(O)utility.tag
@echo utilities made > $@
@@ -497,28 +445,17 @@ spotless: clean
if exist $(O)install.tag del $(O)install.tag
if exist $(GAME).lnk del $(GAME).lnk
if exist $(U)makedefs.exe del $(U)makedefs.exe
if exist $(U)lev_comp.exe del $(U)lev_comp.exe
if exist $(U)dgn_comp.exe del $(U)dgn_comp.exe
if exist $(SRC)\lev_lex.c del $(SRC)\lev_lex.c
if exist $(SRC)\lev_yacc.c del $(SRC)\lev_yacc.c
if exist $(SRC)\dgn_lex.c del $(SRC)\dgn_lex.c
if exist $(SRC)\dgn_yacc.c del $(SRC)\dgn_yacc.c
if exist $(U)recover.exe del $(U)recover.exe
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
if exist $(INCL)\pcvideo.h del $(INCL)\pcvideo.h
if exist $(MSYS)\pctiles.h del $(MSYS)\pctiles.h
if exist $(INCL)\portio.h del $(MSYS)\portio.h
if exist $(WSHR)\tile.h del $(WSHR)\tile.h
if exist monstr.c del monstr.c
if exist vis_tab.c del vis_tab.c
if exist $(SRC)\panic.c del $(SRC)\panic.c
if exist $(SRC)\makedefs.c del $(SRC)\makedefs.c
if exist $(SRC)\recover.c del $(SRC)\recover.c
if exist $(SRC)\lev_main.c del $(SRC)\lev_main.c
if exist $(SRC)\dlb_main.c del $(SRC)\dlb_main.c
if exist $(SRC)\dgn_main.c del $(SRC)\dgn_main.c
if exist $(SRC)\wintty.c del $(SRC)\wintty.c
if exist $(SRC)\topl.c del $(SRC)\topl.c
if exist $(SRC)\getline.c del $(SRC)\getline.c
@@ -538,8 +475,6 @@ spotless: clean
if exist $(INCL)\date.h del $(INCL)\date.h
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
if exist vis_tab.c del vis_tab.c
if exist *.lnk del *.lnk
if exist *.def del *.def
if exist *.map del *.map
@@ -547,7 +482,6 @@ spotless: clean
if exist tilemap.exe del tilemap.exe
if exist tile2bin.exe del tile2bin.exe
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\*.lev del $(DAT)\*.lev
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\dungeon del $(DAT)\dungeon
if exist $(DAT)\options del $(DAT)\options
@@ -558,9 +492,6 @@ spotless: clean
if exist $(DAT)\dlb.lst del $(DAT)\dlb.lst
if exist $(DAT)\msdoshlp.txt del $(DAT)\msdoshlp.txt
if exist $(DAT)\dlb_main.exe del $(DAT)\dlb_main.exe
if exist $(DAT)\lev_comp.exe del $(DAT)\lev_comp.exe
if exist $(DAT)\dgn_comp.exe del $(DAT)\dgn_comp.exe
if exist $(O)sp_lev.tag del $(O)sp_lev.tag
if exist $(PLANAR_TIB) del $(PLANAR_TIB)
if exist $(OVERVIEW_TIB) del $(OVERVIEW_TIB)
@@ -600,136 +531,6 @@ $(INCL)\onames.h: $(U)makedefs.exe
$(INCL)\pm.h: $(U)makedefs.exe
-$(U)makedefs -p
monstr.c: $(U)makedefs.exe
-$(U)makedefs -m
$(INCL)\vis_tab.h: $(U)makedefs.exe
-$(U)makedefs -z
vis_tab.c: $(U)makedefs.exe
-$(U)makedefs -z
#
# Level Compiler Stuff
#
$(U)lev_comp.exe: $(SPLEVOBJS)
@echo Linking $@...
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(SPLEVOBJS:^ =+^
)
$@
$(@B)
$(BCMDL);
<<
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
$(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_$(LEX).c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
$(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)lev_comp.y
copy $(YTABC) $(U)lev_yacc.c
copy $(YTABH) $(INCL)\lev_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@echo $(U)lev_comp.y has changed.
@echo To update $(U)lev_yacc.c and $(INCL)\lev_comp.h run $(YACC).
@echo.
