I realized that failed explore-mode authorization on a special-mode saved game cannot downgrade the game mode further down to a normal game, because this would dump the player back into a state where she has completed some part of the game in explore mode but is eligible for the topten list. This is even more true when the game was formerly a wizard-mode game. Unforunately, that was the state my previous commits left the game in. Instead, if restoring an explore-mode or wizard-mode savegame, and the player is authorized via sysconf for neither of those modes, fail restoration entirely and start a new game instead. That's sort of clunky and there could probably be more explanation provided, but it should be an exceedingly rare occurance and I'm not sure what alternative exists that would still honor the EXPLORERS and WIZARDS restrictions. This shouldn't affect the way they default 'down a mode' in other circumstances, i.e. the overwhelming majority of situations in which EXPLORERS authorization is needed/checked. For the same reason, I realized that the player can't be prompted whether or not to enter explore mode, if being downgraded from a no-longer-authorized wizmode save while explore mode is authorized. The change from wizard mode to explore mode must be mandatory. I have also switched that up so that it will force the change -- unfortunately, this has the side effect of allowing the preservation of the save, but it's more important to make sure a wizard mode game doesn't get reverted to normal mode. They won't be able to load the save into wizard mode anyway.
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.