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part49
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1993-02-01
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Path: uunet!news.tek.com!master!saab!billr
From: billr@saab.CNA.TEK.COM (Bill Randle)
Newsgroups: comp.sources.games
Subject: v16i057: nethack31 - display oriented dungeons & dragons (Ver. 3.1), Part49/108
Message-ID: <4351@master.CNA.TEK.COM>
Date: 30 Jan 93 01:14:55 GMT
Sender: news@master.CNA.TEK.COM
Lines: 2072
Approved: billr@saab.CNA.TEK.COM
Xref: uunet comp.sources.games:1606
Submitted-by: izchak@linc.cis.upenn.edu (Izchak Miller)
Posting-number: Volume 16, Issue 57
Archive-name: nethack31/Part49
Supersedes: nethack3p9: Volume 10, Issue 46-102
Environment: Amiga, Atari, Mac, MS-DOS, OS2, Unix, VMS, X11
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 49 (of 108)."
# Contents: src/sounds.c sys/os2/Makefile.os2
# Wrapped by billr@saab on Wed Jan 27 16:09:05 1993
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'src/sounds.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'src/sounds.c'\"
else
echo shar: Extracting \"'src/sounds.c'\" \(17245 characters\)
sed "s/^X//" >'src/sounds.c' <<'END_OF_FILE'
X/* SCCS Id: @(#)sounds.c 3.1 92/07/07
X/* Copyright (c) 1989 Janet Walz, Mike Threepoint */
X/* NetHack may be freely redistributed. See license for details. */
X
X#include "hack.h"
X#include "edog.h"
X
X#ifdef OVLB
X
Xstatic int FDECL(domonnoise,(struct monst *));
Xstatic int NDECL(dochat);
X
X#endif /* OVLB */
X
X#ifdef SOUNDS
X
X#ifdef OVL0
X
Xvoid
Xdosounds()
X{
X register xchar hallu;
X register struct mkroom *sroom;
X register int vx, vy;
X#if defined(AMIGA) && defined(AZTEC_C_WORKAROUND)
X int xx;
X#endif
X
X hallu = Hallucination ? 1 : 0;
X
X if(!flags.soundok || u.uswallow || Underwater) return;
X
X if (level.flags.nfountains && !rn2(400))
X switch (rn2(3)+hallu) {
X case 0:
X You("hear bubbling water.");
X break;
X case 1:
X You("hear water falling on coins.");
X break;
X case 2:
X You("hear the splashing of a naiad.");
X break;
X case 3:
X You("hear a soda fountain!");
X break;
X }
X if (level.flags.nsinks && !rn2(300))
X switch (rn2(2)+hallu) {
X case 0:
X You("hear a slow drip.");
X break;
X case 1:
X You("hear a gurgling noise.");
X break;
X case 2:
X You("hear dishes being washed!");
X break;
X }
X
X if (level.flags.has_court && !rn2(200)) {
X switch (rn2(3)+hallu) {
X case 0:
X You("hear the tones of courtly conversation.");
X break;
X case 1:
X You("hear a sceptre being pounded in judgment.");
X break;
X case 2:
X pline("Someone just shouted \"Off with %s head!\"",
X flags.female ? "her" : "his");
X break;
X case 3:
X You("hear Queen Beruthiel's cats!");
X break;
X }
X return;
X }
X if (level.flags.has_swamp && !rn2(200)) {
X switch (rn2(2)+hallu) {
X case 0:
X You("hear mosquitoes!");
X break;
X case 1:
X You("smell marsh gas!"); /* so it's a smell...*/
X break;
X case 2:
X You("hear Donald Duck!");
X break;
X }
X return;
X }
X if (level.flags.has_vault && !rn2(200)) {
X if (!(sroom = search_special(VAULT))) {
X /* strange ... */
X level.flags.has_vault = 0;
X return;
X }
X if(gd_sound())
X switch (rn2(2)+hallu) {
X case 1: {
X boolean gold_in_vault = FALSE;
X
X for (vx = sroom->lx;vx <= sroom->hx; vx++)
X for (vy = sroom->ly; vy <= sroom->hy; vy++)
X if (g_at(vx, vy))
X gold_in_vault = TRUE;
X#if defined(AMIGA) && defined(AZTEC_C_WORKAROUND)
X /* Bug in aztec assembler here. Workaround below */
X xx = ROOM_INDEX(sroom) + ROOMOFFSET;
X xx = (xx != vault_occupied(u.urooms));
X if(xx)
X#else
X if (vault_occupied(u.urooms) !=
X (ROOM_INDEX(sroom) + ROOMOFFSET))
X#endif /* AZTEC_C_WORKAROUND */
X {
X if (gold_in_vault)
X You(!hallu ? "hear someone counting money." :
X "hear the quarterback calling the play.");
X else
X You("hear someone searching.");
X break;
X }
X /* fall into... (yes, even for hallucination) */
X }
X case 0:
X You("hear the footsteps of a guard on patrol.");
X break;
X case 2:
X You("hear Ebenezer Scrooge!");
X break;
X }
X return;
X }
X if (level.flags.has_beehive && !rn2(200)) {
X switch (rn2(2)+hallu) {
X case 0:
X You("hear a low buzzing.");
X break;
X case 1:
X You("hear an angry drone.");
X break;
X case 2:
X You("hear bees in your %sbonnet!",
X uarmh ? "" : "(nonexistent) ");
X break;
X }
X return;
X }
X if (level.flags.has_morgue && !rn2(200)) {
X switch (rn2(2)+hallu) {
X case 0:
X You("suddenly realize it is unnaturally quiet.");
X break;
X case 1:
X pline("The hair on the back of your %s stands up.",
X body_part(NECK));
X break;
X case 2:
X pline("The hair on your %s seems to stand up.",
X body_part(HEAD));
X break;
X }
X return;
X }
X#ifdef ARMY
X if (level.flags.has_barracks && !rn2(200)) {
X switch (rn2(3)+hallu) {
X case 0:
X You("hear blades being honed.");
X break;
X case 1:
X You("hear loud snoring.");
X break;
X case 2:
X You("hear dice being thrown.");
X break;
X case 3:
X You("hear General MacArthur!");
X break;
X }
X return;
X }
X#endif /* ARMY */
X if (level.flags.has_zoo && !rn2(200)) {
X switch (rn2(2)+hallu) {
X case 0:
X You("hear a sound reminding you of an elephant stepping on a peanut.");
X break;
X case 1:
X You("hear a sound reminding you of a trained seal.");
X break;
X case 2:
X You("hear Doctor Doolittle!");
X break;
X }
X return;
X }
X if (level.flags.has_shop && !rn2(200)) {
X if (!(sroom = search_special(ANY_SHOP))) {
X /* strange... */
X level.flags.has_shop = 0;
X return;
X }
X if(tended_shop(sroom) &&
X !index(u.ushops, ROOM_INDEX(sroom) + ROOMOFFSET))
X switch (rn2(2)+hallu) {
X case 0:
X You("hear someone cursing shoplifters.");
X break;
X case 1:
X You("hear the chime of a cash register.");
X break;
X case 2:
X You("hear Neiman and Marcus arguing!");
X break;
X }
X return;
X }
X}
X
X#endif /* OVL0 */
X#ifdef OVLB
X
X#include "eshk.h"
X
Xvoid
Xgrowl(mtmp)
Xregister struct monst *mtmp;
X{
X if (mtmp->msleep || !mtmp->mcanmove) return;
X /* presumably nearness and soundok checks have already been made */
X switch (mtmp->data->msound) {
X case MS_SILENT:
X break;
X case MS_MEW:
X case MS_HISS:
X pline("%s hisses!", Monnam(mtmp));
X break;
X case MS_BARK:
X case MS_GROWL:
X pline("%s growls!", Monnam(mtmp));
X break;
X case MS_ROAR:
X pline("%s roars!", Monnam(mtmp));
X break;
X case MS_BUZZ:
X pline("%s buzzes!", Monnam(mtmp));
X break;
X case MS_SQEEK:
X pline("%s squeals!", Monnam(mtmp));
X break;
X case MS_SQAWK:
X pline("%s screeches!", Monnam(mtmp));
X break;
X case MS_NEIGH:
X pline("%s neighs!", Monnam(mtmp));
X break;
X case MS_WAIL:
X pline("%s wails!", Monnam(mtmp));
X break;
X }
X}
X
Xvoid
Xyelp(mtmp)
Xregister struct monst *mtmp;
X/* the sounds of mistreated pets */
X{
X if (mtmp->msleep || !mtmp->mcanmove) return;
X /* presumably nearness and soundok checks have already been made */
X switch (mtmp->data->msound) {
X case MS_MEW:
X pline("%s yowls!", Monnam(mtmp));
X break;
X case MS_BARK:
X case MS_GROWL:
X pline("%s yelps!", Monnam(mtmp));
X break;
X case MS_ROAR:
X pline("%s snarls!", Monnam(mtmp));
X break;
X case MS_SQEEK:
X pline("%s squeals!", Monnam(mtmp));
X break;
X case MS_SQAWK:
X pline("%s screaks!", Monnam(mtmp));
X break;
X case MS_WAIL:
X pline("%s wails!", Monnam(mtmp));
X break;
X }
X}
X
Xvoid
Xwhimper(mtmp)
Xregister struct monst *mtmp;
X/* the sounds of distressed pets */
X{
X if (mtmp->msleep || !mtmp->mcanmove) return;
X /* presumably nearness and soundok checks have already been made */
X switch (mtmp->data->msound) {
X case MS_MEW:
X case MS_GROWL:
X pline("%s whimpers.", Monnam(mtmp));
X break;
X case MS_BARK:
X pline("%s whines.", Monnam(mtmp));
X break;
X case MS_SQEEK:
X pline("%s squeals.", Monnam(mtmp));
X break;
X }
X}
X
X#endif /* OVLB */
X
X#endif /* SOUNDS */
X
X#ifdef OVLB
X
Xstatic int
Xdomonnoise(mtmp)
Xregister struct monst *mtmp;
X{
X /* presumably nearness and sleep checks have already been made */
X if (!flags.soundok) return(0);
X switch (mtmp->data->msound) {
X case MS_ORACLE:
X return doconsult(mtmp);
X case MS_PRIEST:
X priest_talk(mtmp);
X break;
X#ifdef SOUNDS
X case MS_SILENT:
X break;
X case MS_SQEEK:
X pline("%s squeaks.", Monnam(mtmp));
X break;
X case MS_SQAWK:
X pline("%s squawks.", Monnam(mtmp));
X break;
X case MS_MEW:
X if (mtmp->mtame) {