@echo For now, we will copy the prebuilt lev_yacc.c
@echo from $(SSHR) to $(U)lev_yacc.c, and copy the prebuilt
@echo lev_comp.h from $(SYS) to $(UTIL)\lev_comp.h
@echo and use those.
@echo.
copy $(SSHR)\lev_yacc.c $@ >nul
touch $@
copy $(SSHR)\lev_comp.h $(INCL)\lev_comp.h >nul
touch $(INCL)\lev_comp.h
! ENDIF
$(U)lev_$(LEX).c: $(U)lev_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)lev_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)lev_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt lev_lex.c
@echo from $(SSHR) to $@ and use it.
@echo.
copy $(SSHR)\lev_lex.c $@ >nul
touch $@
! ENDIF
#
# Dungeon Stuff
#
$(U)dgn_comp.exe: $(DGNCOMPOBJS)
@echo Linking $@...
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(DGNCOMPOBJS:^ =+^
)
$@
$(@B)
$(BCMDL);
<<
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_yacc.c
$(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_$(LEX).c
$(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c
$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)dgn_comp.y
copy $(YTABC) $(U)dgn_yacc.c
copy $(YTABH) $(INCL)\dgn_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@echo $(U)dgn_comp.y has changed. To update $@ and
@echo $(INCL)\dgn_comp.h run $(YACC).
@echo.
@echo For now, we will copy the prebuilt dgn_yacc.c from
@echo $(SSHR) to $(U)dgn_yacc.c, and copy the prebuilt
@echo dgn_comp.h from $(SSHR) to $(INCL)\dgn_comp.h
@echo and use those.
@echo.
copy $(SSHR)\dgn_yacc.c $@ >nul
touch $@
copy $(SSHR)\dgn_comp.h $(INCL)\dgn_comp.h >nul
touch $(INCL)\dgn_comp.h
! ENDIF
$(U)dgn_$(LEX).c: $(U)dgn_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)dgn_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)dgn_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt dgn_lex.c
@echo from $(SSHR) to $@ and use it.
@echo.
copy $(SSHR)\dgn_lex.c $@ >nul
touch $@
! ENDIF
#
# Recover Utility
#
@@ -920,7 +721,7 @@ $(DAT)\dungeon: $(O)utility.tag $(DAT)\dungeon.def
nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(DAT)\options \
$(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \
$(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon \
$(DAT)\license $(O)sp_lev.tag
$(DAT)\license
@copy $(MSYS)\msdoshlp.txt $(DAT)
@cd $(DAT)
@echo data >dlb.lst
@@ -938,121 +739,132 @@ nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(DAT)\options \
@echo license >>dlb.lst
@echo msdoshlp.txt >>dlb.lst
! IF ("$(NO_FOR)"=="Y")
echo AIR.LEV >>dlb.lst
echo ARC-FILA.LEV >>dlb.lst
echo ARC-FILB.LEV >>dlb.lst
echo ARC-GOAL.LEV >>dlb.lst
echo ARC-LOCA.LEV >>dlb.lst
echo ARC-STRT.LEV >>dlb.lst
echo ASMODEUS.LEV >>dlb.lst
echo ASTRAL.LEV >>dlb.lst
echo BAALZ.LEV >>dlb.lst
echo BAR-FILA.LEV >>dlb.lst
echo BAR-FILB.LEV >>dlb.lst
echo BAR-GOAL.LEV >>dlb.lst
