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	<id>tag:old.nabble.com,2006:forum-4186</id>
	<title>Nabble - slashem-devel</title>
	<updated>2009-06-13T02:15:17Z</updated>
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	<subtitle type="html">Mailing list archive for slashem-devel</subtitle>
	
<entry>
	<id>tag:old.nabble.com,2006:post-24010663</id>
	<title>Re: Project still alive ?</title>
	<published>2009-06-13T02:15:17Z</published>
	<updated>2009-06-13T02:15:17Z</updated>
	<author>
		<name>Clive Crous</name>
	</author>
	<content type="html">2009/6/12 Pekka Rousu &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=24010663&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;prousu@...&lt;/a&gt;&amp;gt;:
&lt;br&gt;&amp;gt; Biggest obstacle currently for me is that I lost my development
&lt;br&gt;&amp;gt; environment in hard drive crash and haven't built it together again.
&lt;br&gt;&lt;br&gt;It's like that for me with the DOS port ;) and that environment is
&lt;br&gt;such a pain to setup :P
&lt;br&gt;&lt;br&gt;Clive
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<entry>
	<id>tag:old.nabble.com,2006:post-24007532</id>
	<title>Re: Project still alive ?</title>
	<published>2009-06-12T14:48:09Z</published>
	<updated>2009-06-12T14:48:09Z</updated>
	<author>
		<name>Pekka Rousu</name>
	</author>
	<content type="html">&lt;br&gt;Hi Xavier,
&lt;br&gt;&lt;br&gt;I myself am quite busy with the real life currently, but I'm sure that 
&lt;br&gt;at some point I'll find time to contribute to Slash'EM once again. 
&lt;br&gt;Biggest obstacle currently for me is that I lost my development 
&lt;br&gt;environment in hard drive crash and haven't built it together again.
&lt;br&gt;But now it might be good time to start building a new one. :D
&lt;br&gt;&lt;br&gt;Greetings,
&lt;br&gt;&lt;br&gt;Pekka
&lt;br&gt;&lt;br&gt;On Thu, 11 Jun 2009, Xavier Oswald wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; Hi there,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; I was just wondering if this project is still alive ?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Thanks.
&lt;br&gt;&amp;gt; Greetings.
&lt;br&gt;&amp;gt; PS: please cc me, Im not subscribed to this list.
&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-23998034</id>
	<title>Re: Project still alive ?</title>
	<published>2009-06-12T04:28:36Z</published>
	<updated>2009-06-12T04:28:36Z</updated>
	<author>
		<name>Xavier Oswald-2</name>
	</author>
	<content type="html">On 09:28 Fri 12 Jun &amp;nbsp; &amp;nbsp; , Clive Crous wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; 2009/6/11 Xavier Oswald &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=23998034&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xoswald@...&lt;/a&gt;&amp;gt;:
&lt;br&gt;&amp;gt; &amp;gt; I was just wondering if this project is still alive ?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Yes, most definitely alive.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I can't really speak for the other developers but I can take guess:
&lt;br&gt;&amp;gt; all the developers work is furious little pieces everytime the whim
&lt;br&gt;&amp;gt; takes them or when they have the time. If a serious flaw is found
&lt;br&gt;&amp;gt; you're sure to find a patch quite quickly. I'm guessing it's been
&lt;br&gt;&amp;gt; quieter than usual of late due to NetHack itself not having had a
&lt;br&gt;&amp;gt; release for many years. If you want a predictable update: you'll be
&lt;br&gt;&amp;gt; sure to see a flurry of commits and a release as soon as the devteam
&lt;br&gt;&amp;gt; releases a new version of NetHack.
&lt;/div&gt;&lt;br&gt;Hey, I got the proof that it's alive at some points by getting 2 answers ;)
&lt;br&gt;&lt;br&gt;I have asked this question since the debian package has been orphaned. I think I
&lt;br&gt;will adopt it and then be the new debian maintainer of slashem.
&lt;br&gt;&lt;br&gt;Greetings,
&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; ,''`. &amp;nbsp;** Xavier Oswald &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=23998034&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xoswald@...&lt;/a&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;&amp;nbsp;: :' : &amp;nbsp;** Research Engineer &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;nbsp;`. `' &amp;nbsp; ** GNU/LINUX Debian Developer (&lt;a href=&quot;http://debian.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://debian.org&lt;/a&gt;) &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;&amp;nbsp; &amp;nbsp;`- &amp;nbsp; &amp;nbsp;** Isaac Project Developer (&lt;a href=&quot;http://isaacproject.u-strasbg.fr/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://isaacproject.u-strasbg.fr/&lt;/a&gt;) 
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<entry>
	<id>tag:old.nabble.com,2006:post-23994441</id>
	<title>Re: Project still alive ?</title>
	<published>2009-06-12T00:31:55Z</published>
	<updated>2009-06-12T00:31:55Z</updated>
	<author>
		<name>J. Ali Harlow-2</name>
	</author>
	<content type="html">On 06/11/2009 02:29:24 AM, Xavier Oswald wrote:
&lt;br&gt;&amp;gt; Hi there,
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I was just wondering if this project is still alive ?
&lt;br&gt;&lt;br&gt;Stalled, certainly. I don't have any immediate plans, but I imagine 
&lt;br&gt;I'll catch the bug again at some point!
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Ali.
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&lt;br&gt;Check out the new simplified licensing option that enables unlimited
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<entry>
	<id>tag:old.nabble.com,2006:post-23994162</id>
	<title>Re: Project still alive ?</title>
	<published>2009-06-12T00:28:06Z</published>
	<updated>2009-06-12T00:28:06Z</updated>
	<author>
		<name>Clive Crous</name>
	</author>
	<content type="html">2009/6/11 Xavier Oswald &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=23994162&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xoswald@...&lt;/a&gt;&amp;gt;:
&lt;br&gt;&amp;gt; I was just wondering if this project is still alive ?
&lt;br&gt;&lt;br&gt;Yes, most definitely alive.
&lt;br&gt;&lt;br&gt;I can't really speak for the other developers but I can take guess:
&lt;br&gt;all the developers work is furious little pieces everytime the whim
&lt;br&gt;takes them or when they have the time. If a serious flaw is found
&lt;br&gt;you're sure to find a patch quite quickly. I'm guessing it's been
&lt;br&gt;quieter than usual of late due to NetHack itself not having had a
&lt;br&gt;release for many years. If you want a predictable update: you'll be
&lt;br&gt;sure to see a flurry of commits and a release as soon as the devteam
&lt;br&gt;releases a new version of NetHack.
&lt;br&gt;&lt;br&gt;;)
&lt;br&gt;&lt;br&gt;Clive
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<entry>
	<id>tag:old.nabble.com,2006:post-23994040</id>
	<title>Project still alive ?</title>
	<published>2009-06-10T18:29:24Z</published>
	<updated>2009-06-10T18:29:24Z</updated>
	<author>
		<name>Xavier Oswald-2</name>
	</author>
	<content type="html">Hi there,
&lt;br&gt;&lt;br&gt;I was just wondering if this project is still alive ?