X if (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
X moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5)
X pline("%s yowls.", Monnam(mtmp));
X else if (EDOG(mtmp)->hungrytime > moves + 1000)
X pline("%s purrs.", Monnam(mtmp));
X else
X pline("%s mews.", Monnam(mtmp));
X }
X case MS_HISS:
X if (!mtmp->mpeaceful)
X pline("%s hisses!", Monnam(mtmp));
X break;
X case MS_BUZZ:
X if (!mtmp->mpeaceful)
X pline("%s buzzes angrily.", Monnam(mtmp));
X break;
X case MS_GRUNT:
X pline("%s grunts.", Monnam(mtmp));
X break;
X case MS_BARK:
X if (flags.moonphase == FULL_MOON && night()) {
X pline("%s howls.", Monnam(mtmp));
X break;
X } else if (mtmp->mpeaceful) {
X if (mtmp->mtame &&
X (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
X moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5))
X pline("%s whines.", Monnam(mtmp));
X else if (EDOG(mtmp)->hungrytime > moves + 1000)
X pline("%s yips.", Monnam(mtmp));
X else
X pline("%s barks.", Monnam(mtmp));
X break;
X }
X case MS_GROWL:
X if (!mtmp->mpeaceful)
X pline("%s growls!", Monnam(mtmp));
X break;
X case MS_ROAR:
X if (!mtmp->mpeaceful)
X pline("%s roars!", Monnam(mtmp));
X break;
X case MS_NEIGH:
X pline("%s neighs.", Monnam(mtmp));
X break;
X case MS_WAIL:
X pline("%s wails mournfully.", Monnam(mtmp));
X break;
X case MS_GURGLE:
X pline("%s gurgles.", Monnam(mtmp));
X break;
X case MS_BURBLE:
X pline("%s burbles.", Monnam(mtmp));
X break;
X case MS_SHRIEK:
X pline("%s shrieks.", Monnam(mtmp));
X aggravate();
X break;
X case MS_IMITATE:
X pline("%s imitates you.", Monnam(mtmp));
X break;
X case MS_DJINNI:
X if (mtmp->mtame) verbalize("Thank you for freeing me!");
X else if (mtmp->mpeaceful) verbalize("I'm free!");
X else verbalize("This will teach you not to disturb me!");
X break;
X case MS_MUMBLE:
X pline("%s mumbles incomprehensibly.", Monnam(mtmp));
X break;
X#ifdef MULDGN
X case MS_LEADER:
X case MS_NEMESIS:
X case MS_GUARDIAN:
X quest_chat(mtmp);
X break;
X#endif
X case MS_BONES:
X pline("%s rattles noisily.", Monnam(mtmp));
X You("freeze momentarily.");
X nomul(-2);
X break;
X case MS_HUMANOID:
X if(In_endgame(&u.uz) && is_mplayer(mtmp->data))
X mplayer_talk(mtmp);
X /* Generic humanoid behaviour. */
X if (!mtmp->mpeaceful) break;
X if (mtmp->mflee)
X pline("%s wants nothing to do with you.", Monnam(mtmp));
X else if (mtmp->mhp < mtmp->mhpmax/4)
X pline("%s moans.", Monnam(mtmp));
X else if (mtmp->mconf || mtmp->mstun)
X verbalize(!rn2(3) ? "Huh?" : rn2(2) ? "What?" : "Eh?");
X else if (!mtmp->mcansee)
X verbalize("I can't see!");
X else if (mtmp->mtrapped)
X verbalize("I'm trapped!");
X else if (mtmp->mhp < mtmp->mhpmax/2)
X pline("%s asks for a potion of healing.", Monnam(mtmp));
X /* Specific monster's interests */
X else if (is_elf(mtmp->data))
X pline("%s curses orcs.", Monnam(mtmp));
X else if (is_dwarf(mtmp->data))
X pline("%s talks about mining.", Monnam(mtmp));
X else if (likes_magic(mtmp->data))
X pline("%s talks about spellcraft.", Monnam(mtmp));
X else if (carnivorous(mtmp->data))
X pline("%s discusses what kinds of meat are safe to eat.", Monnam(mtmp));
X else switch (monsndx(mtmp->data)){
X case PM_HOBBIT:
X if (mtmp->mhpmax - mtmp->mhp >= 10)
Xpline("%s complains about unpleasant dungeon conditions.", Monnam(mtmp));
X else
X pline("%s asks you about the One Ring.", Monnam(mtmp));
X break;
X case PM_ARCHEOLOGIST:
Xpline("%s describes a recent article in \"Spelunker Today\" magazine.", Monnam(mtmp));
X break;
X case PM_TOURIST:
X verbalize("Aloha.");
X break;
X default:
X pline("%s discusses dungeon exploration.", Monnam(mtmp));
X }
X break;
X case MS_SEDUCE:
X# ifdef SEDUCE
X if (mtmp->data->mlet != S_NYMPH &&
X could_seduce(mtmp, &youmonst, (struct attack *)0) == 1) {
X (void) doseduce(mtmp);
X break;
X }
X switch ((poly_gender() != mtmp->female) ? rn2(3) : 0) {
X# else
X switch ((poly_gender() == 0) ? rn2(3) : 0) {
X# endif
X case 2:
X verbalize("Hello, sailor.");
X break;
X case 1:
X pline("%s comes on to you.", Monnam(mtmp));
X break;
X default:
X pline("%s cajoles you.", Monnam(mtmp));
X }
X break;
X# ifdef KOPS
X case MS_ARREST:
X if (mtmp->mpeaceful)
X verbalize("Just the facts, %s.",
X flags.female ? "Ma'am" : "Sir");
X else switch (rn2(3)) {
X case 1:
X verbalize("Anything you say can be used against you.");
X break;
X case 2:
X verbalize("You're under arrest!");
X break;
X default:
X verbalize("Stop in the name of the Law!");
X }
X break;
X# endif
X case MS_LAUGH:
X switch (rn2(4)) {
X case 1:
X pline("%s giggles.", Monnam(mtmp));
X break;
X case 2:
X pline("%s chuckles.", Monnam(mtmp));
X break;
X case 3:
X pline("%s snickers.", Monnam(mtmp));
X break;
X default:
X pline("%s laughs.", Monnam(mtmp));
X }
X break;
X case MS_BRIBE:
X if (mtmp->mpeaceful && !mtmp->mtame) {
X (void) demon_talk(mtmp);
X break;
X }
X /* fall through */
X case MS_CUSS:
X if (!mtmp->mpeaceful)
X cuss(mtmp);
X break;
X case MS_GUARD:
X if (u.ugold)
X verbalize("Please drop that gold and follow me.");
X else
X verbalize("Please follow me.");
X break;
X case MS_NURSE:
X if (uwep)
X verbalize("Put that weapon away before you hurt someone!");
X else if (uarmc || uarm || uarmh || uarms || uarmg || uarmf)
X if (pl_character[0] == 'H')
X verbalize("Doc, I can't help you unless you cooperate.");
X else
X verbalize("Please undress so I can examine you.");
X# ifdef TOURIST
X else if (uarmu)
X verbalize("Take off your shirt, please.");
X# endif
X else verbalize("Relax, this won't hurt a bit.");
X break;
X case MS_SELL: /* pitch, pay, total */
X if (ANGRY(mtmp))
X pline("%s mentions how much %s dislikes %s customers.",
X ESHK(mtmp)->shknam,
X mtmp->female ? "she" : "he",
X ESHK(mtmp)->robbed ? "non-paying" : "rude");
X else if (ESHK(mtmp)->following)
X if (strncmp(ESHK(mtmp)->customer, plname, PL_NSIZ)) {
X verbalize("Hello %s! I was looking for %s.",
X plname, ESHK(mtmp)->customer);
X ESHK(mtmp)->following = 0;
X } else {
X verbalize("Hello %s! Didn't you forget to pay?",
X plname);
X }
X else if (ESHK(mtmp)->robbed)
X pline("%s complains about a recent robbery.", ESHK(mtmp)->shknam);
X else if (ESHK(mtmp)->billct)
X pline("%s reminds you that you haven't paid yet.", ESHK(mtmp)->shknam);
X else if (mtmp->mgold < 50)
X pline("%s complains that business is bad.", ESHK(mtmp)->shknam);
X else if (mtmp->mgold > 4000)
X pline("%s says that business is good.", ESHK(mtmp)->shknam);
X else
X pline("%s talks about the problem of shoplifters.", ESHK(mtmp)->shknam);
X break;
X case MS_SOLDIER:
X if (!mtmp->mpeaceful)
X switch (rn2(3)) {
X case 2:
X verbalize("Resistance is useless!");
X break;
X case 1:
X verbalize("You're dog meat!");
X break;
X default:
X verbalize("Surrender!");
X } else
X switch (rn2(3)) {
X case 2:
X verbalize("What lousy pay we're getting here!");
X break;
X case 1:
X verbalize("The food's not fit for Orcs!");
X break;
X default:
X verbalize("My feet hurt, I've been on them all day!");
X }
X break;
X case MS_DEATH:
X pline("%s is busy reading a copy of Sandman #9.", Monnam(mtmp));
X break;
X case MS_PESTILENCE:
X case MS_FAMINE:
X verbalize("Who do you think you are, War?");
X break;
X#endif /* SOUNDS */
X }
X return(1);
X}
X
X
Xint
Xdotalk()
X{
X int result;
X boolean save_soundok = flags.soundok;
X flags.soundok = 1; /* always allow sounds while chatting */
X result = dochat();
X flags.soundok = save_soundok;
X return result;
X}
X
Xstatic int
Xdochat()
X{
X register struct monst *mtmp;
X register int tx,ty;
X struct obj *otmp;
X
X#ifdef POLYSELF
X if (uasmon->msound == MS_SILENT) {
X Your("current form seems unable to speak.");
X return(0);
X }
X#endif
X if (Strangled) {
X You("can't speak. You're choking!");
X return(0);
X }
X if (u.uswallow) {
X pline("They won't hear you out there.");
X return(0);
X }
X if (Underwater) {
X pline("All you can utter is a mouthful of air bubbles.");
X return(0);
X }
X
X if (!Blind && (otmp = shop_object(u.ux, u.uy)) != (struct obj *)0) {
X /* standing on something in a shop and chatting causes the shopkeeper
X to describe the price(s). This can inhibit other chatting inside
X a shop, but that shouldn't matter much. shop_object() returns an
X object iff inside a shop and the shopkeeper is present and willing
X (not angry) and able (not asleep) to speak and the position contains
X any objects other than just gold.
