Merge remote-tracking branch 'origin/NetHack-3.6.0'

This commit is contained in:
keni
2017-12-04 17:34:59 -05:00
38 changed files with 329 additions and 10840 deletions

34
Files
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@@ -284,19 +284,31 @@ mnsel.uu mnselcnt.uu mnunsel.uu mswproc.c petmark.uu
pilemark.uu record.uu resource.h rip.uu splash.uu
tiles.mak winMS.h winhack.c winhack.rc
win/win32/vs2010:
(files for Visual Studio 2010 Express Edition builds)
dgncomp.vcxproj dgnstuff.vcxproj dlb_main.vcxproj levcomp.vcxproj
levstuff.vcxproj makedefs.vcxproj NetHack.sln NetHackW.vcxproj
recover.vcxproj tile2bmp.vcxproj tilemap.vcxproj tiles.vcxproj
win/win32/vs2015:
(files for Visual Studio 2015 Express Edition builds)
afterdgncomp.proj afterdlb.proj afterlevcomp.proj aftermakedefs.proj
afternethack.proj afterrecover.proj aftertile2bmp.proj aftertilemap.proj
afteruudecode.proj build.bat common.props config.props
console.props default.props default_dll.props dgncomp.vcxproj
dirs.props dlb.vcxproj dll.props files.props
levcomp.vcxproj makedefs.vcxproj NetHack.sln NetHack.vcxproj
NetHackW.vcxproj nh340key.def nh340key.vcxproj nhdefkey.def
nhdefkey.vcxproj nhraykey.def nhraykey.vcxproj notes.txt
recover.vcxproj tile2bmp.vcxproj tilemap.vcxproj tiles.vcxproj
uudecode.vcxproj
win/win32/vs2013:
(files for Visual Studio 2013 Express Edition builds)
dgncomp.vcxproj dgnstuff.vcxproj dlb_main.vcxproj levcomp.vcxproj
levstuff.vcxproj makedefs.vcxproj NetHack.sln NetHack.vcxproj
NetHackW.vcxproj nhdefkey.vcxproj recover.vcxproj tile2bmp.vcxproj
tilemap.vcxproj tiles.vcxproj uudecode.vcxproj
win/win32/vs2017:
(files for Visual Studio 2017 Community Edition builds)
afterdgncomp.proj afterdlb.proj afterlevcomp.proj aftermakedefs.proj
afternethack.proj afterrecover.proj aftertile2bmp.proj aftertilemap.proj
afteruudecode.proj build.bat common.props config.props
console.props default.props default_dll.props dgncomp.vcxproj
dirs.props dlb.vcxproj dll.props files.props
levcomp.vcxproj makedefs.vcxproj NetHack.sln NetHack.vcxproj
NetHackW.vcxproj nh340key.def nh340key.vcxproj nhdefkey.def
nhdefkey.vcxproj nhraykey.def nhraykey.vcxproj recover.vcxproj
tile2bmp.vcxproj tilemap.vcxproj tiles.vcxproj uudecode.vcxproj
This is a list of files produced by auxiliary programs. They can all be
regenerated from the files in the distribution.

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@@ -1,4 +1,4 @@
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.233 $ $NHDT-Date: 1505214878 2017/09/12 11:14:38 $
.\" $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.240 $ $NHDT-Date: 1512098127 2017/12/01 03:15:27 $
.ds h0 "NetHack Guidebook
.ds h1
.ds h2 %
@@ -924,8 +924,17 @@ This command allows you to move an item from one particular inventory
slot to another so that it has a letter which is more meaningful for you
or that it will appear in a particular location when inventory listings
are displayed.
You can move to a currently empty slot, or if the destination is
occupied--and won't merge--the item there will swap slots with the one
being moved.
``#adjust'' can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.
.lp ""
When no count is given, other compatible stacks are merged with the source
stack as it's moved to the destination. When a split count is given, the
only stack that might be merged is the one already in the destination.
To move a whole stack without having other compatible ones merge with it,
specify a ``split'' count which matches the full stack size.
.lp #annotate
Allows you to specify one line of text to associate with the current
dungeon level. All levels with annotations are displayed by the
@@ -944,7 +953,7 @@ Show your attributes. Default key is '^X'.
.lp #autopickup
Toggle the autopickup -option on/off. Default key is '@'.
.lp #call
Call (name) a monster, or a object in inventory, on the floor,
Call (name) a monster, or an object in inventory, on the floor,
or in the discoveries list, or add an annotation for the
current level (same as ``#annotate''). Default key is 'C'.
.lp #cast
@@ -997,7 +1006,7 @@ Jump to another location. Autocompletes. Default key is 'M-j', and 'j' if number
.lp #kick
Kick something. Default key is '^D', and 'k' if number_pad is on.
.lp #known
Show what object types have been discovered. Default key is '\'.
Show what object types have been discovered. Default key is '\\'.
.lp #knownclass
Show discovered types for one class of objects. Default key is '`'.
.lp #levelchange

View File

@@ -1104,8 +1104,17 @@ This command allows you to move an item from one particular inventory
slot to another so that it has a letter which is more meaningful for you
or that it will appear in a particular location when inventory listings
are displayed.
You can move to a currently empty slot, or if the destination is
occupied--and won't merge--the item there will swap slots with the one
being moved.
``{\tt \#adjust}'' can also be used to split a stack of objects; when
choosing the item to adjust, enter a count prior to its letter.
choosing the item to adjust, enter a count prior to its letter.\\
%.lp ""
When no count is given, other compatible stacks are merged with the source
stack as it's moved to the destination. When a split count is given, the
only stack that might be merged is the one already in the destination.
To move a whole stack without having other compatible ones merge with it,
specify a ``split'' count which matches the full stack size.
%.lp
\item[\tb{\#annotate}]
Allows you to specify one line of text to associate with the current
@@ -1129,7 +1138,7 @@ Show your attributes. Default key is '{\tt \^{}X}'.\\
Toggle the {\it autopickup\/} -option. Default key is '{\tt @}'.\\
%.lp
\item[\tb{\#call}]
Call (name) a monster, or a object in inventory, on the floor,
Call (name) a monster, or an object in inventory, on the floor,
or in the discoveries list, or add an annotation for the
current level (same as ``{\tt \#annotate}''). Default key is '{\tt C}'.
%.lp