echo BAR-LOCA.LEV >>dlb.lst
echo BAR-STRT.LEV >>dlb.lst
echo BIGRM-1.LEV >>dlb.lst
echo BIGRM-2.LEV >>dlb.lst
echo BIGRM-3.LEV >>dlb.lst
echo BIGRM-4.LEV >>dlb.lst
echo BIGRM-5.LEV >>dlb.lst
echo CASTLE.LEV >>dlb.lst
echo CAV-FILA.LEV >>dlb.lst
echo CAV-FILB.LEV >>dlb.lst
echo CAV-GOAL.LEV >>dlb.lst
echo CAV-LOCA.LEV >>dlb.lst
echo CAV-STRT.LEV >>dlb.lst
echo EARTH.LEV >>dlb.lst
echo FAKEWIZ1.LEV >>dlb.lst
echo FAKEWIZ2.LEV >>dlb.lst
echo FIRE.LEV >>dlb.lst
echo HEA-FILA.LEV >>dlb.lst
echo HEA-FILB.LEV >>dlb.lst
echo HEA-GOAL.LEV >>dlb.lst
echo HEA-LOCA.LEV >>dlb.lst
echo HEA-STRT.LEV >>dlb.lst
echo JUIBLEX.LEV >>dlb.lst
echo KNI-FILA.LEV >>dlb.lst
echo KNI-FILB.LEV >>dlb.lst
echo KNI-GOAL.LEV >>dlb.lst
echo KNI-LOCA.LEV >>dlb.lst
echo KNI-STRT.LEV >>dlb.lst
echo KNOX.LEV >>dlb.lst
echo MEDUSA-1.LEV >>dlb.lst
echo MEDUSA-2.LEV >>dlb.lst
echo MINEFILL.LEV >>dlb.lst
echo MINEND-1.LEV >>dlb.lst
echo MINEND-2.LEV >>dlb.lst
echo MINEND-3.LEV >>dlb.lst
echo MINETN-1.LEV >>dlb.lst
echo MINETN-2.LEV >>dlb.lst
echo MINETN-3.LEV >>dlb.lst
echo MINETN-4.LEV >>dlb.lst
echo MINETN-5.LEV >>dlb.lst
echo MINETN-6.LEV >>dlb.lst
echo MINETN-7.LEV >>dlb.lst
echo MON-FILA.LEV >>dlb.lst
echo MON-FILB.LEV >>dlb.lst
echo MON-GOAL.LEV >>dlb.lst
echo MON-LOCA.LEV >>dlb.lst
echo MON-STRT.LEV >>dlb.lst
echo ORACLE.LEV >>dlb.lst
echo ORCUS.LEV >>dlb.lst
echo PRI-FILA.LEV >>dlb.lst
echo PRI-FILB.LEV >>dlb.lst
echo PRI-GOAL.LEV >>dlb.lst
echo PRI-LOCA.LEV >>dlb.lst
echo PRI-STRT.LEV >>dlb.lst
echo RAN-FILA.LEV >>dlb.lst
echo RAN-FILB.LEV >>dlb.lst
echo RAN-GOAL.LEV >>dlb.lst
echo RAN-LOCA.LEV >>dlb.lst
echo RAN-STRT.LEV >>dlb.lst
echo ROG-FILA.LEV >>dlb.lst
echo ROG-FILB.LEV >>dlb.lst
echo ROG-GOAL.LEV >>dlb.lst
echo ROG-LOCA.LEV >>dlb.lst
echo ROG-STRT.LEV >>dlb.lst
echo SAM-FILA.LEV >>dlb.lst
echo SAM-FILB.LEV >>dlb.lst
echo SAM-GOAL.LEV >>dlb.lst
echo SAM-LOCA.LEV >>dlb.lst
echo SAM-STRT.LEV >>dlb.lst
echo SANCTUM.LEV >>dlb.lst
echo SOKO1-1.LEV >>dlb.lst
echo SOKO1-2.LEV >>dlb.lst
echo SOKO2-1.LEV >>dlb.lst
echo SOKO2-2.LEV >>dlb.lst
echo SOKO3-1.LEV >>dlb.lst
echo SOKO3-2.LEV >>dlb.lst
echo SOKO4-1.LEV >>dlb.lst
echo SOKO4-2.LEV >>dlb.lst
echo TOU-FILA.LEV >>dlb.lst
echo TOU-FILB.LEV >>dlb.lst
echo TOU-GOAL.LEV >>dlb.lst
echo TOU-LOCA.LEV >>dlb.lst
echo TOU-STRT.LEV >>dlb.lst
echo TOWER1.LEV >>dlb.lst
echo TOWER2.LEV >>dlb.lst
echo TOWER3.LEV >>dlb.lst
echo VAL-FILA.LEV >>dlb.lst
echo VAL-FILB.LEV >>dlb.lst
echo VAL-GOAL.LEV >>dlb.lst
echo VAL-LOCA.LEV >>dlb.lst
echo VAL-STRT.LEV >>dlb.lst
echo VALLEY.LEV >>dlb.lst
echo WATER.LEV >>dlb.lst
echo WIZ-FILA.LEV >>dlb.lst
echo WIZ-FILB.LEV >>dlb.lst
echo WIZ-GOAL.LEV >>dlb.lst
echo WIZ-LOCA.LEV >>dlb.lst
echo WIZ-STRT.LEV >>dlb.lst
echo WIZARD1.LEV >>dlb.lst
echo WIZARD2.LEV >>dlb.lst