X */
X price_quote(otmp);
X return(1);
X }
X
X (void) getdir("Talk to whom? [in what direction]");
X
X if (u.dz) {
X pline("They won't hear you %s there.", u.dz < 0 ? "up" : "down");
X return(0);
X }
X
X if (u.dx == 0 && u.dy == 0) {
X/*
X * Let's not include this. It raises all sorts of questions: can you wear
X * 2 helmets, 2 amulets, 3 pairs of gloves or 6 rings as a marilith,
X * etc... --KAA
X#ifdef POLYSELF
X if (u.umonnum == PM_ETTIN) {
X You("discover that your other head makes boring conversation.");
X return(1);
X }
X#endif
X*/
X pline("Talking to yourself is a bad habit for a dungeoneer.");
X return(0);
X }
X
X tx = u.ux+u.dx; ty = u.uy+u.dy;
X mtmp = m_at(tx, ty);
X if ((Blind && !Telepat) || !mtmp || mtmp->mundetected ||
X mtmp->m_ap_type == M_AP_FURNITURE ||
X mtmp->m_ap_type == M_AP_OBJECT) {
X pline("I see nobody there.");
X return(0);
X }
X if (!mtmp->mcanmove || mtmp->msleep) {
X pline("%s seems not to notice you.", Monnam(mtmp));
X return(0);
X }
X
X if (mtmp->mtame && mtmp->meating) {
X pline("%s is eating noisily.", Monnam(mtmp));
X return (0);
X }
X
X return domonnoise(mtmp);
X}
X
X#endif /* OVLB */
X
X/*sounds.c*/
END_OF_FILE
if test 17245 -ne `wc -c <'src/sounds.c'`; then
echo shar: \"'src/sounds.c'\" unpacked with wrong size!
fi
# end of 'src/sounds.c'
fi
if test -f 'sys/os2/Makefile.os2' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'sys/os2/Makefile.os2'\"
else
echo shar: Extracting \"'sys/os2/Makefile.os2'\" \(37463 characters\)
sed "s/^X//" >'sys/os2/Makefile.os2' <<'END_OF_FILE'
X# SCCS Id: @(#)Makefile.os2 3.1 93/01/24
X# OS/2 NetHack 3.1 Makefile for OS/2 versions 1.x and 2.x
X# Copyright (C) 1990, 1991, 1992, 1993 Timo Hakulinen
X#
X# Supported compilers: Microsoft C 5.1 and 6.0A, GCC emx 0.8f,
X# IBM C Set/2 1.00 with Toolkit/2 2.00.
X#
X# NDMAKE ver 4.5, Microsoft/IBM NMAKE, or Dennis Vadura's DMAKE is
X# required; old MS-MAKE will not work. To enable the appropriate
X# make utility, uncomment the respective make-specific macros. If
X# you plan to cross-compile in DOS, your best bet is NDMAKE, since
X# it requires less memory than NMAKE. To compile in OS/2 use NMAKE,
X# DMAKE or something compatible. Remember to set $(RLIBS) to real mode
X# libraries if cross-compiling in DOS, and to protected mode libraries
X# for compilation in OS/2.
X#
X# Copy this file into $(SRC) directory, rename it to "makefile"
X# (important, many targets rely on it), compile and link inside
X# $(SRC). If required, termcap library can be built from termcap
X# sources using makefile.lib in "sys\share" directory.
X#
X# "MSC" in this makefile refers to Microsoft C 5.1 and 6.0A.
X# Whenever the distinction is significant, it is indicated.
X#
X# "GCC" refers to GCC emx 0.8f only. No other ports of
X# GCC are supported.
X#
X# "CSet/2" is the IBM 32 bit C compiler for OS/2 2.0. CSet/2
X# support courtesy Jeff Urlwin (jurlwin@gandalf.umcs.maine.edu).
X#
X# "OMF" is short for "Object Module Format" and refers to the
X# standard OS/2 object format, which e.g. link386 uses. MSC and
X# CSet/2 always produce OMF object files, and GCC can be instructed
X# to produce them with proper switches (see below).
X#
X# "a.out" refers to Unix object file format, which is used by GCC
X# in its default compilation mode. These object files must be
X# linked using GCC's own linker to produce a proper OS/2 executable.
X# GDB debugger shipped with GCC can only be used with a.out object
X# format.
X#
X# Note that the default setup in this makefile is my personal setup,
X# which you will have to adapt to your configuration.
X#
X
X#
X# Compiler and linker selection.
X#
X
XCC = cl # MSC
X#CC = gcc # GCC
X#CC = icc # CSet/2
X
XLINK = link # MSC
X#LINK = link386 # GCC OMF, CSet/2
X
X#
X# Make syntax peculiarities.
X#
X# Enable the uppermost eight lines for NDMAKE, the middle eight
X# for NMAKE (MSC, CSet/2), and the lowermost eight for DMAKE.
X#
X
X#MAKEB = ndmake # Executable name
X#CMD = # Command processor name if required
X#AB = $*.c # Base name of the target in target action
X#CB = $*.c # - " - dependent
X#B = ( # Command line begin in shell one-liners
X#E = ) # - " - end - " -
X#S = ; # Command separator - " -
X#P = % # Literal percent sign
XMAKEB = nmake
XCMD =
XAB = $(@B).c
XCB = $$(@B).c
XB = (
XE = )
XS = &
XP = %%
X#MAKEB = dmake
X#CMD = cmd /C
X#AB = $(@:B).c
X#CB = $$(@:B).c
X#B = $(CMD) "
X#E = "
X#S = &
X#P = %
X
X#
X# Most makes execute actions automatically inside a subshell,
X# which makes even the shell internals work ok. This applies
X# for NDMAKE and NMAKE. DMAKE wants it spelled out for it.
X#
X
XECHO = $(CMD) @echo
XRM = $(CMD) del
XCP = $(CMD) copy
X
X#
X# For those of us who have these on PC.
X#
X
X#YACC = yacc
X#LEX = lex
XYACC = bison -y
XLEX = flex
X
X#
X# For extracting NetHack icon.
X#
X
XUUDECODE = uudecode
X
X#
X# For people with TeX and LaTeX.
X#
X
XLATEX = latex
X
X#
X# Standard file naming for LEX and YACC output may vary in PC
X# installations. These three are probably the most generally used
X# names.
X#
X
XYTABC = y_tab.c
XYTABH = y_tab.h
XLEXYYC = lexyy.c
X
X#
X# Source tree base directory.
X#
X
XNHSRC = \nh31
X
X#
X# Source directories. Makedefs hardcodes these, don't change them.
X#
X
XINCL = $(NHSRC)\include # NetHack include files
XDAT = $(NHSRC)\dat # NetHack data files
XDOC = $(NHSRC)\doc # NetHack documentation files
XUTIL = $(NHSRC)\util # Utility source
XSRC = $(NHSRC)\src # Main source
XWIN = $(NHSRC)\win\tty # Window system specific source
XSYS = $(NHSRC)\sys\os2 # System specific source
XSSYS = $(NHSRC)\sys\share # Shared system files
X
X#
X# Modifiable directories. Set these according to your setup and
X# preferences. They must all be present prior to compilation.