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@@ -473,6 +473,11 @@ make Vlad slightly tougher
reduce the amount of gold laying on the floor
locked chests and large boxes contain more stuff
make shopkeepers bill hero for burying merchandise
monster holding hero takes double damage from an explosion for reaching into
adjacent spot, but it was being inflicted even when hero was swallowed
or beyond the explosion radius
poly'd hero holding monster now takes double damage (if monster is within
explosion radious) instead of inflicting that upon the monster
Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
@@ -715,6 +720,9 @@ Master Key of Thievery always finds door and chest traps if used to lock or
"Elbereth" now erodes based on attacks by the player, not monsters scared
option herecmd_menu to make a mouse click on your character pop up
a context menu, and extended command #herecmdmenu to do the same
for #adjust, specifying a split count which matches an inventory slot's full
size will move or swap that stack without combining other compatible
stacks (except for the one in the destination slot, if applicable)
Platform- and/or Interface-Specific New Features

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 explode.c $NHDT-Date: 1503355817 2017/08/21 22:50:17 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.50 $ */
/* NetHack 3.6 explode.c $NHDT-Date: 1511658058 2017/11/26 01:00:58 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.54 $ */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
@@ -42,7 +42,8 @@ int expltype;
uchar adtyp;
int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */
boolean shopdamage = FALSE, generic = FALSE, physical_dmg = FALSE,
do_hallu = FALSE, inside_engulfer;
do_hallu = FALSE, inside_engulfer, grabbed, grabbing;
coord grabxy;
char hallu_buf[BUFSZ];
short exploding_wand_typ = 0;
@@ -87,6 +88,30 @@ int expltype;
/* if hero is engulfed and caused the explosion, only hero and
engulfer will be affected */
inside_engulfer = (u.uswallow && type >= 0);
/* held but not engulfed implies holder is reaching into second spot
so might get hit by double damage */
grabbed = grabbing = FALSE;
if (u.ustuck && !u.uswallow) {
if (Upolyd && sticks(youmonst.data))
grabbing = TRUE;
else
grabbed = TRUE;
grabxy.x = u.ustuck->mx;
grabxy.y = u.ustuck->my;
} else
grabxy.x = grabxy.y = 0; /* lint suppression */
/* FIXME:
* It is possible for a grabber to be outside the explosion
* radius and reaching inside to hold the hero. If so, it ought
* to take damage (the extra half of double damage). It is also
* possible for poly'd hero to be outside the radius and reaching
* in to hold a monster. Hero should take damage in that situation.
*
* Probably the simplest way to handle this would be to expand
* the radius used when collecting targets but exclude everything
* beyond the regular radius which isn't reaching inside. Then
* skip harm to gear of any extended targets when inflicting damage.
*/
if (olet == MON_EXPLODE) {
str = killer.name;
@@ -401,8 +426,15 @@ int expltype;
pline("%s resists the %s!", Monnam(mtmp), str);
mdam = (dam + 1) / 2;
}
if (mtmp == u.ustuck)
/* if grabber is reaching into hero's spot and
hero's spot is within explosion radius, grabber
gets hit by double damage */
if (grabbed && mtmp == u.ustuck && distu(x, y) <= 2)
mdam *= 2;
/* being resistant to opposite type of damage makes
target more vulnerable to current type of damage
(when target is also resistant to current type,
we won't get here) */
if (resists_cold(mtmp) && adtyp == AD_FIRE)
mdam *= 2;
else if (resists_fire(mtmp) && adtyp == AD_COLD)
@@ -468,6 +500,13 @@ int expltype;
ugolemeffects((int) adtyp, damu);
if (uhurt == 2) {
/* if poly'd hero is grabbing another victim, hero takes
double damage (note: don't rely on u.ustuck here because
that victim might have been killed when hit by the blast) */
if (grabbing && dist2((int) grabxy.x, (int) grabxy.y, x, y) <= 2)
damu *= 2;
/* hero does not get same fire-resistant vs cold and
cold-resistant vs fire double damage as monsters [why not?] */
if (Upolyd)
u.mh -= damu;
else

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 invent.c $NHDT-Date: 1508827592 2017/10/24 06:46:32 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.220 $ */
/* NetHack 3.6 invent.c $NHDT-Date: 1512096431 2017/12/01 02:47:11 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.222 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -617,8 +617,7 @@ void
carry_obj_effects(obj)
struct obj *obj;
{
/* Cursed figurines can spontaneously transform
when carried. */
/* Cursed figurines can spontaneously transform when carried. */
if (obj->otyp == FIGURINE) {
if (obj->cursed && obj->corpsenm != NON_PM
&& !dead_species(obj->corpsenm, TRUE)) {
@@ -1473,6 +1472,9 @@ redo_menu:
else if (otmp->otyp == LOADSTONE && otmp->cursed)
/* kludge for canletgo()'s can't-drop-this message */
otmp->corpsenm = (int) cnt;
} else if (!strcmp(word, "adjust")) {
/* specifying stack's full count means something to #adjust */
otmp->nomerge = 1;
}
}
return otmp;
@@ -3568,7 +3570,7 @@ doorganize() /* inventory organizer by Del Lamb */
char qbuf[QBUFSZ];
char allowall[4]; /* { ALLOW_COUNT, ALL_CLASSES, 0, 0 } */
const char *adj_type;
boolean ever_mind = FALSE;
boolean ever_mind = FALSE, dont_collect = FALSE;
if (!invent) {
You("aren't carrying anything to adjust.");
@@ -3600,12 +3602,19 @@ doorganize() /* inventory organizer by Del Lamb */
/* figure out whether user gave a split count to getobj() */
splitting = bumped = 0;
for (otmp = invent; otmp; otmp = otmp->nobj)
if (otmp->nobj == obj) { /* knowledge of splitobj() operation */
if (otmp->invlet == obj->invlet)
splitting = otmp;
break;
}
if (obj->nomerge) {
/* player specified full count; no split occurred and we'll
avoid collecting compatible stacks when moving this one */
obj->nomerge = 0;
dont_collect = TRUE;
} else {
for (otmp = invent; otmp; otmp = otmp->nobj)
if (otmp->nobj == obj) { /* knowledge of splitobj() operation */
if (otmp->invlet == obj->invlet)
splitting = otmp;
break;
}
}
/* initialize the list with all lower and upper case letters */
lets[GOLD_INDX] = (obj->oclass == COIN_CLASS) ? GOLD_SYM : ' ';
@@ -3659,7 +3668,7 @@ doorganize() /* inventory organizer by Del Lamb */
/* adjusting to same slot is meaningful since all
compatible stacks get collected along the way,
but splitting to same slot is not */
|| (splitting && let == obj->invlet)) {
|| ((splitting || dont_collect) && let == obj->invlet)) {
noadjust:
if (splitting)
(void) merged(&splitting, &obj);
@@ -3692,7 +3701,7 @@ doorganize() /* inventory organizer by Del Lamb */
extract_nobj(obj, &invent);
for (otmp = invent; otmp;) {
if (!splitting) {
if (!splitting && !dont_collect) {
if (merged(&otmp, &obj)) {
adj_type = "Merging:";
obj = otmp;
@@ -3730,7 +3739,7 @@ doorganize() /* inventory organizer by Del Lamb */
if (merged(&otmp, &obj)) {
obj = otmp;
extract_nobj(obj, &invent);
} else if (inv_cnt(FALSE) >= 52) {
} else if (inv_cnt(FALSE) >= 52 && !dont_collect) {
(void) merged(&splitting, &obj); /* undo split */
/* "knapsack cannot accommodate any more items" */
Your("pack is too full.");