echo WIZARD3.LEV >>dlb.lst
@echo air.lua >>dlb.lst
@echo Arc-fila.lua >>dlb.lst
@echo Arc-filb.lua >>dlb.lst
@echo Arc-goal.lua >>dlb.lst
@echo Arc-loca.lua >>dlb.lst
@echo Arc-strt.lua >>dlb.lst
@echo asmodeus.lua >>dlb.lst
@echo astral.lua >>dlb.lst
@echo baalz.lua >>dlb.lst
@echo Bar-fila.lua >>dlb.lst
@echo Bar-filb.lua >>dlb.lst
@echo Bar-goal.lua >>dlb.lst
@echo Bar-loca.lua >>dlb.lst
@echo Bar-strt.lua >>dlb.lst
@echo bigrm-1.lua >>dlb.lst
@echo bigrm-10.lua >>dlb.lst
@echo bigrm-2.lua >>dlb.lst
@echo bigrm-3.lua >>dlb.lst
@echo bigrm-4.lua >>dlb.lst
@echo bigrm-5.lua >>dlb.lst
@echo bigrm-6.lua >>dlb.lst
@echo bigrm-7.lua >>dlb.lst
@echo bigrm-8.lua >>dlb.lst
@echo bigrm-9.lua >>dlb.lst
@echo castle.lua >>dlb.lst
@echo Cav-fila.lua >>dlb.lst
@echo Cav-filb.lua >>dlb.lst
@echo Cav-goal.lua >>dlb.lst
@echo Cav-loca.lua >>dlb.lst
@echo Cav-strt.lua >>dlb.lst
@echo dungeon.lua >>dlb.lst
@echo earth.lua >>dlb.lst
@echo fakewiz1.lua >>dlb.lst
@echo fakewiz2.lua >>dlb.lst
@echo fire.lua >>dlb.lst
@echo Hea-fila.lua >>dlb.lst
@echo Hea-filb.lua >>dlb.lst
@echo Hea-goal.lua >>dlb.lst
@echo Hea-loca.lua >>dlb.lst
@echo Hea-strt.lua >>dlb.lst
@echo juiblex.lua >>dlb.lst
@echo Kni-fila.lua >>dlb.lst
@echo Kni-filb.lua >>dlb.lst
@echo Kni-goal.lua >>dlb.lst
@echo Kni-loca.lua >>dlb.lst
@echo Kni-strt.lua >>dlb.lst
@echo knox.lua >>dlb.lst
@echo medusa-1.lua >>dlb.lst
@echo medusa-2.lua >>dlb.lst
@echo medusa-3.lua >>dlb.lst
@echo medusa-4.lua >>dlb.lst
@echo minefill.lua >>dlb.lst
@echo minend-1.lua >>dlb.lst
@echo minend-2.lua >>dlb.lst
@echo minend-3.lua >>dlb.lst
@echo minetn-1.lua >>dlb.lst
@echo minetn-2.lua >>dlb.lst
@echo minetn-3.lua >>dlb.lst
@echo minetn-4.lua >>dlb.lst
@echo minetn-5.lua >>dlb.lst
@echo minetn-6.lua >>dlb.lst
@echo minetn-7.lua >>dlb.lst
@echo Mon-fila.lua >>dlb.lst
@echo Mon-filb.lua >>dlb.lst
@echo Mon-goal.lua >>dlb.lst
@echo Mon-loca.lua >>dlb.lst
@echo Mon-strt.lua >>dlb.lst
@echo nhlib.lua >>dlb.lst
@echo oracle.lua >>dlb.lst
@echo orcus.lua >>dlb.lst
@echo Pri-fila.lua >>dlb.lst
@echo Pri-filb.lua >>dlb.lst
@echo Pri-goal.lua >>dlb.lst
@echo Pri-loca.lua >>dlb.lst
@echo Pri-strt.lua >>dlb.lst
@echo quest.lua >>dlb.lst
@echo Ran-fila.lua >>dlb.lst
@echo Ran-filb.lua >>dlb.lst
@echo Ran-goal.lua >>dlb.lst
@echo Ran-loca.lua >>dlb.lst
@echo Ran-strt.lua >>dlb.lst
@echo Rog-fila.lua >>dlb.lst
@echo Rog-filb.lua >>dlb.lst
@echo Rog-goal.lua >>dlb.lst
@echo Rog-loca.lua >>dlb.lst
@echo Rog-strt.lua >>dlb.lst
@echo Sam-fila.lua >>dlb.lst
@echo Sam-filb.lua >>dlb.lst
@echo Sam-goal.lua >>dlb.lst
@echo Sam-loca.lua >>dlb.lst
@echo Sam-strt.lua >>dlb.lst
@echo sanctum.lua >>dlb.lst
@echo soko1-1.lua >>dlb.lst
@echo soko1-2.lua >>dlb.lst
@echo soko2-1.lua >>dlb.lst