X# OBJ, TEMP and GAMEDIR should all preferably be separate and,
X# in particular, not the same as any of the source directories.
X# Note that DMAKE may dislike drive designators in paths because
X# it misinterprets the colon as being part of a make rule. In this
X# case, all directories have to reside in the same drive.
X#
X
XOBJ = \tmp\obj # Object files
XTEMP = \tmp\bin # Temporary files during make process
XGAMEDIR = \games\nh31 # Game directory
XPLIBP = d:\c6\lib # Protected mode C libraries
XRLIBP = d:\c6\lib # Possible real mode C libraries
X
XTLIBP = \toolkt20\os2lib # CSet/2 Toolkit libpath (OS2386.LIB)
X
X#
X# The game name and description.
X#
X
XGAME = nethack
XGAMEDES = "NetHack 3.1"
X
X#
X# The uppermost two lines for MSC, the middle two for GCC, and
X# the lowermost two for CSet/2.
X#
X# MSC: compile only, compiler id, large memory model, optimization level,
X# remove stack probes, 80286 instruction set, dedicated datasegment for
X# items >= 10 bytes, pack structures on 1 byte boundaries, generate code
X# for 8087 coprocessor, compiler warning level, include file path, invoke
X# large model compiler, debug flags, ANSI conformance.
X#
X# GCC: compile only, compiler id, object format selection, warnings,
X# include file path, ANSI conformance.
X#
X# CSet/2: compile only, compiler id, migration lib, remove stack probes,
X# force intra 64K alignment for data, force optlink linkage on function
X# calls, warning level, include files, ANSI conformance.
X#
X
XCFLAGS = /c /DOS2_MSC /AL /O /Gs /G2 /Gt10 /Zp1 /FPi $(WARN) /I$(INCL) $(BIGC) $(CDFLAGS) $(STDC)
XO = /Fo
X#CFLAGS = -c -DOS2_GCC $(GCCO) $(WARN) -I$(INCL) $(CDFLAGS) $(STDC)
X#O = -o
X#CFLAGS = /c /DOS2_CSET2 /Sm /Gs /Gt+ /Mp $(WARN) /I$(INCL) $(CDFLAGS) $(STDC)
X#O = /Fo
X
X#
X# Compiler warning levels. These are really for development, so
X# they are commented out in general distribution to save the user
X# from masses of benign warnings. If any problems arise, however,
X# they may help in finding the trouble.
X#
X# MSC: warning level 3 is highest in 5.1, second highest in 6.0.
X# Cries a lot, but for no real cause. Warning level 0 for distribution.
X#
X# GCC: max. reasonable GCC warning levels. Can't use -Wall, because then
X# it would whine about all the zillions of unused declarations etc.
X# Even with these switch you'll get a lot of warnings, but they should
X# all be benign.
X#
X# CSet/2: warning level 3. The second optional parameter gives
X# lots of extra warnings.
X#
X
XWARN = /W0 #/W3 # MSC
X#WARN = #-W -Wimplicit -Wreturn-type -Wunused -Wformat -Wswitch -Wshadow -Wcast-qual -Wwrite-strings -DGCC_WARN # GCC
X#WARN = #/W3 #/Kbper # CSet/2
X
X#
X# GCC object format selection. Upper line for standard OS/2 OMF
X# object format, lower for Unix style a.out format.
X#
X
X#GCCO = -Zomf -Zsys # GCC OMF
XGCCO = # GCC a.out
X
X#
X# MSC 5.1 needs the large model first pass of the compiler.
X# Not needed for later versions.
X#
X
XBIGC =
X#BIGC = /B1 d:\binb\c1l.exe # MSC 5.1
X
X#
X# Unset CL to avoid troubles with conflicting switches in MSC 6.0.
X#
X
XCL =
X
X#
X# MSC, CSet/2: don't ignore case in symbols, no default lib search, stack
X# 8KB, allow max 1024 segments in program.
X#
X# GCC: likes a big stack.
X#
X
XLFLAGS = /noig /nod /stack:8192 /seg:1024 $(LDFLAGS) # MSC, CSet/2
X#LFLAGS = /noig /stack:40000 # GCC
X
X#
X# Prepare for a debugger.
X#
X
XCDFLAGS =
XLDFLAGS =
X#CDFLAGS = /Zi # CodeView (MSC)
X#LDFLAGS = /CO # - " -
X#CDFLAGS = -g # GDB (GCC a.out)
X#LDFLAGS = -g # - " -
X#CDFLAGS = /Ti+ # IPMD (CSet/2)
X#LDFLAGS = /CO # - " -
X
X#
X# How to produce the most ANSI-like environment.
X#
X
X#STDC = # MSC 5.1
XSTDC = /D__STDC__ # MSC 6.0, CSet/2
X#STDC = -ansi # GCC
X
X#
X# Possible system object files required during linking.
X#
X
XSYSOBJ = # MSC, GCC a.out, CSet/2
X#SYSOBJ = $(PLIBP)\crt0.obj # GCC OMF
X
X#
X# Compiler library selection. Change if necessary.
X#
X# MSC: Protected mode C libraries for 8087 emulator,
X# OS/2 API entry points.
X#
X# GCC OMF: C standard lib, extra GCC lib, static system lib,
X# OS/2 API entry points.
X#
X# GCC a.out: extra GCC lib, C standard lib, extra GCC lib (again),
X# OS/2 API entry points.
X#
X# CSet/2: C standard libraries, OS/2 API entry points.
X#
X
X#PLIBS = $(PLIBP)\llibcep $(PLIBP)\doscalls # MSC 5.1
XPLIBS = $(PLIBP)\llibcep $(PLIBP)\os2 # MSC 6.0
X#PLIBS = $(PLIBP)\libc $(PLIBP)\libgcc $(PLIBP)\libsys $(PLIBP)\libos2 # GCC OMF
X#PLIBS = -lgcc -lc -lgcc -los2 # GCC a.out (defining -lgcc twice is required)
X#PLIBS = $(PLIBP)\dde4sbs.lib $(PLIBP)\dde4sbm.lib $(TLIBP)\os2386.lib # CSet/2
X
X#
X# C libraries used by makedefs, lev_comp and dgn_comp (change if
X# necessary). If compilation is done in DOS, enable the upper line
X# possibly setting the library name to something else, if in OS/2,
X# enable the lower line (protected mode libraries).
X#
X
X#RLIBS = $(RLIBP)\llibcer
XRLIBS = $(PLIBS)
X
X#
X# Default compilation skeletons. The uppermost six are for
X# MSC and CSet/2 and the lowermost six for GCC.
X#
X
XSRCCC = $(CC) $(CFLAGS) $(O)$@ $(SRC)\$(AB)
XUTILCC = $(CC) $(CFLAGS) $(O)$@ $(UTIL)\$(AB)
XSYSCC = $(CC) $(CFLAGS) $(O)$@ $(SYS)\$(AB)
XSSYSCC = $(CC) $(CFLAGS) $(O)$@ $(SSYS)\$(AB)
XPSYSCC = $(CC) $(CFLAGS) $(O)$@ $(SSYS)\pc$(AB)
XWINCC = $(CC) $(CFLAGS) $(O)$@ $(WIN)\$(AB)
X#SRCCC = $(CC) $(CFLAGS) $(O) $@ $(AB)
X#UTILCC = $(B) cd $(UTIL) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
X#SYSCC = $(B) cd $(SYS) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
X#SSYSCC = $(B) cd $(SSYS) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
X#PSYSCC = $(B) cd $(SSYS) $(S) $(CC) $(CFLAGS) $(O) $@ pc$(AB) $(E)
X#WINCC = $(B) cd $(WIN) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
X
X#
X# Default linker skeletons. Upper four lines for everything
X# that uses standard OS/2 object format (MSC, CSet/2, GCC OMF),
X# lower four for GCC a.out format.
X#
X
XGAMELN = $(LINK) @$(TEMP)\$(GAME).rsp
XMKDFLN = $(LINK) @$(TEMP)\makedefs.rsp
XLEVCLN = $(LINK) @$(TEMP)\lev_comp.rsp
XDGNCLN = $(LINK) @$(TEMP)\dgn_comp.rsp
XRCVRLN = $(LINK) @$(TEMP)\recover.rsp
X#GAMELN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\$(GAME).exe $(TEMP)\$(GAMEDEF) $(SYSOBJ) $(HOBJ) $(PLIBS) $(TERMLIB)
X#MKDFLN = $(CC) $(LDFLAGS) -o $(TEMP)\makedefs.exe $(TEMP)\$(MKDFDEF) $(SYSOBJ) $(MAKEOBJS) $(PLIBS)
X#LEVCLN = $(CC) $(LDFLAGS) -o $(TEMP)\lev_comp.exe $(TEMP)\$(LEVCDEF) $(SYSOBJ) $(SPLEVOBJS) $(PLIBS)
X#DGNCLN = $(CC) $(LDFLAGS) -o $(TEMP)\dgn_comp.exe $(TEMP)\$(DGNCDEF) $(SYSOBJ) $(DGNCOMPOBJS) $(PLIBS)
X#RCVRLN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\recover.exe $(TEMP)\$(RCVRDEF) $(SYSOBJ) $(RECOVOBJS) $(PLIBS)
X
X#
X# OS/2 module definition files for NetHack,
X# makedefs, dgn_comp, lev_comp, recover.
X#
X
XGAMEDEF = $(GAME).def
XMKDFDEF = makedefs.def
XLEVCDEF = lev_comp.def
XDGNCDEF = dgn_comp.def
XRCVRDEF = recover.def
X
X#
X# For compilation in DOS, enable the lower three lines and
X# disable the upper three.