&lt;br&gt;&lt;br&gt;Thanks.
&lt;br&gt;Greetings.
&lt;br&gt;PS: please cc me, Im not subscribed to this list.
&lt;br&gt;-- 
&lt;br&gt;&amp;nbsp; ,''`. &amp;nbsp;** Xavier Oswald &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=23994040&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xoswald@...&lt;/a&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;&amp;nbsp;: :' : &amp;nbsp;** Research Engineer &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 
&lt;br&gt;&amp;nbsp;`. `' &amp;nbsp; ** GNU/LINUX Debian Developer (&lt;a href=&quot;http://debian.org&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://debian.org&lt;/a&gt;) &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;
&lt;br&gt;&amp;nbsp; &amp;nbsp;`- &amp;nbsp; &amp;nbsp;** Isaac Project Developer (&lt;a href=&quot;http://isaacproject.u-strasbg.fr/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://isaacproject.u-strasbg.fr/&lt;/a&gt;) 
&lt;br&gt;&lt;br&gt;&lt;br&gt;------------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-14797602</id>
	<title>Re: Patch 1870830 - find SDL.h, png.h when building win/gl with sys/autoconf</title>
	<published>2008-01-14T01:01:54Z</published>
	<updated>2008-01-14T01:01:54Z</updated>
	<author>
		<name>J. Ali Harlow-2</name>
	</author>
	<content type="html">On 01/14/2008 02:44:03 AM, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=14797602&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; To the readers of slashem-devel:
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The win/gl directory contains the SDL interface to slashem. I decided
&lt;br&gt;&amp;gt; to try it as an experiment, so I grabbed a cvs checkout and passed
&lt;br&gt;&amp;gt; --enable-sdl-graphics to configure, and I expected the autoconf build
&lt;br&gt;&amp;gt; system to configure the build for my OpenBSD machine.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Then the build failed! The compiler found neither SDL.h, nor png.h! 
&lt;br&gt;&amp;gt; So I slashed the sys/autoconf build system until it would find my 
&lt;br&gt;&amp;gt; SDL.h and png.h, and I posted my modifications as patch #1870380 to
&lt;br&gt;&amp;gt; SourceForge, along with an explanation of my changes.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Shortcut to SourceForge: &lt;a href=&quot;http://xrl.us/1870830&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1870830&lt;/a&gt;&lt;/div&gt;&lt;br&gt;I've made some comments in the patch.
&lt;br&gt;&lt;br&gt;&amp;gt; Meanwhile, I want to learn about controls and options for the SDL
&lt;br&gt;&amp;gt; interface. They seem undocumented? So far, I found that I could press
&lt;br&gt;&amp;gt; PageUp/PageDown to zoom, and press End to toggle the text map. I do
&lt;br&gt;&amp;gt; not know how to try the isometric tileset, or leave full-screen mode. 
&lt;br&gt;&amp;gt; I may try source-diving for answers.
&lt;br&gt;&lt;br&gt;I fear you may have to. I certainly have no idea. It may be worth 
&lt;br&gt;documenting the controls somewhere if you do. Not quite sure where mind 
&lt;br&gt;you ...
&lt;br&gt;&lt;br&gt;Ali.
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<entry>
	<id>tag:old.nabble.com,2006:post-14794507</id>
	<title>Patch 1870830 - find SDL.h, png.h when building win/gl with sys/autoconf</title>
	<published>2008-01-13T18:44:03Z</published>
	<updated>2008-01-13T18:44:03Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">To the readers of slashem-devel:
&lt;br&gt;&lt;br&gt;The win/gl directory contains the SDL interface to slashem. I decided
&lt;br&gt;to try it as an experiment, so I grabbed a cvs checkout and passed
&lt;br&gt;--enable-sdl-graphics to configure, and I expected the autoconf build
&lt;br&gt;system to configure the build for my OpenBSD machine.
&lt;br&gt;&lt;br&gt;Then the build failed! The compiler found neither SDL.h, nor png.h! &amp;nbsp;So
&lt;br&gt;I slashed the sys/autoconf build system until it would find my SDL.h
&lt;br&gt;and png.h, and I posted my modifications as patch #1870380 to
&lt;br&gt;SourceForge, along with an explanation of my changes.
&lt;br&gt;&lt;br&gt;Shortcut to SourceForge: &lt;a href=&quot;http://xrl.us/1870830&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1870830&lt;/a&gt;&lt;br&gt;&lt;br&gt;Meanwhile, I want to learn about controls and options for the SDL
&lt;br&gt;interface. They seem undocumented? So far, I found that I could press
&lt;br&gt;PageUp/PageDown to zoom, and press End to toggle the text map. I do not
&lt;br&gt;know how to try the isometric tileset, or leave full-screen mode. I may
&lt;br&gt;try source-diving for answers.
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-14549191</id>
	<title>Re: Patch for bug 1708414 - &quot;the Rat King's corpse tastes terrible!&quot;</title>
	<published>2007-12-30T09:29:48Z</published>
	<updated>2007-12-30T09:29:48Z</updated>
	<author>
		<name>J. Ali Harlow-2</name>
	</author>
	<content type="html">On 2007-11-20 05:24:45 PM, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=14549191&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt; wrote:
&lt;br&gt;&amp;gt; I have attached a patch that should fix bug &lt;a href=&quot;http://xrl.us/1708141&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1708141&lt;/a&gt;&amp;nbsp;so &amp;nbsp;
&lt;br&gt;&amp;gt; that when you eat the Rat King's corpse or the Largest Giant's &amp;nbsp;
&lt;br&gt;&amp;gt; corpse, the message becomes correctly capitalized. The patch creates &amp;nbsp;
&lt;br&gt;&amp;gt; a Food_xname function, as suggested in &lt;a href=&quot;http://xrl.us/1708141t&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1708141t&lt;/a&gt;&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; I tested the patch in wizard mode, by wishing for the corpses and &amp;nbsp;
&lt;br&gt;&amp;gt; eating them. (Note that the wish must be in the form &amp;quot;the corpse of &amp;nbsp;
&lt;br&gt;&amp;gt; the Rat King&amp;quot;.)
&lt;br&gt;&lt;br&gt;Thanks, Kernigh. Now committed to both stable and devel.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Ali.
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-13861464</id>
	<title>Patch for bug 1708414 - &quot;the Rat King's corpse tastes terrible!&quot;</title>
	<published>2007-11-20T09:24:45Z</published>
	<updated>2007-11-20T09:24:45Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">I have attached a patch that should fix bug &lt;a href=&quot;http://xrl.us/1708141&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1708141&lt;/a&gt;&amp;nbsp;so 
&lt;br&gt;that when you eat the Rat King's corpse or the Largest Giant's corpse, 
&lt;br&gt;the message becomes correctly capitalized. The patch creates a 
&lt;br&gt;Food_xname function, as suggested in &lt;a href=&quot;http://xrl.us/1708141t&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://xrl.us/1708141t&lt;/a&gt;&lt;br&gt;&lt;br&gt;I tested the patch in wizard mode, by wishing for the corpses and 
&lt;br&gt;eating them. (Note that the wish must be in the form &amp;quot;the corpse of the 
&lt;br&gt;Rat King&amp;quot;.)