@echo soko2-2.lua >>dlb.lst
@echo soko3-1.lua >>dlb.lst
@echo soko3-2.lua >>dlb.lst
@echo soko4-1.lua >>dlb.lst
@echo soko4-2.lua >>dlb.lst
@echo themerms.lua >>dlb.lst
@echo Tou-fila.lua >>dlb.lst
@echo Tou-filb.lua >>dlb.lst
@echo Tou-goal.lua >>dlb.lst
@echo Tou-loca.lua >>dlb.lst
@echo Tou-strt.lua >>dlb.lst
@echo tower1.lua >>dlb.lst
@echo tower2.lua >>dlb.lst
@echo tower3.lua >>dlb.lst
@echo Val-fila.lua >>dlb.lst
@echo Val-filb.lua >>dlb.lst
@echo Val-goal.lua >>dlb.lst
@echo Val-loca.lua >>dlb.lst
@echo Val-strt.lua >>dlb.lst
@echo valley.lua >>dlb.lst
@echo water.lua >>dlb.lst
@echo Wiz-fila.lua >>dlb.lst
@echo Wiz-filb.lua >>dlb.lst
@echo Wiz-goal.lua >>dlb.lst
@echo Wiz-loca.lua >>dlb.lst
@echo Wiz-strt.lua >>dlb.lst
@echo wizard1.lua >>dlb.lst
@echo wizard2.lua >>dlb.lst
@echo wizard3.lua >>dlb.lst
! ELSE
@for %%N in (*.lev) do echo %%N >>dlb.lst
@for %%N in (*.lua) do echo %%N >>dlb.lst
! ENDIF
$(U)dlb_main cvIf dlb.lst $(SRC)\nhdat
@cd $(SRC)
@@ -1210,7 +1022,7 @@ u_init.o: u_init.c $(HACK_H)
uhitm.o: uhitm.c $(HACK_H)
vault.o: vault.c $(HACK_H)
version.o: version.c $(HACK_H) $(INCL)\date.h $(INCL)\patchlev.h
vision.o: vision.c $(HACK_H) $(INCL)\vis_tab.h
vision.o: vision.c $(HACK_H)
weapon.o: weapon.c $(HACK_H)
were.o: were.c $(HACK_H)
wield.o: wield.c $(HACK_H)

View File

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

View File

@@ -146,19 +146,8 @@ U = $(UTIL)^\
MAKESRC = $(U)makedefs.c
SPLEVSRC = $(U)lev_yacc.c $(U)lev_$(LEX).c $(U)lev_main.c $(U)panic.c
DGNCOMPSRC = $(U)dgn_yacc.c $(U)dgn_$(LEX).c $(U)dgn_main.c
MAKEOBJS = $(O)makedefs.o $(O)monst.o $(O)objects.o
SPLEVOBJS = $(O)lev_yacc.o $(O)lev_$(LEX).o $(O)lev_main.o \
$(O)alloc.o $(O)decl.o $(O)drawing.o \
$(O)monst.o $(O)objects.o $(O)panic.o
DGNCOMPOBJS = $(O)dgn_yacc.o $(O)dgn_$(LEX).o $(O)dgn_main.o \
$(O)alloc.o $(O)panic.o
TILEFILES = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt
#
@@ -202,8 +191,6 @@ HACK_H = $(INCL)\hack.h $(CONFIG_H) $(INCL)\align.h \
$(INCL)\rect.h $(INCL)\region.h $(INCL)\winprocs.h \
$(INCL)\wintty.h
DGN_FILE_H = $(INCL)\dgn_file.h
LEV_COMP_H = $(INCL)\lev_comp.h
SP_LEV_H = $(INCL)\sp_lev.h
TILE_H = ..\win\share\tile.h
@@ -227,51 +214,14 @@ default : all
#
all : $(INCL)\date.h $(INCL)\onames.h $(INCL)\pm.h \
$(SRC)\monstr.c $(SRC)\vis_tab.c $(U)lev_comp.exe $(INCL)\vis_tab.h \
$(U)dgn_comp.exe $(U)uudecode.exe \
$(SRC)\monstr.c $(U)uudecode.exe \
$(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(O)sp_lev.tag $(DLB) $(SRC)\tile.c \
$(DAT)\oracles $(DAT)\quest.dat $(DLB) $(SRC)\tile.c \
$(SWINCE)\nethack.ico $(SWINCE)\tiles.bmp $(SWINCE)\mnsel.bmp \
$(SWINCE)\mnunsel.bmp $(SWINCE)\petmark.bmp $(SWINCE)\mnselcnt.bmp \
$(SWINCE)\keypad.bmp $(SWINCE)\menubar.bmp
@echo Done!