X#
X
XMKDFMD = $(TEMP)\$(MKDFDEF)
XLEVCMD = $(TEMP)\$(LEVCDEF)
XDGNCMD = $(TEMP)\$(DGNCDEF)
X#MKDFMD =
X#LEVCMD =
X#DGNCMD =
X
X#
X# Optional high-quality BSD random number generation routines
X# (see os2conf.h). Set to nothing if not used.
X#
X
XRANDOM = $(OBJ)\random.o
X#RANDOM =
X
X#
X# If TERMLIB is defined in os2conf.h, comment out the upper line and
X# uncomment the lower. If the termcap-library doesn't exist, use
X# sys\share\makefile.lib to build it.
X#
X
XTERMLIB =
X#TERMLIB = termlib.lib
X
X#
X# Short / long file name selection for FAT and HPFS.
X# Only two files need consideration.
X#
X
XGUIDEBOO = Guideboo # FAT
XPATCHLEV = patchlev # - " -
X#GUIDEBOO = Guidebook # HPFS
X#PATCHLEV = patchlevel # - " -
X
X
X#
X# If you have LaTeX and want to create the NetHack Guidebook in TeX
X# device-independent file format, comment out the upper line and
X# uncomment the lower.
X#
X
XGUIDE =
X#GUIDE = $(TEMP)\$(GUIDEBOO).dvi
X
X#
X# Set WINOBJ lines corresponding to your desired combination
X# of windowing systems. Also set windowing systems in config.h.
X#
X# A straight tty port using no native windowing system is the
X# only choice for now.
X
XWINOBJ = $(OBJ)\getline.o $(OBJ)\termcap.o $(OBJ)\topl.o $(OBJ)\wintty.o
X
X#
X# The default make target, so just typing 'make' is useful.
X# Has to be the first target in the makefile.
X#
X
Xdefault : all
X
X#
X# If you have yacc and lex programs and make any changes, uncomment
X# the lowermost two lines and uncomment the others. If you make
X# changes to the .y and .l files but prefer to process the files
X# separately elsewhere, activate the middle two lines, so your changes
X# don't get overwritten.
X#
X
X#do_yacc : yacc_cpy # use pre-generated files
X#do_lex : lex_cpy # - " -
X#do_yacc : yacc_msg # show message if changed
X#do_lex : lex_msg # - " -
Xdo_yacc : yacc_act # re-process files
Xdo_lex : lex_act # - " -
X
X#
X# If you don't have uudecode program, use the upper line.
X# If you still want the icon, you'll have to extract the
X# file manually somewhere else.
X#
X
X#do_icon : icon_msg # show message if changed
Xdo_icon : icon_act # extract icon file
X
X#
X# If you don't want to generate nethack.cmd, use the upper line.
X# This could be the case, e.g., if you use different shell than
X# the standard cmd.exe.
X#
X
X#do_cmd : cmd_msg # show message
Xdo_cmd : cmd_act # generate nethack.cmd
X
X######################################################################
X#
X# Nothing below this line should have to be changed.
X#
X# Other things that have to be reconfigured are in
X# config.h, os2conf.h and possibly system.h.
X#
X
X#
X# The game filename.
X#
X
XGAMEFILE = $(GAMEDIR)\$(GAME).exe
X
X#
X# Object files for makedefs.
X#
X
XMAKEOBJS = $(OBJ)\makedefs.o $(OBJ)\monst.o $(OBJ)\objects.o
X
X#
X# Object files for special levels compiler.
X#
X
XSOBJ01 = $(OBJ)\lev_yacc.o $(OBJ)\lev_lex.o $(OBJ)\lev_main.o $(OBJ)\alloc.o
XSOBJ02 = $(OBJ)\monst.o $(OBJ)\objects.o $(OBJ)\panic.o $(OBJ)\decl.o
XSOBJ03 = $(OBJ)\drawing.o
X
XSPLEVOBJS = $(SOBJ01) $(SOBJ02) $(SOBJ03)
X
X#
X# Object files for dungeon compiler.
X#
X
XDOBJ01 = $(OBJ)\dgn_yacc.o $(OBJ)\dgn_lex.o $(OBJ)\dgn_main.o
XDOBJ02 = $(OBJ)\panic.o $(OBJ)\alloc.o
X
XDGNCOMPOBJS = $(DOBJ01) $(DOBJ02)
X
X#
X# Object files for recovery utility.
X#
X
XRECOVOBJS = $(OBJ)\recover.o
X
X#
X# Object files for the game itself.
X#
X
XVOBJ01 = $(OBJ)\allmain.o $(OBJ)\alloc.o $(OBJ)\apply.o $(OBJ)\artifact.o
XVOBJ02 = $(OBJ)\attrib.o $(OBJ)\ball.o $(OBJ)\bones.o $(OBJ)\botl.o
XVOBJ03 = $(OBJ)\cmd.o $(OBJ)\dbridge.o $(OBJ)\decl.o $(OBJ)\detect.o
XVOBJ04 = $(OBJ)\display.o $(OBJ)\do.o $(OBJ)\do_name.o $(OBJ)\do_wear.o
XVOBJ05 = $(OBJ)\dog.o $(OBJ)\dogmove.o $(OBJ)\dokick.o $(OBJ)\dothrow.o
XVOBJ06 = $(OBJ)\drawing.o $(OBJ)\dungeon.o $(OBJ)\eat.o $(OBJ)\end.o
XVOBJ07 = $(OBJ)\engrave.o $(OBJ)\exper.o $(OBJ)\explode.o $(OBJ)\extralev.o
XVOBJ08 = $(OBJ)\files.o $(OBJ)\fountain.o $(OBJ)\hack.o $(OBJ)\hacklib.o
XVOBJ09 = $(OBJ)\invent.o $(OBJ)\lock.o $(OBJ)\mail.o $(OBJ)\main.o
XVOBJ10 = $(OBJ)\makemon.o $(OBJ)\mcastu.o $(OBJ)\mhitm.o $(OBJ)\mhitu.o
XVOBJ11 = $(OBJ)\minion.o $(OBJ)\mklev.o $(OBJ)\mkmap.o $(OBJ)\mkmaze.o
XVOBJ12 = $(OBJ)\mkobj.o $(OBJ)\mkroom.o $(OBJ)\mon.o $(OBJ)\mondata.o
XVOBJ13 = $(OBJ)\monmove.o $(OBJ)\monst.o $(OBJ)\monstr.o $(OBJ)\mplayer.o
XVOBJ14 = $(OBJ)\mthrowu.o $(OBJ)\muse.o $(OBJ)\music.o $(OBJ)\o_init.o
XVOBJ15 = $(OBJ)\objects.o $(OBJ)\objnam.o $(OBJ)\options.o $(OBJ)\os2.o
XVOBJ16 = $(OBJ)\pager.o $(OBJ)\pcsys.o $(OBJ)\pickup.o $(OBJ)\pline.o
XVOBJ17 = $(OBJ)\polyself.o $(OBJ)\potion.o $(OBJ)\pray.o $(OBJ)\priest.o
XVOBJ18 = $(OBJ)\quest.o $(OBJ)\questpgr.o $(OBJ)\read.o $(OBJ)\rect.o
XVOBJ19 = $(OBJ)\restore.o $(OBJ)\rip.o $(OBJ)\rnd.o $(OBJ)\rumors.o
XVOBJ20 = $(OBJ)\save.o $(OBJ)\shk.o $(OBJ)\shknam.o $(OBJ)\sit.o
XVOBJ21 = $(OBJ)\sounds.o $(OBJ)\sp_lev.o $(OBJ)\spell.o $(OBJ)\steal.o
XVOBJ22 = $(OBJ)\timeout.o $(OBJ)\topten.o $(OBJ)\track.o $(OBJ)\trap.o
XVOBJ23 = $(OBJ)\tty.o $(OBJ)\u_init.o $(OBJ)\uhitm.o $(OBJ)\unix.o
XVOBJ24 = $(OBJ)\vault.o $(OBJ)\vision.o $(OBJ)\vis_tab.o $(OBJ)\weapon.o
XVOBJ25 = $(OBJ)\were.o $(OBJ)\wield.o $(OBJ)\windows.o $(OBJ)\wizard.o
XVOBJ26 = $(OBJ)\worm.o $(OBJ)\worn.o $(OBJ)\write.o $(OBJ)\zap.o
XVOBJ27 = $(WINOBJ)
XVOBJ28 = $(RANDOM)
XHHOBJ = $(OBJ)\version.o
X
XVOBJ = $(VOBJ01) $(VOBJ02) $(VOBJ03) $(VOBJ04) $(VOBJ05) $(VOBJ06) $(VOBJ07) \
X $(VOBJ08) $(VOBJ09) $(VOBJ10) $(VOBJ11) $(VOBJ12) $(VOBJ13) $(VOBJ14) \
X $(VOBJ15) $(VOBJ16) $(VOBJ17) $(VOBJ18) $(VOBJ19) $(VOBJ20) $(VOBJ21) \
X $(VOBJ22) $(VOBJ23) $(VOBJ24) $(VOBJ25) $(VOBJ26) $(VOBJ27) $(VOBJ28)
XHOBJ = $(VOBJ) $(HHOBJ)
X
XEXTERN_H = #$(INCL)\extern.h
XOS2CONF_H = $(INCL)\os2conf.h $(INCL)\micro.h $(INCL)\system.h $(EXTERN_H)
XGLOBAL_H = $(INCL)\global.h $(INCL)\coord.h $(OS2CONF_H)
XCONFIG_H = $(INCL)\config.h $(INCL)\tradstdc.h $(GLOBAL_H)
XTRAP_H = $(INCL)\trap.h
XPERMONST_H = $(INCL)\permonst.h $(INCL)\monattk.h $(INCL)\monflag.h
XYOU_H = $(INCL)\you.h $(INCL)\attrib.h $(PERMONST_H) $(INCL)\mondata.h \
X $(INCL)\monst.h $(INCL)\youprop.h $(INCL)\prop.h $(INCL)\pm.h
XDECL_H = $(INCL)\decl.h $(INCL)\spell.h $(INCL)\obj.h $(YOU_H) \
X $(INCL)\onames.h $(INCL)\color.h
XHACK_H = $(CONFIG_H) $(DECL_H) $(INCL)\monsym.h $(INCL)\mkroom.h \
X $(INCL)\objclass.h $(TRAP_H) $(INCL)\engrave.h $(INCL)\flag.h \
X $(INCL)\rm.h $(INCL)\dungeon.h $(INCL)\hack.h $(INCL)\display.h \
X $(INCL)\vision.h $(INCL)\wintty.h $(INCL)\wintype.h $(INCL)\align.h \
X $(INCL)\winprocs.h
X
X#
X# The default target.