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 mklev.c $NHDT-Date: 1446191876 2015/10/30 07:57:56 $ $NHDT-Branch: master $:$NHDT-Revision: 1.44 $ */
/* NetHack 3.6 mklev.c $NHDT-Date: 1511681724 2017/11/26 07:35:24 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.47 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1256,6 +1256,7 @@ struct mkroom *croom;
coord *tm;
{
register int kind;
unsigned lvl = level_difficulty();
coord m;
/* no traps in pools */
@@ -1292,8 +1293,6 @@ coord *tm;
/* bias the frequency of fire traps in Gehennom */
kind = FIRE_TRAP;
} else {
unsigned lvl = level_difficulty();
do {
kind = rnd(TRAPNUM - 1);
/* reject "too hard" traps */
@@ -1348,9 +1347,9 @@ coord *tm;
if ((kind == TRAPDOOR || kind == HOLE) && !Can_fall_thru(&u.uz))
kind = ROCKTRAP;
if (tm)
if (tm) {
m = *tm;
else {
} else {
register int tryct = 0;
boolean avoid_boulder = (kind == PIT || kind == SPIKED_PIT
|| kind == TRAPDOOR || kind == HOLE);
@@ -1369,6 +1368,133 @@ coord *tm;
(void) maketrap(m.x, m.y, kind);
if (kind == WEB)
(void) makemon(&mons[PM_GIANT_SPIDER], m.x, m.y, NO_MM_FLAGS);
/* The hero isn't the only person who's entered the dungeon in
search of treasure. On the very shallowest levels, there's a
chance that a created trap will have killed something already
(and this is guaranteed on the first level).
This isn't meant to give any meaningful treasure (in fact, any
items we drop here are typically cursed, other than ammo fired
by the trap). Rather, it's mostly just for flavour and to give
players on very early levels a sufficient chance to avoid traps
that may end up killing them before they have a fair chance to
build max HP. Including cursed items gives the same fair chance
to the starting pet, and fits the rule that possessions of the
dead are normally cursed.
Some types of traps are excluded because they're entirely
nonlethal, even indirectly. We also exclude all of the
later/fancier traps because they tend to have special
considerations (e.g. webs, portals), often are indirectly
lethal, and tend not to generate on shallower levels anyway.
Finally, pits are excluded because it's weird to see an item
in a pit and yet not be able to identify that the pit is there. */
if (lvl <= (unsigned) rnd(4)
&& kind != SQKY_BOARD && kind != RUST_TRAP
&& kind != PIT && kind != SPIKED_PIT && kind < HOLE) {
/* Object generated by the trap; initially NULL, stays NULL if
we fail to generate an object or if the trap doesn't
generate objects. */
struct obj *otmp = NULL;
int victim_mnum; /* race of the victim */
/* Not all trap types have special handling here; only the ones
that kill in a specific way that's obvious after the fact. */
switch (kind) {
case ARROW_TRAP:
otmp = mksobj(ARROW, TRUE, FALSE);
otmp->opoisoned = 0;
/* don't adjust the quantity; maybe the trap shot multiple
times, there was an untrapping attempt, etc... */
break;
case DART_TRAP:
otmp = mksobj(DART, TRUE, FALSE);
break;
case ROCKTRAP:
otmp = mksobj(ROCK, TRUE, FALSE);
break;
default:
/* no item dropped by the trap */
break;
}
if (otmp) {
place_object(otmp, m.x, m.y);
}
/* now otmp is reused for other items we're placing */
/* Place a random possession. This could be a weapon, tool,
food, or gem, i.e. the item classes that are typically
nonmagical and not worthless. */
do {
int poss_class = RANDOM_CLASS; /* init => lint suppression */
switch (rn2(4)) {
case 0:
poss_class = WEAPON_CLASS;
break;
case 1:
poss_class = TOOL_CLASS;
break;
case 2:
poss_class = FOOD_CLASS;
break;
case 3:
poss_class = GEM_CLASS;
break;
}
otmp = mkobj(poss_class, FALSE);
/* these items are always cursed, both for flavour (owned
by a dead adventurer, bones-pile-style) and for balance
(less useful to use, and encourage pets to avoid the trap) */
if (otmp) {
otmp->blessed = 0;
otmp->cursed = 1;
otmp->owt = weight(otmp);
place_object(otmp, m.x, m.y);
}
/* 20% chance of placing an additional item, recursively */
} while (!rn2(5));
/* Place a corpse. */
switch (rn2(15)) {
case 0:
/* elf corpses are the rarest as they're the most useful */
victim_mnum = PM_ELF;
break;
case 1: case 2:
victim_mnum = PM_DWARF;
break;
case 3: case 4: case 5:
victim_mnum = PM_ORC;
break;
case 6: case 7: case 8: case 9:
/* more common as they could have come from the Mines */
victim_mnum = PM_GNOME;
/* 10% chance of a candle too */
if (!rn2(10)) {
otmp = mksobj(rn2(4) ? TALLOW_CANDLE : WAX_CANDLE,
TRUE, FALSE);
otmp->quan = 1;
otmp->blessed = 0;
otmp->cursed = 1;
otmp->owt = weight(otmp);
place_object(otmp, m.x, m.y);
}
break;
default:
/* the most common race */
victim_mnum = PM_HUMAN;
break;
}
otmp = mkcorpstat(CORPSE, NULL, &mons[victim_mnum], m.x, m.y,
CORPSTAT_INIT);
if (otmp)
otmp->age -= 51; /* died too long ago to eat */
}
}
void