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;________________________________________________________________________
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-13194202</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-13T16:42:20Z</published>
	<updated>2007-10-13T16:42:20Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">Thanks so much. &amp;nbsp;I was clearly a little over my head in trying to port this.
&lt;br&gt;&lt;br&gt;The patch also changes all the class levels, but it only changes the
&lt;br&gt;classes/roles from the original Nethack. &amp;nbsp;Thusly the Undead Slayer
&lt;br&gt;level should also be adjusted and such to be consistent. &amp;nbsp;Said changes
&lt;br&gt;were adding the &amp;quot;outside&amp;quot; tags to the level, but considering that was
&lt;br&gt;one of the portions that was breaking when I was trying to built it, I
&lt;br&gt;just left that alone for the moment.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&lt;br&gt;On 10/13/07, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13194202&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13194202&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On Saturday 13 October 2007 03:02:14 am J. Ali Harlow wrote:
&lt;br&gt;&amp;gt; &amp;gt; I don't know if the patch adds any new levels but if so I would check
&lt;br&gt;&amp;gt; &amp;gt; the there is room for them in dungeon.def (the main dungeon is _very_
&lt;br&gt;&amp;gt; &amp;gt; full).
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The biodiversity patch includes the Heck² patch.
&lt;br&gt;&amp;gt; &amp;nbsp;* &lt;a href=&quot;http://www.multifoliate.com/nh/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.multifoliate.com/nh/&lt;/a&gt;&lt;br&gt;&amp;gt; &amp;nbsp;* &lt;a href=&quot;http://nethack.wikia.com/wiki/Heck²_patch&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/Heck²_patch&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The Heck² patch tries to improve vanilla's Genehennom by replacing five
&lt;br&gt;&amp;gt; to eight of the default maze levels with custom levels. SLASH'EM
&lt;br&gt;&amp;gt; Gehennom has only 17 levels, and most of those are unique demon lairs
&lt;br&gt;&amp;gt; or wizard tower levels; that caused the panic.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The following change enlengthens Gehennom from 17 to 20 levels and mixes
&lt;br&gt;&amp;gt; four heck levels with the four demon lairs above the wizard's tower.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; diff -apruN slashem-bio/dat/dungeon.def slashem-k1/dat/dungeon.def
&lt;br&gt;&amp;gt; --- slashem-bio/dat/dungeon.def Fri Oct 12 20:56:14 2007
&lt;br&gt;&amp;gt; +++ slashem-k1/dat/dungeon.def &amp;nbsp;Sat Oct 13 15:18:54 2007
&lt;br&gt;&amp;gt; @@ -123,7 +123,7 @@ BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;The Elemental Planes&amp;quot; @ (1, 0
&lt;br&gt;&amp;gt; &amp;nbsp;# also tried to organize it a little -- demons before the wizard,
&lt;br&gt;&amp;gt; devils
&lt;br&gt;&amp;gt; &amp;nbsp;# after.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; -DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (17, 0)
&lt;br&gt;&amp;gt; +DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (20, 0)
&lt;br&gt;&amp;gt; &amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;mazelike
&lt;br&gt;&amp;gt; &amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;hellish
&lt;br&gt;&amp;gt; &amp;nbsp;ALIGNMENT: &amp;nbsp; &amp;nbsp; &amp;nbsp;noalign
&lt;br&gt;&amp;gt; @@ -133,32 +133,27 @@ LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;sanctum&amp;quot; &amp;quot;none&amp;quot; @ (-1,
&lt;br&gt;&amp;gt; &amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Vlad's Tower&amp;quot; @ (3, 10) up -1
&lt;br&gt;&amp;gt; &amp;nbsp;# Dr. Frankenstein's Lab
&lt;br&gt;&amp;gt; &amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Frankenstein's Lab&amp;quot; @ (3, 10) up
&lt;br&gt;&amp;gt; +# Heck extra levels
&lt;br&gt;&amp;gt; +RNDLEVEL: &amp;nbsp;&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2, 8) 8
&lt;br&gt;&amp;gt; +RNDLEVEL: &amp;nbsp;&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (2, 8) 9
&lt;br&gt;&amp;gt; +RNDLEVEL: &amp;nbsp;&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2, 8) 9
&lt;br&gt;&amp;gt; +RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2, 8) 9
&lt;br&gt;&amp;gt; &amp;nbsp;# The demon levels
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 5)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 5)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 5)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 5)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 8)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 8)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 8)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 8)
&lt;br&gt;&amp;gt; &amp;nbsp;# Half-way down
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (7, 0)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (10, 0)
&lt;br&gt;&amp;gt; &amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard2&amp;quot; &amp;quot;X&amp;quot; &amp;quot;wizard1&amp;quot; + (1, 0)
&lt;br&gt;&amp;gt; &amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard3&amp;quot; &amp;quot;Y&amp;quot; &amp;quot;wizard1&amp;quot; + (2, 0)
&lt;br&gt;&amp;gt; &amp;nbsp;# The devil levels
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (10, 6)
&lt;br&gt;&amp;gt; -
&lt;br&gt;&amp;gt; -# Heck extra levels
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-a&amp;quot; &amp;quot;H&amp;quot; @ (-19,17) 25 7
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2,17) 50 8
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (-19,17) 75 9
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2,17) 9
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2,17) 9
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;N&amp;quot; @ (-19,17) 9
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;P&amp;quot; @ (2,17) 9
&lt;br&gt;&amp;gt; -RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;Q&amp;quot; @ (-19,17) 9
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt; +LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (13, 6)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;nbsp;### Gnomish Mines ###
&lt;br&gt;&amp;gt; &amp;nbsp;# (The Mines of the Gnomes of Zurich.)
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The above change finally lets me reach dungeon level 1. Amusingly, I
&lt;br&gt;&amp;gt; tested the change in wizard mode and it generated Gehennom from levels
&lt;br&gt;&amp;gt; 47 to 66; it put the four demon lairs above the four heck levels, and
&lt;br&gt;&amp;gt; Demogorgon on top!
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; The attached slashem-k1.patch supersedes the one in my previous email,
&lt;br&gt;&amp;gt; and includes both the above dungeon.def change and my earlier makefile
&lt;br&gt;&amp;gt; changes.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; First checkout slashem from cvs and apply T. J. Brumfield's patch
&lt;br&gt;&amp;gt; &lt;a href=&quot;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&lt;/a&gt;&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Then apply the attached slashem-k1.patch
&lt;br&gt;&amp;gt; $ patch -p1 &amp;lt; ../slashem-k1.patch
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; --Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&amp;gt;
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<entry>
	<id>tag:old.nabble.com,2006:post-13192920</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-13T13:50:55Z</published>
	<updated>2007-10-13T13:50:55Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">On Saturday 13 October 2007 03:02:14 am J. Ali Harlow wrote:
&lt;br&gt;&amp;gt; I don't know if the patch adds any new levels but if so I would check
&lt;br&gt;&amp;gt; the there is room for them in dungeon.def (the main dungeon is _very_
&lt;br&gt;&amp;gt; full).