X#
X
Xall : makedefs dgn_comp lev_comp recover $(GAME) dat $(GUIDE)
X $(ECHO) Done.
X
X#
X# Definition file creation.
X#
X
X$(TEMP)\$(GAMEDEF) :
X $(MAKEB) DD_NAME=$(GAME) DD_DESC=$(GAMEDES) DD_TARG=$@ do_def
X$(TEMP)\$(MKDFDEF) :
X $(MAKEB) DD_NAME=makedefs DD_DESC="Definitions compiler" DD_TARG=$@ do_def
X$(TEMP)\$(DGNCDEF) :
X $(MAKEB) DD_NAME=dgn_comp DD_DESC="Dungeon compiler" DD_TARG=$@ do_def
X$(TEMP)\$(LEVCDEF) :
X $(MAKEB) DD_NAME=lev_comp DD_DESC="Level compiler" DD_TARG=$@ do_def
X$(TEMP)\$(RCVRDEF) :
X $(MAKEB) DD_NAME=recover DD_DESC="Recovery utility" DD_TARG=$@ do_def
X
Xdo_def :
X $(ECHO) NAME $(DD_NAME) WINDOWCOMPAT> $(DD_TARG)
X $(ECHO) DESCRIPTION '$(DD_DESC)'>> $(DD_TARG)
X $(ECHO) PROTMODE>> $(DD_TARG)
X $(ECHO) EXETYPE OS2>> $(DD_TARG)
X
X#
X# The main target.
X#
X
X$(GAME) : $(GAMEDIR)\$(GAME).exe
X$(GAME).exe : $(GAMEDIR)\$(GAME).exe
X$(GAMEDIR)\$(GAME).exe : $(TEMP)\$(GAME).rsp
X $(GAMELN)
X
X$(TEMP)\$(GAME).rsp : $(HOBJ) $(TEMP)\$(GAMEDEF)
X $(ECHO) $(SYSOBJ) $(VOBJ01) +> $@
X $(ECHO) $(VOBJ02) +>> $@
X $(ECHO) $(VOBJ03) +>> $@
X $(ECHO) $(VOBJ04) +>> $@
X $(ECHO) $(VOBJ05) +>> $@
X $(ECHO) $(VOBJ06) +>> $@
X $(ECHO) $(VOBJ07) +>> $@
X $(ECHO) $(VOBJ08) +>> $@
X $(ECHO) $(VOBJ09) +>> $@
X $(ECHO) $(VOBJ10) +>> $@
X $(ECHO) $(VOBJ11) +>> $@
X $(ECHO) $(VOBJ12) +>> $@
X $(ECHO) $(VOBJ13) +>> $@
X $(ECHO) $(VOBJ14) +>> $@
X $(ECHO) $(VOBJ15) +>> $@
X $(ECHO) $(VOBJ16) +>> $@
X $(ECHO) $(VOBJ17) +>> $@
X $(ECHO) $(VOBJ18) +>> $@
X $(ECHO) $(VOBJ19) +>> $@
X $(ECHO) $(VOBJ20) +>> $@
X $(ECHO) $(VOBJ21) +>> $@
X $(ECHO) $(VOBJ22) +>> $@
X $(ECHO) $(VOBJ23) +>> $@
X $(ECHO) $(VOBJ24) +>> $@
X $(ECHO) $(VOBJ25) +>> $@
X $(ECHO) $(VOBJ26) +>> $@
X $(ECHO) $(VOBJ27) +>> $@
X $(ECHO) $(VOBJ28) +>> $@
X $(ECHO) $(HHOBJ)>> $@
X $(ECHO) $(GAMEDIR)\$(GAME).exe>> $@
X $(ECHO) $(TEMP)\$(GAME)>> $@
X $(ECHO) $(PLIBS) $(TERMLIB)>> $@
X $(ECHO) $(TEMP)\$(GAMEDEF) $(LFLAGS);>> $@
X
X#
X# Targets for makedefs.
X#
X
Xmakedefs : $(TEMP)\makedefs.exe
X$(TEMP)\makedefs.exe : $(TEMP)\makedefs.rsp
X $(MKDFLN)
X
X$(TEMP)\makedefs.rsp : $(MAKEOBJS) $(TEMP)\$(MKDFDEF)
X $(ECHO) $(SYSOBJ) $(MAKEOBJS)> $@
X $(ECHO) $(TEMP)\makedefs.exe>> $@
X $(ECHO) nul>> $@
X $(ECHO) $(RLIBS)>> $@
X $(ECHO) $(MKDFMD) $(LFLAGS);>> $@
X
X$(OBJ)\makedefs.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\permonst.h $(INCL)\objclass.h \
X $(INCL)\monsym.h $(INCL)\artilist.h $(INCL)\qtext.h
X $(UTILCC)
X
X#
X# Targets for the special levels compiler.
X#
X
Xlev_comp : $(TEMP)\lev_comp.exe
X$(TEMP)\lev_comp.exe : $(TEMP)\lev_comp.rsp
X $(LEVCLN)
X
X$(TEMP)\lev_comp.rsp : $(SPLEVOBJS) $(TEMP)\$(LEVCDEF)
X $(ECHO) $(SYSOBJ) $(SOBJ01) +> $@
X $(ECHO) $(SOBJ02) +>> $@
X $(ECHO) $(SOBJ03)>> $@
X $(ECHO) $(TEMP)\lev_comp.exe>> $@
X $(ECHO) nul>> $@
X $(ECHO) $(RLIBS)>> $@
X $(ECHO) $(LEVCMD) $(LFLAGS);>> $@
X
X$(OBJ)\lev_yacc.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
X $(UTILCC)
X$(OBJ)\lev_lex.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev_comp.h
X $(UTILCC)
X$(OBJ)\lev_main.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\termcap.h
X $(UTILCC)
X
X$(UTIL)\lev_yacc.c : $(UTIL)\lev_comp.y
X $(MAKEB) YY=lev do_yacc
X
X$(UTIL)\lev_lex.c : $(UTIL)\lev_comp.l
X $(MAKEB) YY=lev do_lex
X
X#
X# Targets for the dungeon compiler.
X#
X
Xdgn_comp : $(TEMP)\dgn_comp.exe
X$(TEMP)\dgn_comp.exe : $(TEMP)\dgn_comp.rsp
X $(DGNCLN)
X
X$(TEMP)\dgn_comp.rsp : $(DGNCOMPOBJS) $(TEMP)\$(DGNCDEF)
X $(ECHO) $(SYSOBJ) $(DOBJ01) +> $@
X $(ECHO) $(DOBJ02)>> $@
X $(ECHO) $(TEMP)\dgn_comp.exe>> $@
X $(ECHO) nul>> $@
X $(ECHO) $(RLIBS)>> $@
X $(ECHO) $(DGNCMD) $(LFLAGS);>> $@
X
X$(OBJ)\dgn_yacc.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dgn_file.h
X $(UTILCC)
X$(OBJ)\dgn_lex.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dgn_comp.h $(INCL)\dgn_file.h
X $(UTILCC)
X$(OBJ)\dgn_main.o : $(UTIL)\$(CB) $(CONFIG_H)
X $(UTILCC)
X
X$(UTIL)\dgn_yacc.c : $(UTIL)\dgn_comp.y
X $(MAKEB) YY=dgn do_yacc
X
X$(UTIL)\dgn_lex.c : $(UTIL)\dgn_comp.l
X $(MAKEB) YY=dgn do_lex
X
X#
X# For both lev_comp and dgn_comp.
X#
X
X$(OBJ)\panic.o : $(UTIL)\$(CB) $(CONFIG_H)
X $(UTILCC)
X
X#
X# Yacc and Lex targets.
X#
X
Xyacc_cpy :
X $(CP) $(SSYS)\$(YY)_yacc.c $(UTIL)
X $(CP) $(SSYS)\$(YY)_comp.h $(INCL)
X
Xyacc_msg :
X $(ECHO) $(YY)_comp.y has changed. To update $(YY)_yacc.c and $(YY)_comp.h run $(YACC).