$(O)sp_lev.tag: $(DAT)\bigroom.des $(DAT)\castle.des \
$(DAT)\endgame.des $(DAT)\gehennom.des $(DAT)\knox.des \
$(DAT)\medusa.des $(DAT)\oracle.des $(DAT)\tower.des \
$(DAT)\yendor.des $(DAT)\arch.des $(DAT)\barb.des \
$(DAT)\caveman.des $(DAT)\healer.des $(DAT)\knight.des \
$(DAT)\monk.des $(DAT)\priest.des $(DAT)\ranger.des \
$(DAT)\rogue.des $(DAT)\samurai.des $(DAT)\sokoban.des \
$(DAT)\tourist.des $(DAT)\valkyrie.des $(DAT)\wizard.des
cd $(DAT)
$(U)lev_comp bigroom.des
$(U)lev_comp castle.des
$(U)lev_comp endgame.des
$(U)lev_comp gehennom.des
$(U)lev_comp knox.des
$(U)lev_comp mines.des
$(U)lev_comp medusa.des
$(U)lev_comp oracle.des
$(U)lev_comp sokoban.des
$(U)lev_comp tower.des
$(U)lev_comp yendor.des
$(U)lev_comp arch.des
$(U)lev_comp barb.des
$(U)lev_comp caveman.des
$(U)lev_comp healer.des
$(U)lev_comp knight.des
$(U)lev_comp monk.des
$(U)lev_comp priest.des
$(U)lev_comp ranger.des
$(U)lev_comp rogue.des
$(U)lev_comp samurai.des
$(U)lev_comp tourist.des
$(U)lev_comp valkyrie.des
$(U)lev_comp wizard.des
cd $(WINCE)
echo sp_levs done > $(O)sp_lev.tag
#$(NHRES): $(TILEBMP16) $(WINCE)\winhack.rc $(WINCE)\mnsel.bmp \
# $(WINCE)\mnselcnt.bmp $(WINCE)\mnunsel.bmp \
# $(WINCE)\petmark.bmp $(WINCE)\NetHack.ico $(WINCE)\rip.bmp \
@@ -316,12 +266,6 @@ $(INCL)\pm.h : $(U)makedefs.exe
$(SRC)\monstr.c: $(U)makedefs.exe
$(U)makedefs -m
$(INCL)\vis_tab.h: $(U)makedefs.exe
$(U)makedefs -z
$(SRC)\vis_tab.c: $(U)makedefs.exe
$(U)makedefs -z
#==========================================
# uudecode utility and uuencoded targets
#==========================================
@@ -376,77 +320,6 @@ $(SWINCE)\menubar.bmp: $(U)uudecode.exe $(SWINCE)\menubar.uu
..\util\uudecode.exe menubar.uu
chdir $(WINCE)
#==========================================
# Level Compiler Stuff
#==========================================
$(U)lev_comp.exe: $(SPLEVOBJS)
echo Linking $@...
$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk
$(SPLEVOBJS:^ =^
)
<<
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_yacc.c
$(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_$(LEX).c
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_$(LEX).c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_main.c
$(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y
@echo We will copy the prebuilt lev_yacc.c and
@echo lev_comp.h from $(SSYS) into $(UTIL) and use them.
