From d44dd394445f8d1b345ecd0e67570632b34b109a Mon Sep 17 00:00:00 2001 From: nhmall Date: Wed, 4 Dec 2019 22:15:44 -0500 Subject: [PATCH] more Porting updates --- Porting | 51 +++++++++++++++++++++++++++------------------------ 1 file changed, 27 insertions(+), 24 deletions(-) diff --git a/Porting b/Porting index 675b9ca4f..cc27f9965 100644 --- a/Porting +++ b/Porting @@ -200,34 +200,37 @@ line options to produce several output files that are required for: 4.2. Other utilities -Compile and link other utilities such as uudecode, tile-generation utilities, -and so forth. Those produce output files for use during the game and need to -be included in the packaging of the game. + Compile and link other utilities such as uudecode, tile-generation +utilities, and so forth. Those produce output files for use during the game and +need to be included in the packaging of the game. 4.3. Lua - -Compile and link into a library, or obtain a prebuilt Lua library for your platform; -place the Lua source into lib/lua-5.3.5 (or other folder representing an appropriate -Lua version); place the Lua library into lib. + + Compile and link into a library, or obtain a prebuilt Lua library for +your platform. Place the Lua source into lib/lua-5.3.5 (or other folder +representing an appropriate Lua version); place the compiled Lua library into +lib. 4.4 Compile NetHack sources -Compile the source code of the game, including a suitable regular-expression -interface from several options available in sys/share. Pick one that is -supported by your OS or that you have obtained a 3rd party library for. + Compile the source code of the game, including a suitable +regular-expression choice from several options available in sys/share. Pick one +that is supported by your OS or that you have obtained a 3rd party library for. 4.5 Compile optional window port components into a library -If your platform requires 3rd party sources in order to support the window -port options that you have chosen, such as curses sources for the curses + If your platform requires 3rd party sources in order to support the +window port options that you have chosen, such as curses sources for the curses window port, you may store the sources for that library in a subfolder under lib. - 4.5. Link the game + 4.6. Link the game -Link the game to the Lua library, any window port support libraries. + Link the game to the Lua library, and to any window port support +libraries. + + 4.7 Package the game - 4.6 Package the game 5.0 Design Updates @@ -236,27 +239,27 @@ The following design updates were introduced in NetHack 3.7. 5.1 Quest text files -The quest text files that were formerly converted from their source text by -makedefs during the build process, have been replaced by Lua versions and -are inserted into the game package for processing by the embedded Lua + The quest text files that were formerly converted from their source +text by makedefs during the build process, have been replaced by Lua versions +and are inserted into the game package for processing by the embedded Lua interpreter during game execution. 5.2 Level Compiler -There is no longer a build-time level compiler. Instead, the level descriptions -have been converted to Lua and are inserted into the game package for -processing by the embeded Lua interpreter during game execution. + There is no longer a build-time level compiler. Instead, the level +descriptions have been converted to Lua and are inserted into the game package +for processing by the embeded Lua interpreter during game execution. 5.3 Dungeon Compiler -There is no longer a build-time dungeon compiler. Instead, the dungeon + There is no longer a build-time dungeon compiler. Instead, the dungeon description has been converted to Lua and is inserted into the game package for -processing by the embeded Lua interpreter during game execution. +processing by the embeded Lua interpreter during game execution. 5.4 Run-time Options -Some of the build and option information that was formerly produced at + Some of the build and option information that was formerly produced at build-time by makedefs, and contained information about the game platform and options selected during the build of the game can now be produced at run-time by code within the game itself. That was done to facilitate cross-compiling of