X
Xyacc_act :
X $(YACC) -d $(UTIL)\$(YY)_comp.y
X $(CP) $(YTABC) $(UTIL)\$(YY)_yacc.c
X $(CP) $(YTABH) $(INCL)\$(YY)_comp.h
X $(RM) $(YTABC)
X $(RM) $(YTABH)
X
Xlex_cpy :
X $(CP) $(SSYS)\$(YY)_lex.c $(UTIL)
X
Xlex_msg :
X $(ECHO) $(YY)_comp.l has changed. To update $(YY)_lex.c run $(LEX).
X
Xlex_act :
X $(LEX) $(UTIL)\$(YY)_comp.l
X $(CP) $(LEXYYC) $(UTIL)\$(YY)_lex.c
X $(RM) $(LEXYYC)
X
X#
X# Targets for the recovery utility.
X#
X
Xrecover : $(GAMEDIR)\recover.exe
X$(GAMEDIR)\recover.exe : $(TEMP)\recover.rsp
X $(RCVRLN)
X
X$(TEMP)\recover.rsp : $(RECOVOBJS) $(TEMP)\$(RCVRDEF)
X $(ECHO) $(SYSOBJ) $(RECOVOBJS)> $@
X $(ECHO) $(GAMEDIR)\recover.exe>> $@
X $(ECHO) nul>> $@
X $(ECHO) $(PLIBS)>> $@
X $(ECHO) $(TEMP)\$(RCVRDEF) $(LFLAGS);>> $@
X
X$(OBJ)\recover.o : $(UTIL)\$(CB) $(CONFIG_H)
X $(UTILCC)
X
X#
X# The following files depend on makedefs to be created.
X#
X# date.h should be remade every time any of the source or include
X# files is modified.
X#
X
X$(INCL)\date.h : $(VOBJ) $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -v
X $(CP) $(DAT)\options $(GAMEDIR)
X $(RM) $(DAT)\options
X
X$(INCL)\onames.h : $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -o
X
X$(INCL)\pm.h : $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -p
X
Xmonstr.c : $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -m
X
X$(OBJ)\monstr.o : $(CB)
X $(SRCCC)
X
X$(GAMEDIR)\data : $(DAT)\data.bas $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -d
X $(CP) $(DAT)\data $(GAMEDIR)
X $(RM) $(DAT)\data
X
X$(GAMEDIR)\rumors : $(DAT)\rumors.tru $(DAT)\rumors.fal $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -r
X $(CP) $(DAT)\rumors $(GAMEDIR)
X $(RM) $(DAT)\rumors
X
X$(GAMEDIR)\oracles : $(DAT)\oracles.txt $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -h
X $(CP) $(DAT)\oracles $(GAMEDIR)
X $(RM) $(DAT)\oracles
X
X$(GAMEDIR)\quest.dat : $(DAT)\quest.txt $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -q
X $(CP) $(DAT)\quest.dat $(GAMEDIR)
X $(RM) $(DAT)\quest.dat
X
X#
X# Vision tables for algorithm D.
X#
X
Xvis_tab.c : $(INCL)\vis_tab.h
X$(INCL)\vis_tab.h : $(TEMP)\makedefs.exe
X $(TEMP)\makedefs -z
X
X$(OBJ)\vis_tab.o : $(CB)
X $(SRCCC)
X
X#
X# The following programs vary depending on what OS you are using.
X#
X
X$(OBJ)\main.o : $(SSYS)\pc$(CB) $(HACK_H)
X $(PSYSCC)
X$(OBJ)\tty.o : $(SSYS)\pc$(CB) $(HACK_H) $(INCL)\func_tab.h
X $(PSYSCC)
X$(OBJ)\unix.o : $(SSYS)\pc$(CB) $(HACK_H)
X $(PSYSCC)
X
X#
X# Other system specific modules.
X#
X
X$(OBJ)\os2.o : $(SYS)\$(CB) $(HACK_H) $(INCL)\termcap.h $(INCL)\def_os2.h
X $(SYSCC)
X$(OBJ)\pcsys.o : $(SSYS)\$(CB) $(HACK_H)
X $(SSYSCC)
X
X#
X# Berkeley random(3) routines.
X#
X
X$(OBJ)\random.o : $(SSYS)\$(CB)
X $(SSYSCC)
X
X#
X# Window source.
X#
X
X$(OBJ)\getline.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\func_tab.h
X $(WINCC)
X$(OBJ)\termcap.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\termcap.h
X $(WINCC)
X$(OBJ)\topl.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\termcap.h
X $(WINCC)
X$(OBJ)\wintty.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\termcap.h
X $(WINCC)
X
X#
X# Secondary targets.
X#
X
Xdat : spec_lev help_fil $(GAMEDIR)\dungeon $(GAMEDIR)\data $(GAMEDIR)\rumors \
X $(GAMEDIR)\oracles $(GAMEDIR)\quest.dat $(GAMEDIR)\$(GAME).ico \
X $(GAMEDIR)\$(GAME).cmd $(GAMEDIR)\nethack.cnf
X
Xhelp_fil : $(GAMEDIR)\cmdhelp $(GAMEDIR)\help $(GAMEDIR)\hh $(GAMEDIR)\history \
X $(GAMEDIR)\license $(GAMEDIR)\opthelp $(GAMEDIR)\wizhelp
X
X$(GAMEDIR)\cmdhelp : $(DAT)\cmdhelp
X $(CP) $(DAT)\cmdhelp $(GAMEDIR)
X$(GAMEDIR)\help : $(DAT)\help
X $(CP) $(DAT)\help $(GAMEDIR)
X$(GAMEDIR)\hh : $(DAT)\hh
X $(CP) $(DAT)\hh $(GAMEDIR)
X$(GAMEDIR)\history : $(DAT)\history
X $(CP) $(DAT)\history $(GAMEDIR)
X$(GAMEDIR)\license : $(DAT)\license
X $(CP) $(DAT)\license $(GAMEDIR)
X$(GAMEDIR)\opthelp : $(DAT)\opthelp
X $(CP) $(DAT)\opthelp $(GAMEDIR)
X$(GAMEDIR)\wizhelp : $(DAT)\wizhelp
X $(CP) $(DAT)\wizhelp $(GAMEDIR)
X
X$(GAMEDIR)\dungeon : $(DAT)\dungeon.def $(TEMP)\makedefs.exe $(TEMP)\dgn_comp.exe
X $(TEMP)\makedefs -e
X $(TEMP)\dgn_comp $(DAT)\dungeon.pdf
X $(CP) $(DAT)\dungeon $(GAMEDIR)
X $(RM) $(DAT)\dungeon.pdf
X $(RM) $(DAT)\dungeon
X
XAFILES = $(GAMEDIR)\A-goal.lev
XBFILES = $(GAMEDIR)\B-goal.lev
XCFILES = $(GAMEDIR)\C-goal.lev
XEFILES = $(GAMEDIR)\E-goal.lev
XHFILES = $(GAMEDIR)\H-goal.lev
XKFILES = $(GAMEDIR)\K-goal.lev
XPFILES = $(GAMEDIR)\P-goal.lev
XRFILES = $(GAMEDIR)\R-goal.lev
XSFILES = $(GAMEDIR)\S-goal.lev
XTFILES = $(GAMEDIR)\T-goal.lev
XVFILES = $(GAMEDIR)\V-goal.lev
XWFILES = $(GAMEDIR)\W-goal.lev
X
XXFILES = $(AFILES) $(BFILES) $(CFILES) $(EFILES) $(HFILES) $(KFILES) \
X $(PFILES) $(RFILES) $(SFILES) $(TFILES) $(VFILES) $(WFILES)
X
Xspec_lev : $(GAMEDIR)\astral.lev $(GAMEDIR)\bigroom.lev $(GAMEDIR)\castle.lev \
X $(GAMEDIR)\knox.lev $(GAMEDIR)\medusa-1.lev $(GAMEDIR)\mine_end.lev \
X $(GAMEDIR)\oracle.lev $(GAMEDIR)\tower1.lev $(GAMEDIR)\valley.lev \
X $(GAMEDIR)\wizard1.lev $(XFILES)
X
X# Single special level files
X
X$(GAMEDIR)\bigroom.lev : $(DAT)\bigroom.des $(TEMP)\lev_comp.exe
X $(MAKEB) LF=bigroom do_slev
X$(GAMEDIR)\castle.lev : $(DAT)\castle.des $(TEMP)\lev_comp.exe
X $(MAKEB) LF=castle do_slev
X$(GAMEDIR)\knox.lev : $(DAT)\knox.des $(TEMP)\lev_comp.exe
X $(MAKEB) LF=knox do_slev
X$(GAMEDIR)\oracle.lev : $(DAT)\oracle.des $(TEMP)\lev_comp.exe
X $(MAKEB) LF=oracle do_slev
X
Xdo_slev :
X $(TEMP)\lev_comp $(DAT)\$(LF).des
X $(CP) $(LF).lev $(GAMEDIR)
X $(RM) $(LF).lev
X
X# Multiple special level files
X
X$(GAMEDIR)\astral.lev : $(DAT)\endgame.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\endgame.des
X $(CP) air.lev $(GAMEDIR)
X $(CP) astral.lev $(GAMEDIR)
X $(CP) earth.lev $(GAMEDIR)
X $(CP) fire.lev $(GAMEDIR)
X $(CP) water.lev $(GAMEDIR)
X $(RM) air.lev
X $(RM) astral.lev
X $(RM) earth.lev
X $(RM) fire.lev
X $(RM) water.lev
X
X$(GAMEDIR)\medusa-1.lev : $(DAT)\medusa.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\medusa.des
X $(CP) medusa-?.lev $(GAMEDIR)
X $(RM) medusa-?.lev
X
X$(GAMEDIR)\mine_end.lev : $(DAT)\mines.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\mines.des
X $(CP) mine_end.lev $(GAMEDIR)
X $(CP) minefill.lev $(GAMEDIR)
X $(CP) minetown.lev $(GAMEDIR)
X $(RM) mine_end.lev
X $(RM) minefill.lev
X $(RM) minetown.lev
X
X$(GAMEDIR)\tower1.lev : $(DAT)\tower.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\tower.des
X $(CP) tower?.lev $(GAMEDIR)
X $(RM) tower?.lev
X
X$(GAMEDIR)\valley.lev : $(DAT)\gehennom.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\gehennom.des
X $(CP) asmodeus.lev $(GAMEDIR)
X $(CP) baalz.lev $(GAMEDIR)
X $(CP) juiblex.lev $(GAMEDIR)
X $(CP) orcus.lev $(GAMEDIR)
X $(CP) sanctum.lev $(GAMEDIR)
X $(CP) valley.lev $(GAMEDIR)
X $(RM) asmodeus.lev
X $(RM) baalz.lev
X $(RM) juiblex.lev
X $(RM) orcus.lev
X $(RM) sanctum.lev
X $(RM) valley.lev
X
X$(GAMEDIR)\wizard1.lev : $(DAT)\yendor.des $(TEMP)\lev_comp.exe
X $(TEMP)\lev_comp $(DAT)\yendor.des
X $(CP) wizard?.lev $(GAMEDIR)
X $(CP) fakewiz?.lev $(GAMEDIR)
X $(RM) wizard?.lev
X $(RM) fakewiz?.lev
X
X# Quest dungeons
X
X$(AFILES) : $(DAT)\Arch.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=A QF=Arch do_quest
X$(BFILES) : $(DAT)\Barb.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=B QF=Barb do_quest
X$(CFILES) : $(DAT)\Caveman.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=C QF=Caveman do_quest