@copy $(SSYS)\lev_yacc.c $(U)lev_yacc.c >nul
@copy $(SSYS)\lev_comp.h $(INCL)\lev_comp.h >nul
@echo /**/ >>$(U)lev_yacc.c
@echo /**/ >>$(INCL)\lev_comp.h
$(U)lev_$(LEX).c: $(U)lev_comp.l
@echo We will copy the prebuilt lev_lex.c
@echo from $(SSYS) into $(UTIL) and use it.
@copy $(SSYS)\lev_lex.c $@ >nul
@echo /**/ >>$@
#==========================================
# Dungeon Compiler Stuff
#==========================================
$(U)dgn_comp.exe: $(DGNCOMPOBJS)
@echo Linking $@...
$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk
$(DGNCOMPOBJS:^ =^
)
<<
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h $(U)dgn_yacc.c
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_yacc.c
$(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_$(LEX).c
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_$(LEX).c
$(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c
$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_main.c
$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
@echo We will copy the prebuilt $(U)dgn_yacc.c and
@echo dgn_comp.h from $(SSYS) into $(UTIL) and use them.
@copy $(SSYS)\dgn_yacc.c $(U)dgn_yacc.c >nul
@copy $(SSYS)\dgn_comp.h $(INCL)\dgn_comp.h >nul
@echo /**/ >>$(U)dgn_yacc.c
@echo /**/ >>$(INCL)\dgn_comp.h
$(U)dgn_$(LEX).c: $(U)dgn_comp.l
@echo We will copy the prebuilt dgn_lex.c
@echo from $(SSYS) into $(UTIL) and use it.
@copy $(SSYS)\dgn_lex.c $@ >nul
@echo /**/ >>$@
#==========================================
# Create directory for holding object files
#==========================================
@@ -507,7 +380,7 @@ $(O)dlb_main.o: $(UTIL)\dlb_main.c $(INCL)\config.h $(INCL)\dlb.h
$(DAT)\nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \
$(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \
$(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon \
$(DAT)\license $(O)sp_lev.tag
$(DAT)\license
cd $(DAT)
echo data >dlb.lst
echo oracles >>dlb.lst
@@ -525,7 +398,7 @@ $(DAT)\nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \
echo wizhelp >>dlb.lst
echo dungeon >>dlb.lst
echo license >>dlb.lst
for %%N in (*.lev) do echo %%N >>dlb.lst
for %%N in (*.lua) do echo %%N >>dlb.lst
$(U)dlb_main cIf dlb.lst nhdat
cd $(WINCE)
@@ -617,9 +490,6 @@ $(DAT)\oracles: $(UTIL)\makedefs.exe $(DAT)\oracles.txt
$(DAT)\dungeon: $(UTIL)\makedefs.exe $(DAT)\dungeon.def
$(U)makedefs -e
cd $(DAT)
$(U)dgn_comp dungeon.pdf
cd $(WINCE)
#
# NT dependencies
@@ -760,7 +630,6 @@ $(O)qt_win.o: ..\win\Qt\qt_win.cpp $(HACK_H) $(INCL)\func_tab.h \
$(O)qt_clust.o: ..\win\Qt\qt_clust.cpp $(INCL)\qt_clust.h
$(CXX) $(CXXFLAGS) -c ..\win\Qt\qt_clust.cpp
$(O)monstr.o: $(SRC)\monstr.c $(CONFIG_H)
$(O)vis_tab.o: $(SRC)\vis_tab.c $(CONFIG_H) $(INCL)\vis_tab.h
$(O)allmain.o: $(SRC)\allmain.c $(HACK_H)
$(O)alloc.o: $(SRC)\alloc.c $(CONFIG_H)
$(O)apply.o: $(SRC)\apply.c $(HACK_H)
@@ -861,7 +730,7 @@ $(O)u_init.o: $(SRC)\u_init.c $(HACK_H)
$(O)uhitm.o: $(SRC)\uhitm.c $(HACK_H)
$(O)vault.o: $(SRC)\vault.c $(HACK_H)
$(O)version.o: $(SRC)\version.c $(HACK_H) $(INCL)\date.h $(INCL)\patchlevel.h
$(O)vision.o: $(SRC)\vision.c $(HACK_H) $(INCL)\vis_tab.h
$(O)vision.o: $(SRC)\vision.c $(HACK_H)
$(O)weapon.o: $(SRC)\weapon.c $(HACK_H)
$(O)were.o: $(SRC)\were.c $(HACK_H)
$(O)wield.o: $(SRC)\wield.c $(HACK_H)