&lt;br&gt;&lt;br&gt;The biodiversity patch includes the Heck² patch.
&lt;br&gt;&amp;nbsp;* &lt;a href=&quot;http://www.multifoliate.com/nh/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.multifoliate.com/nh/&lt;/a&gt;&lt;br&gt;&amp;nbsp;* &lt;a href=&quot;http://nethack.wikia.com/wiki/Heck²_patch&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/Heck²_patch&lt;/a&gt;&lt;br&gt;&lt;br&gt;The Heck² patch tries to improve vanilla's Genehennom by replacing five 
&lt;br&gt;to eight of the default maze levels with custom levels. SLASH'EM 
&lt;br&gt;Gehennom has only 17 levels, and most of those are unique demon lairs 
&lt;br&gt;or wizard tower levels; that caused the panic.
&lt;br&gt;&lt;br&gt;The following change enlengthens Gehennom from 17 to 20 levels and mixes 
&lt;br&gt;four heck levels with the four demon lairs above the wizard's tower.
&lt;br&gt;&lt;br&gt;&lt;br&gt;diff -apruN slashem-bio/dat/dungeon.def slashem-k1/dat/dungeon.def
&lt;br&gt;--- slashem-bio/dat/dungeon.def Fri Oct 12 20:56:14 2007
&lt;br&gt;+++ slashem-k1/dat/dungeon.def &amp;nbsp;Sat Oct 13 15:18:54 2007
&lt;br&gt;@@ -123,7 +123,7 @@ BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;The Elemental Planes&amp;quot; @ (1, 0
&lt;br&gt;&amp;nbsp;# also tried to organize it a little -- demons before the wizard, 
&lt;br&gt;devils
&lt;br&gt;&amp;nbsp;# after.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (17, 0)
&lt;br&gt;+DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (20, 0)
&lt;br&gt;&amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;mazelike
&lt;br&gt;&amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;hellish
&lt;br&gt;&amp;nbsp;ALIGNMENT: &amp;nbsp; &amp;nbsp; &amp;nbsp;noalign
&lt;br&gt;@@ -133,32 +133,27 @@ LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;sanctum&amp;quot; &amp;quot;none&amp;quot; @ (-1, 
&lt;br&gt;&amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Vlad's Tower&amp;quot; @ (3, 10) up -1
&lt;br&gt;&amp;nbsp;# Dr. Frankenstein's Lab
&lt;br&gt;&amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Frankenstein's Lab&amp;quot; @ (3, 10) up
&lt;br&gt;+# Heck extra levels
&lt;br&gt;+RNDLEVEL: &amp;nbsp;&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2, 8) 8
&lt;br&gt;+RNDLEVEL: &amp;nbsp;&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (2, 8) 9
&lt;br&gt;+RNDLEVEL: &amp;nbsp;&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2, 8) 9
&lt;br&gt;+RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2, 8) 9
&lt;br&gt;&amp;nbsp;# The demon levels
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 5)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 8)
&lt;br&gt;&amp;nbsp;# Half-way down
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (7, 0)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (10, 0)
&lt;br&gt;&amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard2&amp;quot; &amp;quot;X&amp;quot; &amp;quot;wizard1&amp;quot; + (1, 0)
&lt;br&gt;&amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard3&amp;quot; &amp;quot;Y&amp;quot; &amp;quot;wizard1&amp;quot; + (2, 0)
&lt;br&gt;&amp;nbsp;# The devil levels
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (10, 6)
&lt;br&gt;-
&lt;br&gt;-# Heck extra levels
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-a&amp;quot; &amp;quot;H&amp;quot; @ (-19,17) 25 7
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2,17) 50 8
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (-19,17) 75 9
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;N&amp;quot; @ (-19,17) 9
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;P&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL: &amp;nbsp;&amp;quot;heck-e&amp;quot; &amp;quot;Q&amp;quot; @ (-19,17) 9
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (13, 6)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;### Gnomish Mines ###
&lt;br&gt;&amp;nbsp;# (The Mines of the Gnomes of Zurich.)
&lt;br&gt;&lt;br&gt;&lt;br&gt;The above change finally lets me reach dungeon level 1. Amusingly, I 
&lt;br&gt;tested the change in wizard mode and it generated Gehennom from levels 
&lt;br&gt;47 to 66; it put the four demon lairs above the four heck levels, and 
&lt;br&gt;Demogorgon on top!
&lt;br&gt;&lt;br&gt;The attached slashem-k1.patch supersedes the one in my previous email, 
&lt;br&gt;and includes both the above dungeon.def change and my earlier makefile 
&lt;br&gt;changes.