View File

@@ -1,4 +1,4 @@
Copyright (c) NetHack Development Team 1990-2015
Copyright (c) NetHack Development Team 1990-2017
NetHack may be freely redistributed. See license for details.
==============================================================
Instructions for compiling and installing
@@ -14,28 +14,19 @@ Credit for the Win32 Graphical version of NetHack (aka "NetHack for
Windows" or NetHackW) goes to Alex Kompel who initially developed and
contributed the port.
The PC Windows porting team consisting of Michael Allison, David Cohrs,
Alex Kompel, Dion Nicolaas, Yitzhak Sapir, and Janet Walz maintained the
tty and graphical win32 versions of NetHack 3.6.1.
Alex Kompel, Dion Nicolaas, Yitzhak Sapir, Derek S. Ray, Michael Allison,
Pasi Kallinen, Bart House, and Janet Walz contributed to the maintainance
of the tty and graphical windows 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 2017 Express
o A copy of Microsoft Visual Studio 2017 Community Edition
OR Microsoft Visual Studio 2015 Express
OR
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.
OR
o A copy of MinGW. MinGW is a collection of header
o (Untested for 3.6) A copy of MinGW. MinGW is a collection of header
files and import libraries with which native Windows32 programs
can be built; the MinGW distribution contains the GNU Compiler
Collection. You can download MinGW at
@@ -43,24 +34,18 @@ version. You can use one of the following build environments:
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 or |
| Visual Studio 2017 |
\--------------------------------------------------------/
If you are NOT using Visual Studio 2015 or Visual Studio 2017, proceed
to "FIRST STEP - MOVING THINGS AROUND".
If you are NOT using Visual Studio 2015 or Visual Studio 2017 IDE, or
you prefer to build using a Make utility and a Makefile proceed
to "Building Using Make".
When using either Visual Studio 2015 or Visual Studio 2017, you do not
need to move things around. You simply need to load the solution file
within the IDE, build the solution and run the version of NetHack
you wish to run.
When using either Visual Studio 2015 or Visual Studio 2017, you simply
need to load the 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
@@ -78,15 +63,23 @@ So the steps are:
You can also build all the projects for all platforms and configurations
using a "build.bat" batch file found in the same directory as the solution.
Change to the appropriate directory (i.e. win\win32\vs2015 for VS2015 builds)
and run "build.bat".
Change to the appropriate directory (i.e. win\win32\vs2015 for VS2015 builds,
win\win32\vs2017 for VS2017 builds) and run "build.bat".
Note: The Visual Studio project files distributed for NetHack 3.6.1 are configured for the
Windows SDK version 10.0.15063.0. At the time of writing, the Windows SDK version that
is distributed with VS2017 Community Edition is a newer 10.0.16299.0. If you have a build
error MSB8036, you will simply need to change the expected SDK version as follows:
o Open the solution in the IDE and in the project property pages, right-click the
solution and select "Retarget solution".
/-----------------------------------\
| FIRST STEP - MOVING THINGS AROUND |
| Building Using Make |
\-----------------------------------/
The first step in building either version of NetHack is to execute
sys\winnt\nhsetup.bat to move some files to their required locations.
The first step in building either version of NetHack via Makefile is to
execute sys\winnt\nhsetup.bat to move some files to their required locations.
From the command prompt:
cd sys\winnt
@@ -95,19 +88,9 @@ From the command prompt:
From a Windows explorer window:
double-click on nhsetup.bat
A "binary" directory will be created off the top of the NetHack source
tree to house the completed build.
A build subdirectory will also be created off the top of the NetHack
source tree, and many files appropriate for a graphical build will be
moved there.
If you wish to build from the command line, proceed to "BUILDING FROM
THE COMMAND LINE."
If you wish to build using Visual C's IDE, proceed now to "BUILDING
USING VISUAL C'S IDE."
/--------------------------------\
| BUILDING FROM THE COMMAND LINE |
\--------------------------------/
@@ -143,10 +126,11 @@ I. Dispelling the Myths:
We have provided a Makefile for each of the following compilers:
o Microsoft Visual Studio 2013 Express Visual C++ Compiler
o Microsoft Visual Studio 2015 or 2017 C++ Compiler
The Community Editions are fine and available at no cost
o MinGW 2.0 (with GCC 3.2)
The Microsoft Visual Studio 2013 Express Makefile was created for use
The Microsoft Visual Studio makefile was created for use
with MS NMAKE which is provided with the Microsoft compiler.
The supplied Makefile may work with earlier versions of the Microsoft
compiler, but that has not been tested.
@@ -168,67 +152,10 @@ Setting Up
all the necessary environment variables for the compiler environment
are set correctly.
Visual Studio 2013 Express
The installation should have placed a command prompt option on the
Start menus that is properly configured for building:
From
Start | All Programs | Microsoft Visual Studio 2013 Express
Select
Visual Studio Command Prompt 2013
Anyway, once you are at a command prompt (cmd.exe) regardless of how you
got there, you can use one of the following sets of commands to prepare
your environment for building:
For a 32-bit x86 build (like the official binary):
cd "\Program Files (x86)\Microsoft Visual Studio 12.0\VC"
vcvarsall x86
For a 64-bit x64 build:
cd "\Program Files (x86)\Microsoft Visual Studio 12.0\VC"
vcvarsall x86_amd64
-----------------------------------------------------------
vcvarsall.bat | Compiler | Build-computer | Build output
argument | | architecture | architecture
--------------+------------+----------------+--------------
X86 | x86 32-bit | x86, x64 | x86
| native | |
--------------+------------+----------------+--------------
x86_amd64 | x64 on x86 | x86, x64 | x64
| cross | |
--------------+------------+----------------+--------------
amd64 | x64 64-bit | x64 | x64
| native | |
--------------+------------+----------------+--------------
amd64_x86 | x86 on | x64 | x86
| x64 cross | |
-----------------------------------------------------------
Change your current directory to the src subfolder of the nethack
source tree.
cd src
At this time, if you are determined to build an x64 version
with the Microsoft Visual Studio 2013 compiler,
one extra NetHack-specific step is needed. Edit the Makefile in the src
directory and change this in the section marked as 1.:
#
# 64 bit
#TARGET_CPU=x64
#
# 32 bit
TARGET_CPU=x86
to this:
#
# 64 bit
TARGET_CPU=x64
#
# 32 bit
#TARGET_CPU=x86
GCC
For the GCC Makefile, add <mingw>\bin to your path, where <mingw>
@@ -312,7 +239,7 @@ Compiling
5. Now that everything is set up...
