The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
This README provides the instructions for building the unofficial Mac binaries using the Apple provided developer IDE named XCode. Establish a developer team in XCode =================================== Your first step should be to establish a developer team within XCode. Launch XCode and open the preferences dialog (XCode Menu->Preferences). Select the "Accounts" tab. Add an account (usually this should just be your apple ID account you used to setup the Mac). After adding the account, select the account and then add a team (usually this will be just a personal team for Mac Development). Obtain your developer team identifier ===================================== Your DEVELOPMENT_TEAM can be found by opening Keychain Access (found by Finder->Applications->Utilities). Click on "My Certificates". Look for your "Mac Developer" certificate. Right click on the certificate to open a dialog that shows certificate details. Look for "Organizational Unit" among the details. This ten digit value is your development team identifier. Create XCodeLocal.xcconfig file =============================== Now you need to create the XCodeLocal.xcconfig file that will be used by XCode to get your development team identifier. Create the file in sys/unix and add a single line such as: DEVELOPMENT_TEAM = XXXXXXXXXX Where XXXXXXXXXX is replaced with your development team identifier. Open the project and build ========================== In XCode open the project file sys/unix/NetHack.xcodeproj, select the product NetHack and build. The build results are placed in ~/nethackdir.