&lt;br&gt;&lt;br&gt;First checkout slashem from cvs and apply T. J. Brumfield's patch
&lt;br&gt;&lt;a href=&quot;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&lt;/a&gt;&lt;br&gt;&lt;br&gt;Then apply the attached slashem-k1.patch
&lt;br&gt;$ patch -p1 &amp;lt; ../slashem-k1.patch
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[slashem-k1.patch]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;diff -apruN slashem-bio/dat/dungeon.def slashem-k1/dat/dungeon.def
&lt;br&gt;--- slashem-bio/dat/dungeon.def	Fri Oct 12 20:56:14 2007
&lt;br&gt;+++ slashem-k1/dat/dungeon.def	Sat Oct 13 15:18:54 2007
&lt;br&gt;@@ -123,7 +123,7 @@ BRANCH:			&amp;quot;The Elemental Planes&amp;quot; @ (1, 0
&lt;br&gt;&amp;nbsp;# also tried to organize it a little -- demons before the wizard, devils
&lt;br&gt;&amp;nbsp;# after.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (17, 0)
&lt;br&gt;+DUNGEON: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;Gehennom&amp;quot; &amp;quot;G&amp;quot; (20, 0)
&lt;br&gt;&amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;mazelike
&lt;br&gt;&amp;nbsp;DESCRIPTION: &amp;nbsp; &amp;nbsp;hellish
&lt;br&gt;&amp;nbsp;ALIGNMENT: &amp;nbsp; &amp;nbsp; &amp;nbsp;noalign
&lt;br&gt;@@ -133,32 +133,27 @@ LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;sanctum&amp;quot; &amp;quot;none&amp;quot; @ (-1, 
&lt;br&gt;&amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Vlad's Tower&amp;quot; @ (3, 10) up -1
&lt;br&gt;&amp;nbsp;# Dr. Frankenstein's Lab
&lt;br&gt;&amp;nbsp;BRANCH: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;Frankenstein's Lab&amp;quot; @ (3, 10) up
&lt;br&gt;+# Heck extra levels
&lt;br&gt;+RNDLEVEL:	&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2, 8) 8
&lt;br&gt;+RNDLEVEL:	&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (2, 8) 9
&lt;br&gt;+RNDLEVEL:	&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2, 8) 9
&lt;br&gt;+RNDLEVEL:	&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2, 8) 9
&lt;br&gt;&amp;nbsp;# The demon levels
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 5)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 5)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;juiblex&amp;quot; &amp;quot;J&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;yeenoghu&amp;quot; &amp;quot;E&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;orcus&amp;quot; &amp;quot;O&amp;quot; @ (2, 8)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;demogorg&amp;quot; &amp;quot;D&amp;quot; @ (2, 8)
&lt;br&gt;&amp;nbsp;# Half-way down
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (7, 0)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;wizard1&amp;quot; &amp;quot;none&amp;quot; @ (10, 0)
&lt;br&gt;&amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard2&amp;quot; &amp;quot;X&amp;quot; &amp;quot;wizard1&amp;quot; + (1, 0)
&lt;br&gt;&amp;nbsp;CHAINLEVEL: &amp;nbsp; &amp;nbsp; &amp;quot;wizard3&amp;quot; &amp;quot;Y&amp;quot; &amp;quot;wizard1&amp;quot; + (2, 0)
&lt;br&gt;&amp;nbsp;# The devil levels
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (10, 6)
&lt;br&gt;-LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (10, 6)
&lt;br&gt;-
&lt;br&gt;-# Heck extra levels
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-a&amp;quot; &amp;quot;H&amp;quot; @ (-19,17) 25 7
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-b&amp;quot; &amp;quot;I&amp;quot; @ (2,17) 50 8
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-c&amp;quot; &amp;quot;K&amp;quot; @ (-19,17) 75 9
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-d&amp;quot; &amp;quot;L&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-e&amp;quot; &amp;quot;M&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-e&amp;quot; &amp;quot;N&amp;quot; @ (-19,17) 9
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-e&amp;quot; &amp;quot;P&amp;quot; @ (2,17) 9
&lt;br&gt;-RNDLEVEL:	&amp;quot;heck-e&amp;quot; &amp;quot;Q&amp;quot; @ (-19,17) 9
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;baalz&amp;quot; &amp;quot;B&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;geryon&amp;quot; &amp;quot;R&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;dispater&amp;quot; &amp;quot;S&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;asmodeus&amp;quot; &amp;quot;A&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz1&amp;quot; &amp;quot;F&amp;quot; @ (13, 6)
&lt;br&gt;+LEVEL: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;fakewiz2&amp;quot; &amp;quot;G&amp;quot; @ (13, 6)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;### Gnomish Mines ###
&lt;br&gt;&amp;nbsp;# (The Mines of the Gnomes of Zurich.)
&lt;br&gt;diff -apruN slashem-bio/src/photo.c slashem-k1/src/photo.c
&lt;br&gt;--- slashem-bio/src/photo.c	Fri Oct 12 20:56:16 2007
&lt;br&gt;+++ slashem-k1/src/photo.c	Fri Oct 12 21:56:24 2007
&lt;br&gt;@@ -5,7 +5,7 @@
&lt;br&gt;&amp;nbsp;#include &amp;quot;hack.h&amp;quot;
&lt;br&gt;&amp;nbsp;#ifdef NEPHI_PHOTOGRAPHY
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-STATIC_DCL char *FDECL(short_desc,(struct photograph*,char,char* (*)(const char*)));
&lt;br&gt;+STATIC_DCL char *FDECL(short_desc,(struct photograph*,schar,char* (*)(const char*)));
&lt;br&gt;&amp;nbsp;STATIC_DCL boolean FDECL(photographable, (struct permonst*));
&lt;br&gt;&amp;nbsp;STATIC_DCL void FDECL(film_mon, (struct mon_photo *,struct monst *,char*));
&lt;br&gt;&amp;nbsp;STATIC_DCL void FDECL(film_obj, (struct obj_photo *,struct obj *,char*));
&lt;br&gt;@@ -108,7 +108,7 @@ scc fly_the_bird[] = &amp;quot;%s seems to be mak
&lt;br&gt;&amp;nbsp;STATIC_OVL char*
&lt;br&gt;&amp;nbsp;short_desc(photo,override,article_func)
&lt;br&gt;&amp;nbsp;struct photograph* photo;
&lt;br&gt;-char override;
&lt;br&gt;+schar override;
&lt;br&gt;&amp;nbsp;char* FDECL((*article_func), (const char*));
&lt;br&gt;&amp;nbsp;{
&lt;br&gt;&amp;nbsp;#ifdef LINT	/* static char buf[BUFSZ]; */
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.dat slashem-k1/sys/autoconf/Makefile.dat
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.dat	Sat Sep 17 10:58:33 2005
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.dat	Fri Oct 12 21:17:12 2007
&lt;br&gt;@@ -11,7 +11,7 @@ EXEEXT = @EXEEXT@
&lt;br&gt;&amp;nbsp;# SHELL=E:/GEMINI2/MUPFEL.TTP
&lt;br&gt;&amp;nbsp;# UUDECODE=uudecode
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-VARDAT = data rumors quest.dat oracles options
&lt;br&gt;+VARDAT = data rumors quest.dat oracles riddles options
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;all:	$(VARDAT) spec_levs quest_levs dungeon
&lt;br&gt;&amp;nbsp;
&lt;br&gt;@@ -279,6 +279,9 @@ quest.dat:	quest.txt ../util/makedefs
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;oracles:	oracles.txt ../util/makedefs
&lt;br&gt;&amp;nbsp;	../util/makedefs -h
&lt;br&gt;+
&lt;br&gt;+riddles:	riddles.txt ../util/makedefs
&lt;br&gt;+	../util/makedefs -b
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# note: 'options' should have already been made when include/date.h was created
&lt;br&gt;&amp;nbsp;options:	../util/makedefs
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.src slashem-k1/sys/autoconf/Makefile.src
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.src	Sat Sep 17 10:58:33 2005