For Visual Studio 2013 Express, as mentioned above, you should now be
For the Visual Studio compiler, as mentioned above, you should now be
at the command prompt to carry out the build and your current
directory should be the src subdirectory in the NetHack source tree.
@@ -363,201 +290,8 @@ Notes:
- a 64-bit (x64) .exe file,
which should run on any 64-bit Windows O/S.
To run NetHack, proceed to RUNNING NETHACK.
/-------------------------------------------------\
| BUILDING USING VISUAL STUDIO 2013 EXPRESS IDE |
\-------------------------------------------------/
Only the native port built on the Windows API, or Graphical
NetHack, can be built using the Visual Studo 2013 Express IDE.
I. Dispelling the Myths:
Compiling NetHack using the Visual C IDE is straightforward, as long
as you have your compiler and tools correctly installed.
It is again assumed that you already changed your directory to
sys\winnt and executed:
nhsetup
as described at the top of this document. If you didn't, you must go
back and do so before proceeding.
II. To compile your copy of NetHack for Windows on a Windows machine
using the Visual Studio 2013 Express IDE:
Setting Up
1. It almost goes without saying that you should make sure that your
tools are set up and running correctly. (For the Microsoft Visual
Studio 2013 ExpressIDE it should correctly fire up when you choose
it:
Start | All Programs | Microsoft Visual Studio 2013 Express
and select
Visual C++ 2013 Express
2. Make sure all the NetHack files are in the appropriate directory
structure. You should have a main directory with subdirectories
dat, doc, include, src, sys\share, sys\winnt, util, win\win32, and
at this point you should also have a build directory and a binary
directory (both created by nhsetup.bat executed from sys\winnt
earlier.)
Other subdirectories may also be included in your distribution, but
they are not necessary for building the graphical version of NetHack
(you can delete them to save space if you wish.)
Required Directories for building Graphical NetHack with the Visual
C IDE:
top
|
-----------------------------------------/ /---------------
| | | | | | | | |
util dat doc include src sys win build binary
| |
------ -----
| | |
share winnt win32
Those last two (build and binary) are created during the building
process. They are not disributed as part of the NetHack source
distribution. nhsetup.bat creates the build directory and moves a
few files into it, including the Visual C project files. The
"binary" directory will house everything you need to play the game
after building is complete.
Check the file "Files" in your top level directory for an exact
listing of what file is in which directory. In order for the build
process to work, all the source files must be in the proper
locations. Remember that nhsetup.bat moves/copies many files around
to their intended locations for building NetHack.
If you downloaded or ftp'd the sources from a UNIX system, the lines
will probably end in UNIX-style newlines, instead of the carriage
return and line feed pairs used by Windows. Visual C project files
and workspace files (dsp and dsw files) in particular need to have
their lines end in carriage-return-line-feed or they won't work
properly.
3. Ready your tool.
Note: It's possible to build a graphical version using the Makefile,
as explained above. However, the IDE build has full game
functionality.
Start the Visual Studio 2013 Express IDE:
Start | All Programs | Microsoft Visual Studio 2013 Express
and select
Visual C++ 2013 Express
In the Visual C++ 2013 Express IDE menus, choose:
File | Open Project/Solution
4. Set up for the build.
In the Visual C dialog box, navigate to the top of
your NetHack source directory.
In there, highlight "nethack.sln" for Visual C++ 2013 Express Edition
and click on Open.
Once the workspace or solution has been opened, you should see
the following list in the Visual C selection left pane:
+ dgncomp
+ dgnstuff
+ dlb_main
+ levcomp
+ levstuff
+ makedefs
+ nethackw
+ recover
+ tile2bmp
+ tilemap
+ uudecode
On the Visual C++ 2013 Express IDE menus, NetHackW should be the startup
project in bold, but if it isn't make it so by right-clicking and
choosing "set as Startup Project."
In Visual C 2013 Express IDE menus right-click on
"Solution NetHack (14 Projects)" and select "Configuration Manager."
Set the "Active Solution Configuration" to either
Debug
or
Release
and click the "Close" button.
The Release build of NetHackW which does not contain all the
debugging information and is smaller, and runs slightly quicker.
The Debug build of NetHackW will spend time writing debug information
to the disk as the game is played. Unless you are debugging or
enhancing NetHack for Windows, you probably will want to choose the
Release build.
Building
5. Start your build.
On the Visual C++ Express IDE menus once again, choose:
Debug | Build Solution
or press <F7> to accomplish the same thing.
That starts the build. It is likely that the IDE message window
where you are doing the compiling will be occupied for a while.
6. If all has gone well to this point, you should now have a NetHack
executable called NetHackW.exe in the "binary" directory, along with
all the support files that it needs.
/-----------------\
| RUNNING NETHACK |
\-----------------/
I. Checking the installation:
Make sure all of the support files -- Guidebook.txt, license,
Defaults.nh, NetHack.exe or NetHackW.exe, nhdat, and recover.exe --
were copied to the game directory. If not, move them there
yourself.
Edit Defaults.nh to reflect your particular setup and personal
preferences, by following the comments. As with all releases since
3.2.1, HACKDIR defaults to the same directory as that where the
NetHack.exe or NetHackW.exe executable resides. You only need to
set HACKDIR in defaults.nh if, for some reason, you wish to override
that (be careful).
II. Executing the game
1. Running from the command prompt:
If you add the directory containing the NetHack executable to your
PATH, you can just type "nethack" or "nethack -umike" or "nethackw"
or "nethackw -umike" to start it up. Alternatively, you can
explicitly invoke it with a command such as
"c:\nethack\binary\nethack.exe" or "c:\nethack\binary\nethackw.exe"
(specifying whatever drive and directory your NetHack executable
resides in) each time.
2. Running from a Windows shortcut.
If you will be running it by launching it from a shortcut, just use
the following information when setting up the shortcut.
Description : NetHack 3.6.1 Console version
Command Line : C:\NETHACK\BINARY\NETHACK.EXE
Description : NetHack 3.6.1 Graphical Interface
Command Line : C:\NETHACK\BINARY\NETHACKW.EXE
(changing the directory to the appropriate one of course)
III. Play NetHack. If it works, you're done!
NetHack.exe is the tty version. NetHackW.exe is the graphical version.
Play NetHack.
PROBLEMS