X$(EFILES) : $(DAT)\Elf.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=E QF=Elf do_quest
X$(HFILES) : $(DAT)\Healer.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=H QF=Healer do_quest
X$(KFILES) : $(DAT)\Knight.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=K QF=Knight do_quest
X$(PFILES) : $(DAT)\Priest.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=P QF=Priest do_quest
X$(RFILES) : $(DAT)\Rogue.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=R QF=Rogue do_quest
X$(SFILES) : $(DAT)\Samurai.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=S QF=Samurai do_quest
X$(TFILES) : $(DAT)\Tourist.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=T QF=Tourist do_quest
X$(VFILES) : $(DAT)\Valkyrie.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=V QF=Valkyrie do_quest
X$(WFILES) : $(DAT)\Wizard.des $(TEMP)\lev_comp.exe
X $(MAKEB) QQ=W QF=Wizard do_quest
X
Xdo_quest :
X $(TEMP)\lev_comp $(DAT)\$(QF).des
X $(CP) $(QQ)-goal.lev $(GAMEDIR)
X $(CP) $(QQ)-fill?.lev $(GAMEDIR)
X $(CP) $(QQ)-locate.lev $(GAMEDIR)
X $(CP) $(QQ)-start.lev $(GAMEDIR)
X $(RM) $(QQ)-goal.lev
X $(RM) $(QQ)-fill?.lev
X $(RM) $(QQ)-locate.lev
X $(RM) $(QQ)-start.lev
X
X#
X# NetHack icon for Presentation Manager.
X#
X
X$(GAMEDIR)\$(GAME).ico : $(SYS)\nhpmico.uu
X $(MAKEB) do_icon
X
Xicon_msg :
X $(ECHO) Icon file not extracted. Extract manually if required.
X
Xicon_act :
X $(UUDECODE) $(SYS)\nhpmico.uu
X $(CP) nethack.ico $(GAMEDIR)\$(GAME).ico
X $(RM) nethack.ico
X
X#
X# NetHack command file to use with Presentation Manager.
X#
X
X$(GAMEDIR)\$(GAME).cmd :
X $(MAKEB) CMDF=$@ do_cmd
X
Xcmd_msg :
X $(ECHO) Command file not created. Create manually if required.
X
Xcmd_act :
X $(ECHO) @echo off> $(CMDF)
X $(ECHO) REM Command file for starting nethack.exe from PM/WPS Desktop>> $(CMDF)
X $(ECHO) $(GAME).exe $(P)1 $(P)2 $(P)3 $(P)4 $(P)5 $(P)6 $(P)7>> $(CMDF)
X $(ECHO) pause>> $(CMDF)
X
X#
X# NetHack configuration file. Will not overwrite an existing file.
X#
X
X$(GAMEDIR)\nethack.cnf :
X $(CP) $(SSYS)\nethack.cnf $(GAMEDIR)
X
X#
X# Documentation.
X#
X
X$(TEMP)\$(GUIDEBOO).dvi : $(DOC)\$(GUIDEBOO).tex
X $(LATEX) $(DOC)\$(GUIDEBOO).tex
X $(CP) $(GUIDEBOO).dvi $(TEMP)
X $(CP) $(GUIDEBOO).aux $(TEMP)
X $(CP) $(GUIDEBOO).log $(TEMP)
X $(RM) $(GUIDEBOO).dvi
X $(RM) $(GUIDEBOO).aux
X $(RM) $(GUIDEBOO).log
X
X#
X# Housekeeping.
X#
X
Xclean :
X -$(RM) $(OBJ)\*.o
X
Xspotless : clean
X -$(RM) $(INCL)\date.h
X -$(RM) $(INCL)\onames.h
X -$(RM) $(INCL)\pm.h
X -$(RM) $(INCL)\vis_tab.h
X -$(RM) vis_tab.c
X -$(RM) monstr.c
X -$(RM) *.lev
X -$(RM) nethack.ico
X -$(RM) $(TEMP)\makedefs.exe
X -$(RM) $(TEMP)\lev_comp.exe
X -$(RM) $(TEMP)\dgn_comp.exe
X -$(RM) $(TEMP)\*.rsp
X -$(RM) $(TEMP)\*.def
X -$(RM) $(TEMP)\*.map
X -$(RM) $(TEMP)\$(GUIDEBOO).dvi
X -$(RM) $(TEMP)\$(GUIDEBOO).aux
X -$(RM) $(TEMP)\$(GUIDEBOO).log
X
X#
X# Main source.
X#
X# Default rules are sooo difficult for so many make
X# programs that we do this the most straightforward way.
X#
X
X$(OBJ)\allmain.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\alloc.o : $(SRC)\$(CB) $(CONFIG_H)
X $(SRCCC)
X$(OBJ)\apply.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
X $(SRCCC)
X$(OBJ)\artifact.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
X $(SRCCC)
X$(OBJ)\attrib.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
X $(SRCCC)
X$(OBJ)\ball.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\bones.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
X $(SRCCC)
X$(OBJ)\botl.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\cmd.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\func_tab.h
X $(SRCCC)
X$(OBJ)\dbridge.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\decl.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\quest.h
X $(SRCCC)
X$(OBJ)\detect.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
X $(SRCCC)
X$(OBJ)\display.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\do.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
X $(SRCCC)
X$(OBJ)\do_name.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\do_wear.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\dog.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
X $(SRCCC)
X$(OBJ)\dogmove.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
X $(SRCCC)
X$(OBJ)\dokick.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
X $(SRCCC)
X$(OBJ)\dothrow.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\drawing.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\termcap.h
X $(SRCCC)
X$(OBJ)\dungeon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\dgn_file.h
X $(SRCCC)
X$(OBJ)\eat.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\end.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
X $(SRCCC)
X$(OBJ)\engrave.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
X $(SRCCC)
X$(OBJ)\exper.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\explode.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\extralev.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\files.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\fountain.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\hack.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\hacklib.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\invent.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
X $(SRCCC)
X$(OBJ)\lock.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
X$(OBJ)\makemon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h $(INCL)\emin.h
X $(SRCCC)
X$(OBJ)\mail.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mail.h
X $(SRCCC)
X$(OBJ)\mcastu.o : $(SRC)\$(CB) $(HACK_H)
X $(SRCCC)
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X $(SRCCC)
X$(OBJ)\mhitu.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h
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X$(OBJ)\minion.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\emin.h $(INCL)\epri.h
X $(SRCCC)
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X $(SRCCC)
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X$(OBJ)\mkmaze.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
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X$(OBJ)\mkobj.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
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X$(OBJ)\mkroom.o : $(SRC)\$(CB) $(HACK_H)
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X$(OBJ)\mon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
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X$(OBJ)\mondata.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h $(INCL)\epri.h
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END_OF_FILE
if test 37463 -ne `wc -c <'sys/os2/Makefile.os2'`; then
echo shar: \"'sys/os2/Makefile.os2'\" unpacked with wrong size!
fi
# end of 'sys/os2/Makefile.os2'
fi
echo shar: End of archive 49 \(of 108\).
cp /dev/null ark49isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 \
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 \
41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 \
61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 \
81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 \
101 102 103 104 105 106 107 108 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have unpacked all 108 archives.
echo "Now execute 'rebuild.sh'"
rm -f ark10[0-8]isdone ark[1-9]isdone ark[1-9][0-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0