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.src	Fri Oct 12 20:58:34 2007
&lt;br&gt;@@ -206,7 +206,7 @@ HACKCSRC = $(srcdir)/allmain.c $(srcdir)
&lt;br&gt;&amp;nbsp;	$(srcdir)/version.c $(srcdir)/vision.c $(srcdir)/weapon.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/were.c $(srcdir)/wield.c $(srcdir)/windows.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/wizard.c $(srcdir)/worm.c $(srcdir)/worn.c $(srcdir)/write.c \
&lt;br&gt;-	$(srcdir)/zap.c $(srcdir)/gypsy.c $(srcdir)/tech.c
&lt;br&gt;+	$(srcdir)/zap.c $(srcdir)/gypsy.c $(srcdir)/tech.c $(srcdir)/photo.c
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# all operating-system-dependent .c (for dependencies and such)
&lt;br&gt;&amp;nbsp;SYSCSRC = $(srcdir)/../sys/share/nhlan.c $(srcdir)/../sys/share/ioctl.c \
&lt;br&gt;@@ -269,7 +269,7 @@ HOBJ = $(FIRSTOBJ) allmain.o apply.o art
&lt;br&gt;&amp;nbsp;	steal.o steed.o teleport.o timeout.o topten.o track.o trap.o u_init.o \
&lt;br&gt;&amp;nbsp;	uhitm.o vault.o vision.o vis_tab.o weapon.o were.o wield.o windows.o \
&lt;br&gt;&amp;nbsp;	wizard.o worm.o worn.o write.o zap.o \
&lt;br&gt;-	gypsy.o tech.o \
&lt;br&gt;+	gypsy.o tech.o photo.o \
&lt;br&gt;&amp;nbsp;	$(RANDOBJ) $(SYSOBJ) $(WINOBJ) version.o
&lt;br&gt;&amp;nbsp;# the .o files from the HACKCSRC, SYSSRC, and WINSRC lists
&lt;br&gt;&amp;nbsp;
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.top slashem-k1/sys/autoconf/Makefile.top
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.top	Sat Dec 30 07:48:19 2006
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.top	Fri Oct 12 21:15:38 2007
&lt;br&gt;@@ -104,7 +104,7 @@ CNF_SHARE_PROXYND = gltile64.png gltile3
&lt;br&gt;&amp;nbsp;# CNF_SHARE_DATND = $(CNF_SHARE_PROXYND)
&lt;br&gt;&amp;nbsp;CNF_SHARE_DATND = @CNF_SHARE_DATND@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-CNF_SHARE_DATD = data oracles options quest.dat rumors
&lt;br&gt;+CNF_SHARE_DATD = data oracles options quest.dat riddles rumors
&lt;br&gt;&amp;nbsp;CNF_SHARE_DAT = $(CNF_SHARE_DATD) $(CNF_SHARE_DATND)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# Some versions of make use the SHELL environment variable as the shell
&lt;br&gt;@@ -131,7 +131,7 @@ DATHELP = help hh cmdhelp history opthel
&lt;br&gt;&amp;nbsp;SPEC_LEVS = asmodeus.lev baalz.lev bigrm-?.lev castle.lev fakewiz?.lev \
&lt;br&gt;&amp;nbsp;	juiblex.lev knox.lev medusa-?.lev minend-?.lev minefill.lev \
&lt;br&gt;&amp;nbsp;	minetn-?.lev oracle.lev orcus.lev sanctum.lev soko?-?.lev \
&lt;br&gt;-	tower?.lev valley.lev wizard?.lev \
&lt;br&gt;+	tower?.lev valley.lev wizard?.lev heck-?-?.lev \
&lt;br&gt;&amp;nbsp;	astral.lev air.lev earth.lev fire.lev water.lev \
&lt;br&gt;&amp;nbsp;	beholder.lev blkmar.lev cav2fill.lev \
&lt;br&gt;&amp;nbsp;	grund-?.lev demogorg.lev dispater.lev dragons.lev geryon.lev \
&lt;br&gt;@@ -170,6 +170,9 @@ rumors: $(GAME)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;oracles: $(GAME)
&lt;br&gt;&amp;nbsp;	( cd dat ; $(MAKE) oracles )
&lt;br&gt;+
&lt;br&gt;+riddles: $(GAME)
&lt;br&gt;+	( cd dat ; $(MAKE) riddles )
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;#	Note: options should have already been made with make, but...
&lt;br&gt;&amp;nbsp;options: $(GAME)
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/configure.ac slashem-k1/sys/autoconf/configure.ac
&lt;br&gt;--- slashem-bio/sys/autoconf/configure.ac	Mon Jan 29 01:42:23 2007
&lt;br&gt;+++ slashem-k1/sys/autoconf/configure.ac	Fri Oct 12 22:08:07 2007
&lt;br&gt;@@ -402,6 +402,7 @@ NETHACK_LINKS_ADD([include/file.h])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/data.base])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/rumors.tru])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/rumors.fal])
&lt;br&gt;+NETHACK_LINKS_ADD([dat/riddles.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/quest.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/oracles.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/dungeon.def])
&lt;br&gt;&lt;/tt&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;br /&gt;-------------------------------------------------------------------------
&lt;br&gt;This SF.net email is sponsored by: Splunk Inc.
&lt;br&gt;Still grepping through log files to find problems? &amp;nbsp;Stop.
&lt;br&gt;Now Search log events and configuration files using AJAX and a browser.
&lt;br&gt;Download your FREE copy of Splunk now &amp;gt;&amp;gt; &lt;a href=&quot;http://get.splunk.com/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://get.splunk.com/&lt;/a&gt;&lt;br /&gt;_______________________________________________
&lt;br&gt;Slashem-devel mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13192920&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Slashem-devel@...&lt;/a&gt;
&lt;br&gt;&lt;a href=&quot;https://lists.sourceforge.net/lists/listinfo/slashem-devel&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;https://lists.sourceforge.net/lists/listinfo/slashem-devel&lt;/a&gt;&lt;br&gt;</content>
	<link rel="alternate" type="text/html" href="http://old.nabble.com/Biodiversity-patch-tp13137255p13192920.html" />
</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-13187097</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-13T01:02:14Z</published>
	<updated>2007-10-13T01:02:14Z</updated>
	<author>
		<name>J. Ali Harlow-2</name>
	</author>
	<content type="html">On 10/13/2007 03:28:46 AM, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13187097&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt; wrote:
&lt;br&gt;&amp;gt; After making a few additions to the makefiles in sys/autoconf, I have
&lt;br&gt;&amp;gt; successfully compiled T. J. Brumfield's port of the biodiversity
&lt;br&gt;&amp;gt; patch. The game now runs but (immediately after creating a character) 
&lt;br&gt;&amp;gt; panics at line 283 of dungeon.c &amp;quot;level_range: base value out of 
&lt;br&gt;&amp;gt; range&amp;quot;. I have attached my changes in a file slashem-k1.patch
&lt;br&gt;&lt;br&gt;I guess the next step would be to use a debugger to see what the values 
&lt;br&gt;of base and lmax are when it bombs out and then work out why. I don't 
&lt;br&gt;know if the patch adds any new levels but if so I would check the there 
&lt;br&gt;is room for them in dungeon.def (the main dungeon is _very_ full).
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Ali.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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&lt;br&gt;Slashem-devel mailing list
&lt;br&gt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13187097&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;Slashem-devel@...&lt;/a&gt;
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	<link rel="alternate" type="text/html" href="http://old.nabble.com/Biodiversity-patch-tp13137255p13187097.html" />
</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-13185974</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-12T20:28:46Z</published>
	<updated>2007-10-12T20:28:46Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">After making a few additions to the makefiles in sys/autoconf, I have 
&lt;br&gt;successfully compiled T. J. Brumfield's port of the biodiversity patch. 