View File

@@ -1,5 +1,5 @@
# NetHack 3.6 Makefile.msc $NHDT-Date: 1451610993 2016/01/01 01:16:33 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.101 $ */
# Copyright (c) NetHack PC Development Team 1993-2015
# Copyright (c) NetHack PC Development Team 1993-2017
#
#==============================================================================
# Build Tools Environment
@@ -9,7 +9,7 @@
# Visual Studio Compilers Tested:
# - Microsoft Visual Studio 2010 Express, with the Platform SDK
# - Microsoft Visual Studio 2013 Express
# - Microsoft Visual Studio 2015 Express (pre-release)
# - Microsoft Visual Studio 2017 Community Edition
#
#==============================================================================
# This is used for building two versions of NetHack:
@@ -35,7 +35,9 @@
# is too old or untested.
#
!IF "$(_NMAKE_VER)" == "14.00.22310.1"
!IF "$(_NMAKE_VER)" == "14.11.25547.0"
VSVER=2017
!ELSEIF "$(_NMAKE_VER)" == "14.00.22310.1"
VSVER=2015
!ELSEIF "$(_NMAKE_VER)" == "12.00.21005.1"
VSVER=2013
@@ -68,11 +70,15 @@ VSVER=0000 #untested version
# 32 bit
TARGET_CPU=x86
!ELSE
!IF ($(VSVER) == 0000)
!ERROR Unsupported and untested version of Visual Studio
!ELSE
# For VS2010 use "setenv /x86" or "setenv /x64" before invoking make process
# DO NOT DELETE THE FOLLOWING LINE
!include <win32.mak>
!ENDIF
!ENDIF
#
#---------------------------------------------------------------
# 2. Where do you want the game to be built (which folder)?
@@ -179,18 +185,18 @@ DLBFLG =
TARGET_CPU=x86
!ENDIF
!IF "$(_NMAKE_VER)" == "10.00.40219.01"
CL2013=
!IF ($(VSVER) == 2010)
CL_RECENT=
!ELSE
! IF ($(VSVER) > 2010)
CL2013=-sdl
CL_RECENT=-sdl
! ENDIF
!ENDIF
ccommon= -c -nologo -D"_CONSOLE" -D"_CRT_NONSTDC_NO_DEPRECATE" -D"_CRT_SECURE_NO_DEPRECATE" \
-D"_LIB" -D"_SCL_SECURE_NO_DEPRECATE" -D"_VC80_UPGRADE=0x0600" -D"DLB" -D"_MBCS" \
-DCRTAPI1=_cdecl -DCRTAPI2=_cdecl -D"NDEBUG" -D"YY_NO_UNISTD_H" -EHsc -fp:precise -Gd -GF -GS -Gy \
$(CL2013) -WX- -Zc:forScope -Zc:wchar_t -Zi
$(CL_RECENT) -WX- -Zc:forScope -Zc:wchar_t -Zi
cdebug= -analyze- -D"_DEBUG" -Gm -MTd -RTC1 -Od
crelease= -analyze- -D"_MBCS" -errorReport:prompt -Gm- -MT -O2 -Ot -Ox -Oy