&lt;br&gt;The game now runs but (immediately after creating a character) panics 
&lt;br&gt;at line 283 of dungeon.c &amp;quot;level_range: base value out of range&amp;quot;. I have 
&lt;br&gt;attached my changes in a file slashem-k1.patch
&lt;br&gt;&lt;br&gt;I had to change the makefiles in sys/autoconf to make sure that both 
&lt;br&gt;photo.c and the riddles are part of the build. I did not change the 
&lt;br&gt;other makefiles in sys/unix, so the Unix build only works if I run the 
&lt;br&gt;configure script instead of the sys/unix/setup.sh script.
&lt;br&gt;&lt;br&gt;Meanwhile, I also added a line to sys/autoconf/configure.ac (to match 
&lt;br&gt;Brumfield's changes to configure, in case I try to regenerate the 
&lt;br&gt;configure script later) and I fixed a bug in photo.c (my 
&lt;br&gt;compiler's &amp;quot;char&amp;quot; defaults to unsigned so it cannot store -1, I changed 
&lt;br&gt;a short_desc argument to &amp;quot;schar&amp;quot;).
&lt;br&gt;&lt;br&gt;First checkout slashem from cvs and apply T. J. Brumfield's patch
&lt;br&gt;&lt;a href=&quot;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&lt;/a&gt;&lt;br&gt;&lt;br&gt;Then apply the attached slashem-k1.patch
&lt;br&gt;$ patch -p1 &amp;lt; ../slashem-k1.patch
&lt;br&gt;&lt;br /&gt;&lt;tt&gt;[slashem-k1.patch]&lt;/tt&gt;&lt;br /&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;tt&gt;diff -apruN slashem-bio/src/photo.c slashem-k1/src/photo.c
&lt;br&gt;--- slashem-bio/src/photo.c	Fri Oct 12 20:56:16 2007
&lt;br&gt;+++ slashem-k1/src/photo.c	Fri Oct 12 21:56:24 2007
&lt;br&gt;@@ -5,7 +5,7 @@
&lt;br&gt;&amp;nbsp;#include &amp;quot;hack.h&amp;quot;
&lt;br&gt;&amp;nbsp;#ifdef NEPHI_PHOTOGRAPHY
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-STATIC_DCL char *FDECL(short_desc,(struct photograph*,char,char* (*)(const char*)));
&lt;br&gt;+STATIC_DCL char *FDECL(short_desc,(struct photograph*,schar,char* (*)(const char*)));
&lt;br&gt;&amp;nbsp;STATIC_DCL boolean FDECL(photographable, (struct permonst*));
&lt;br&gt;&amp;nbsp;STATIC_DCL void FDECL(film_mon, (struct mon_photo *,struct monst *,char*));
&lt;br&gt;&amp;nbsp;STATIC_DCL void FDECL(film_obj, (struct obj_photo *,struct obj *,char*));
&lt;br&gt;@@ -108,7 +108,7 @@ scc fly_the_bird[] = &amp;quot;%s seems to be mak
&lt;br&gt;&amp;nbsp;STATIC_OVL char*
&lt;br&gt;&amp;nbsp;short_desc(photo,override,article_func)
&lt;br&gt;&amp;nbsp;struct photograph* photo;
&lt;br&gt;-char override;
&lt;br&gt;+schar override;
&lt;br&gt;&amp;nbsp;char* FDECL((*article_func), (const char*));
&lt;br&gt;&amp;nbsp;{
&lt;br&gt;&amp;nbsp;#ifdef LINT	/* static char buf[BUFSZ]; */
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.dat slashem-k1/sys/autoconf/Makefile.dat
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.dat	Sat Sep 17 10:58:33 2005
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.dat	Fri Oct 12 21:17:12 2007
&lt;br&gt;@@ -11,7 +11,7 @@ EXEEXT = @EXEEXT@
&lt;br&gt;&amp;nbsp;# SHELL=E:/GEMINI2/MUPFEL.TTP
&lt;br&gt;&amp;nbsp;# UUDECODE=uudecode
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-VARDAT = data rumors quest.dat oracles options
&lt;br&gt;+VARDAT = data rumors quest.dat oracles riddles options
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;all:	$(VARDAT) spec_levs quest_levs dungeon
&lt;br&gt;&amp;nbsp;
&lt;br&gt;@@ -279,6 +279,9 @@ quest.dat:	quest.txt ../util/makedefs
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;oracles:	oracles.txt ../util/makedefs
&lt;br&gt;&amp;nbsp;	../util/makedefs -h
&lt;br&gt;+
&lt;br&gt;+riddles:	riddles.txt ../util/makedefs
&lt;br&gt;+	../util/makedefs -b
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# note: 'options' should have already been made when include/date.h was created
&lt;br&gt;&amp;nbsp;options:	../util/makedefs
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.src slashem-k1/sys/autoconf/Makefile.src
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.src	Sat Sep 17 10:58:33 2005
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.src	Fri Oct 12 20:58:34 2007
&lt;br&gt;@@ -206,7 +206,7 @@ HACKCSRC = $(srcdir)/allmain.c $(srcdir)
&lt;br&gt;&amp;nbsp;	$(srcdir)/version.c $(srcdir)/vision.c $(srcdir)/weapon.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/were.c $(srcdir)/wield.c $(srcdir)/windows.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/wizard.c $(srcdir)/worm.c $(srcdir)/worn.c $(srcdir)/write.c \
&lt;br&gt;-	$(srcdir)/zap.c $(srcdir)/gypsy.c $(srcdir)/tech.c
&lt;br&gt;+	$(srcdir)/zap.c $(srcdir)/gypsy.c $(srcdir)/tech.c $(srcdir)/photo.c
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# all operating-system-dependent .c (for dependencies and such)
&lt;br&gt;&amp;nbsp;SYSCSRC = $(srcdir)/../sys/share/nhlan.c $(srcdir)/../sys/share/ioctl.c \
&lt;br&gt;@@ -269,7 +269,7 @@ HOBJ = $(FIRSTOBJ) allmain.o apply.o art
&lt;br&gt;&amp;nbsp;	steal.o steed.o teleport.o timeout.o topten.o track.o trap.o u_init.o \
&lt;br&gt;&amp;nbsp;	uhitm.o vault.o vision.o vis_tab.o weapon.o were.o wield.o windows.o \
&lt;br&gt;&amp;nbsp;	wizard.o worm.o worn.o write.o zap.o \
&lt;br&gt;-	gypsy.o tech.o \
&lt;br&gt;+	gypsy.o tech.o photo.o \
&lt;br&gt;&amp;nbsp;	$(RANDOBJ) $(SYSOBJ) $(WINOBJ) version.o
&lt;br&gt;&amp;nbsp;# the .o files from the HACKCSRC, SYSSRC, and WINSRC lists
&lt;br&gt;&amp;nbsp;
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/Makefile.top slashem-k1/sys/autoconf/Makefile.top
&lt;br&gt;--- slashem-bio/sys/autoconf/Makefile.top	Sat Dec 30 07:48:19 2006
&lt;br&gt;+++ slashem-k1/sys/autoconf/Makefile.top	Fri Oct 12 21:15:38 2007
&lt;br&gt;@@ -104,7 +104,7 @@ CNF_SHARE_PROXYND = gltile64.png gltile3
&lt;br&gt;&amp;nbsp;# CNF_SHARE_DATND = $(CNF_SHARE_PROXYND)