View File

@@ -1,12 +1,11 @@
@REM NetHack 3.6 nhsetup.bat $NHDT-Date: 1432512794 2015/05/25 00:13:14 $ $NHDT-Branch: master $:$NHDT-Revision: 1.33 $ */
@REM Copyright (c) NetHack PC Development Team 1993-2015
@REM Copyright (c) NetHack PC Development Team 1993-2017
@REM NetHack may be freely redistributed. See license for details.
@REM Win32 setup batch file, see Install.nt for details
@REM
@echo off
pushd %~dp0
set WIN32PATH=..\..\win\win32
set BUILDPATH=..\..\build
set BINPATH=..\..\binary
set VCDir=
@@ -21,55 +20,7 @@ goto :EOF
:main
:vscheck2015
rem cannot use the registry trick as in vc2010
rem 14 = 2015
SET VCVERS=14
rem Finally, let's determine the root folder for this VC installation.
call set VCROOT=%%VS%VCVERS%0COMNTOOLS%%
if "%VCROOT:~-1%"=="\" set VCROOT=%VCROOT:~0,-1%
rem VCROOT=VSDir\Common7\Tools
call :dirname VCROOT "%VCROOT%"
rem VCROOT=VSDir\Common7
call :dirname VCROOT "%VCROOT%"
rem VCROOT=VSDir
set VCDir=%VCROOT%\VC
SET MSVCVERSION=2015
if not defined VCDir goto :studiocheck2010
if not exist "%VCDir%" goto :studiocheck2010
goto :fallback
:studiocheck2010
@REM Set fallbacks here for 32-bit VS2010
SET REGTREE=HKLM\Software\Microsoft\VCExpress\12.0\Setup\VC
SET MSVCVERSION=2010
@REM if we're in a 64-bit cmd prompt, gotta include Wow6432Node
echo Checking for 64-bit environment...
if "%ProgramFiles%" NEQ "%ProgramFiles(x86)%" SET REGTREE=HKLM\Software\Wow6432Node\Microsoft\VCExpress\12.0\Setup\VC
@REM i can see your house from here... or at least your VC++ folder
echo Checking version of VC++ installed...
echo Checking for VC2013 Express...
for /f "usebackq skip=2 tokens=1-2*" %%a IN (`reg query %REGTREE% /v ProductDir`) do @set VCDir="%%c"
if not defined VCDir goto :othereditions
if not exist %VCDir% goto :othereditions
set MSVCVERSION=2013
goto :fallback
:othereditions
@REM TODO: teach ourselves to detect full versions of Studio, which are under a different registry hive
echo VC2013 Express not found; dropping back.
:fallback
echo Using VS%MSVCVERSION%.
set SRCPATH=%WIN32PATH%\vs%MSVCVERSION%
:nxtcheck
echo Checking to see if directories are set up properly...
echo Checking to see if source tree directories are set up properly...
if not exist ..\..\include\hack.h goto :err_dir
if not exist ..\..\src\hack.c goto :err_dir
if not exist ..\..\dat\wizard.des goto :err_dir
@@ -77,6 +28,9 @@ if not exist ..\..\util\makedefs.c goto :err_dir
if not exist ..\..\sys\winnt\winnt.c goto :err_dir
echo Directories look ok.
:movemakes
echo Moving Makefiles into ..\..\src for those not using Visual Studio
REM Some file movemet for those that still want to use MAKE or NMAKE and a Makefile
:do_tty
if NOT exist %BINPATH%\*.* mkdir %BINPATH%
if NOT exist %BINPATH%\license copy ..\..\dat\license %BINPATH%\license >nul
@@ -102,77 +56,38 @@ echo ..\..\src\Makefile.gcc-orig
copy Makefile.gcc ..\..\src\Makefile.gcc >nul
echo MinGW Makefile copied ok.
:do_win
if not exist %SRCPATH%\nethack.sln goto :err_win
echo.
if exist %BUILDPATH%\*.* goto projectcopy
echo Creating %BUILDPATH% directory...
mkdir %BUILDPATH%
:projectcopy
@REM Visual Studio Express solution file
if NOT exist %SRCPATH%\nethack.sln goto skipsoln
echo Copying %SRCPATH%\nethack.sln to ..\..\nethack.sln...
copy %SRCPATH%\nethack.sln ..\.. >nul
:skipsoln
if NOT exist %BINPATH%\*.* echo Creating %BINPATH% directory...
if NOT exist %BINPATH%\*.* mkdir %BINPATH%
if NOT exist %BINPATH%\license copy ..\..\dat\license %BINPATH%\license >nul
echo Copying Visual C project files to %BUILDPATH% directory...
copy %WIN32PATH%\dgnstuff.mak %BUILDPATH% >nul
copy %WIN32PATH%\levstuff.mak %BUILDPATH% >nul
copy %WIN32PATH%\tiles.mak %BUILDPATH% >nul
@REM Visual C++ 201X Express project files
:vcexpress
if NOT exist %SRCPATH%\makedefs.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\tile2bmp.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\tilemap.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\uudecode.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\NetHackW.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\NetHack.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\dgncomp.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\dgnstuff.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\dlb_main.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\levcomp.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\levstuff.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\recover.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\tiles.vcxproj goto skipvcexpress
if NOT exist %SRCPATH%\nhdefkey.vcxproj goto skipvcexpress
copy %SRCPATH%\makedefs.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\tile2bmp.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\tilemap.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\uudecode.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\NetHackW.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\NetHack.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\dgncomp.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\dgnstuff.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\dlb_main.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\levcomp.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\levstuff.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\recover.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\tiles.vcxproj %BUILDPATH% >nul
copy %SRCPATH%\nhdefkey.vcxproj %BUILDPATH% >nul
echo LIBRARY nhdefkey >%BUILDPATH%\nhdefkey64.def
echo LIBRARY nhdefkey >%BUILDPATH%\nhdefkey.def
echo EXPORTS >>%BUILDPATH%\nhdefkey.def
echo ProcessKeystroke >>%BUILDPATH%\nhdefkey.def
echo NHkbhit >>%BUILDPATH%\nhdefkey.def
echo CheckInput >>%BUILDPATH%\nhdefkey.def
echo SourceWhere >>%BUILDPATH%\nhdefkey.def
echo SourceAuthor >>%BUILDPATH%\nhdefkey.def
echo KeyHandlerName >>%BUILDPATH%\nhdefkey.def
echo Done copying files.
:skipvcexpress
:vscheck2017
SET REGTREE=HKLM\SOFTWARE\WOW6432Node\Microsoft\VisualStudio\SxS\VS7
@REM i can see your house from here... or at least your VC++ folder
echo Checking version of VC++ installed...
echo Checking for VC2017 Community Edition...
for /f "usebackq skip=2 tokens=1-2*" %%a IN (`reg query %REGTREE% /v 15.0`) do @set VCDir="%%c"
if not defined VCDir goto :vscheck2015
if not exist %VCDir% goto :vscheck2015
set MSVCVERSION=2017
goto :fallback
:vscheck2015
rem cannot use the registry trick used for vc2017
rem 14 = 2015
SET VCVERS=14
rem Finally, let's determine the root folder for this VC installation.
set VCROOT=%%VS%VCVERS%0COMNTOOLS%%
if "%VCROOT:~-1%"=="\" set VCROOT=%VCROOT:~0,-1%
rem VCROOT=VSDir\Common7\Tools
call :dirname VCROOT "%VCROOT%"
rem VCROOT=VSDir\Common7
call :dirname VCROOT "%VCROOT%"
rem VCROOT=VSDir
set VCDir=%VCROOT%\VC
SET MSVCVERSION=2015
:fallback
echo Using VS%MSVCVERSION%.
set SRCPATH=%WIN32PATH%\vs%MSVCVERSION%
echo NetHack VS%MSVCVERSION% project files are in %SRCPATH%
goto :done
:err_win
@@ -182,12 +97,6 @@ echo Check "Install.nt" for a list of the steps required
echo to build NetHack.
goto :fini
:err_data
echo A required file ..\..\dat\data.bas seems to be missing.
echo Check "Files." in the root directory for your NetHack distribution
echo and make sure that all required files exist.
goto :fini
:err_dir
echo Your directories are not set up properly, please re-read the
echo documentation and sys/winnt/Install.nt.

View File

@@ -1,157 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
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}"
ProjectSection(ProjectDependencies) = postProject
{642BC75D-ABAF-403E-8224-7C725FD4CB42} = {642BC75D-ABAF-403E-8224-7C725FD4CB42}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dgnstuff", "build\dgnstuff.vcxproj", "{B9E02F2C-8851-442B-BF2A-3581802B78D4}"
ProjectSection(ProjectDependencies) = postProject
{FF144DFB-83A5-4D26-A598-715A2B354782} = {FF144DFB-83A5-4D26-A598-715A2B354782}
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}"
ProjectSection(ProjectDependencies) = postProject
{B9E02F2C-8851-442B-BF2A-3581802B78D4} = {B9E02F2C-8851-442B-BF2A-3581802B78D4}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "levstuff", "build\levstuff.vcxproj", "{FF144DFB-83A5-4D26-A598-715A2B354782}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "makedefs", "build\makedefs.vcxproj", "{BA3DD34C-04B7-40D0-B373-9329AA9E8945}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "recover", "build\recover.vcxproj", "{2F35F228-6733-4FE5-9B46-B3AA10D4BC2E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tile2bmp", "build\tile2bmp.vcxproj", "{642BC75D-ABAF-403E-8224-7C725FD4CB42}"
ProjectSection(ProjectDependencies) = postProject
{9DD9C52E-E8C9-4533-BD22-83C055C0AABA} = {9DD9C52E-E8C9-4533-BD22-83C055C0AABA}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tilemap", "build\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}"
ProjectSection(ProjectDependencies) = postProject
{BA3DD34C-04B7-40D0-B373-9329AA9E8945} = {BA3DD34C-04B7-40D0-B373-9329AA9E8945}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{CEC5D360-8804-454F-8591-002184C23499}.Debug|Win32.ActiveCfg = Debug|Win32
{CEC5D360-8804-454F-8591-002184C23499}.Debug|Win32.Build.0 = Debug|Win32
{CEC5D360-8804-454F-8591-002184C23499}.Debug|x64.ActiveCfg = Debug|x64
{CEC5D360-8804-454F-8591-002184C23499}.Debug|x64.Build.0 = Debug|x64
{CEC5D360-8804-454F-8591-002184C23499}.Release|Win32.ActiveCfg = Release|Win32
{CEC5D360-8804-454F-8591-002184C23499}.Release|Win32.Build.0 = Release|Win32
{CEC5D360-8804-454F-8591-002184C23499}.Release|x64.ActiveCfg = Release|x64
{CEC5D360-8804-454F-8591-002184C23499}.Release|x64.Build.0 = Release|x64
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Debug|Win32.ActiveCfg = Debug|Win32
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Debug|Win32.Build.0 = Debug|Win32
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Debug|x64.ActiveCfg = Debug|x64
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Debug|x64.Build.0 = Debug|x64
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|Win32.ActiveCfg = Release|Win32
{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|Win32.Build.0 = Release|Win32
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{8A3F81C7-2968-49A8-86BF-2669412AD7DE}.Release|x64.Build.0 = Release|x64
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echo decoding mnselcnt (mnselcnt.uu to mnselcnt.bmp)
..\..\util\uudecode.exe mnselcnt.uu
echo decoding mnunsel (mnunsel.uu to mnunsel.bmp)
..\..\util\uudecode.exe mnunsel.uu
echo decoding petmark (petmark.uu to petmark.bmp)
..\..\util\uudecode.exe petmark.uu
echo decoding pilemark (pilemark.uu to pilemark.bmp)
..\..\util\uudecode.exe pilemark.uu
echo decoding splash (splash.uu to splash.bmp)
..\..\util\uudecode.exe splash.uu
echo decoding tombstone (rip.uu to rip.bmp)
..\..\util\uudecode.exe rip.uu
chdir ..\..\binary
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View File

@@ -1,187 +0,0 @@
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@@ -1,492 +0,0 @@
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..\..\util\uudecode.exe mnsel.uu
echo decoding mnselcnt (mnselcnt.uu to mnselcnt.bmp)
..\..\util\uudecode.exe mnselcnt.uu
echo decoding mnunsel (mnunsel.uu to mnunsel.bmp)
..\..\util\uudecode.exe mnunsel.uu
echo decoding petmark (petmark.uu to petmark.bmp)
..\..\util\uudecode.exe petmark.uu
echo decoding pilemark (pilemark.uu to pilemark.bmp)
..\..\util\uudecode.exe pilemark.uu
echo decoding splash (splash.uu to splash.bmp)
..\..\util\uudecode.exe splash.uu
echo decoding tombstone (rip.uu to rip.bmp)
..\..\util\uudecode.exe rip.uu
echo decoding record (record.uu to record.)
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<Command>echo chdir ..\win\win32
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echo decoding icon (nhico.uu to NetHack.ico)
..\..\util\uudecode.exe ../../sys/winnt/nhico.uu
echo decoding mnsel (mnsel.uu to mnsel.bmp)
..\..\util\uudecode.exe mnsel.uu
echo decoding mnselcnt (mnselcnt.uu to mnselcnt.bmp)
..\..\util\uudecode.exe mnselcnt.uu
echo decoding mnunsel (mnunsel.uu to mnunsel.bmp)
..\..\util\uudecode.exe mnunsel.uu
echo decoding petmark (petmark.uu to petmark.bmp)
..\..\util\uudecode.exe petmark.uu
echo decoding pilemark (pilemark.uu to pilemark.bmp)
..\..\util\uudecode.exe pilemark.uu
echo decoding splash (splash.uu to splash.bmp)
..\..\util\uudecode.exe splash.uu
echo decoding tombstone (rip.uu to rip.bmp)
..\..\util\uudecode.exe rip.uu
echo decoding record (record.uu to record.)
..\..\util\uudecode.exe record.uu
chdir ..\..\binary
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