&lt;br&gt;&amp;nbsp;CNF_SHARE_DATND = @CNF_SHARE_DATND@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-CNF_SHARE_DATD = data oracles options quest.dat rumors
&lt;br&gt;+CNF_SHARE_DATD = data oracles options quest.dat riddles rumors
&lt;br&gt;&amp;nbsp;CNF_SHARE_DAT = $(CNF_SHARE_DATD) $(CNF_SHARE_DATND)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# Some versions of make use the SHELL environment variable as the shell
&lt;br&gt;@@ -131,7 +131,7 @@ DATHELP = help hh cmdhelp history opthel
&lt;br&gt;&amp;nbsp;SPEC_LEVS = asmodeus.lev baalz.lev bigrm-?.lev castle.lev fakewiz?.lev \
&lt;br&gt;&amp;nbsp;	juiblex.lev knox.lev medusa-?.lev minend-?.lev minefill.lev \
&lt;br&gt;&amp;nbsp;	minetn-?.lev oracle.lev orcus.lev sanctum.lev soko?-?.lev \
&lt;br&gt;-	tower?.lev valley.lev wizard?.lev \
&lt;br&gt;+	tower?.lev valley.lev wizard?.lev heck-?-?.lev \
&lt;br&gt;&amp;nbsp;	astral.lev air.lev earth.lev fire.lev water.lev \
&lt;br&gt;&amp;nbsp;	beholder.lev blkmar.lev cav2fill.lev \
&lt;br&gt;&amp;nbsp;	grund-?.lev demogorg.lev dispater.lev dragons.lev geryon.lev \
&lt;br&gt;@@ -170,6 +170,9 @@ rumors: $(GAME)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;oracles: $(GAME)
&lt;br&gt;&amp;nbsp;	( cd dat ; $(MAKE) oracles )
&lt;br&gt;+
&lt;br&gt;+riddles: $(GAME)
&lt;br&gt;+	( cd dat ; $(MAKE) riddles )
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;#	Note: options should have already been made with make, but...
&lt;br&gt;&amp;nbsp;options: $(GAME)
&lt;br&gt;diff -apruN slashem-bio/sys/autoconf/configure.ac slashem-k1/sys/autoconf/configure.ac
&lt;br&gt;--- slashem-bio/sys/autoconf/configure.ac	Mon Jan 29 01:42:23 2007
&lt;br&gt;+++ slashem-k1/sys/autoconf/configure.ac	Fri Oct 12 22:08:07 2007
&lt;br&gt;@@ -402,6 +402,7 @@ NETHACK_LINKS_ADD([include/file.h])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/data.base])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/rumors.tru])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/rumors.fal])
&lt;br&gt;+NETHACK_LINKS_ADD([dat/riddles.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/quest.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/oracles.txt])
&lt;br&gt;&amp;nbsp;NETHACK_LINKS_ADD([dat/dungeon.def])
&lt;br&gt;&lt;/tt&gt;&lt;hr align=&quot;left&quot; width=&quot;300&quot; /&gt;&lt;br /&gt;-------------------------------------------------------------------------
&lt;br&gt;This SF.net email is sponsored by: Splunk Inc.
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<entry>
	<id>tag:old.nabble.com,2006:post-13155847</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-11T07:26:51Z</published>
	<updated>2007-10-11T07:26:51Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">Silas Dunsmore wrote:
&lt;br&gt;&amp;gt; As for myself, I'm not currently playing Slashem, so I have little 
&lt;br&gt;urge
&lt;br&gt;&amp;gt; to work on the code. &amp;nbsp;A big undertaking such as this patch is beyond 
&lt;br&gt;me
&lt;br&gt;&amp;gt; at the moment.
&lt;br&gt;&lt;br&gt;Fortunately, my last Slash'em character (Kernigh at 
&lt;br&gt;slashem.crash-override.net) died quickly, so I can work on the code 
&lt;br&gt;instead of playing the game.
&lt;br&gt;&lt;br&gt;T. J. Brumfield &amp;nbsp;wrote:
&lt;br&gt;&amp;gt; I was just hoping someone would apply this to a CVS dump, attempt to
&lt;br&gt;&amp;gt; build it, see where it breaks, and perhaps help me fix that portion.
&lt;br&gt;&amp;gt; Before it could ever be considered for review or inclusion on any
&lt;br&gt;&amp;gt; level, it has to work.
&lt;br&gt;&lt;br&gt;Your patch applied cleanly and I am trying to build it. I have some 
&lt;br&gt;makefile troubles (like photo.c not being built and linked, riddles not 
&lt;br&gt;being built) but I am slowly fixing them. (When I run ./config.status 
&lt;br&gt;then make wants to rebuild everything.) I hope to have a working build 
&lt;br&gt;later this week.
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;________________________________________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-13145929</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-10T16:19:30Z</published>
	<updated>2007-10-10T16:19:30Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">Thanks so much for your response. &amp;nbsp;In an ideal world, I'd be able to
&lt;br&gt;figure this stuff out on my own, and not needing to pester other
&lt;br&gt;people, but I'm not sure what I've done wrong here.
&lt;br&gt;&lt;br&gt;I've been attempting to build it on both Cygwin and MinGW. &amp;nbsp;My linux
&lt;br&gt;partition on my desktop died from using ext4 as my filesystem, and I
&lt;br&gt;need to rebuild it with Gentoo when I have some free time. &amp;nbsp;Until
&lt;br&gt;then, I can't attempt to build it natively in Linux.
&lt;br&gt;&lt;br&gt;I'm pretty sure I have both flex and bison in Cygwin and MinGW and
&lt;br&gt;they are both being used, but I will double-check and get back to you
&lt;br&gt;later tonight when I have some time to play with it.
&lt;br&gt;&lt;br&gt;The patch adds a couple new dungeon flags (outside/inside and
&lt;br&gt;skylevel) and if I remove those flags from the levels, it seems to
&lt;br&gt;work fine. &amp;nbsp;It parses any level without those flags.
&lt;br&gt;&lt;br&gt;-- T. J.
&lt;br&gt;&lt;br&gt;On 10/10/07, J. Ali Harlow &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=13145929&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;ali@...&lt;/a&gt;&amp;gt; wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On 10/10/2007 03:37:47 PM, T. J. Brumfield wrote:
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; I've been looking over the code over and over again. &amp;nbsp;Everywhere the
&lt;br&gt;&amp;gt; &amp;gt; other flags are defined and coded, the new flags are coded. &amp;nbsp;I feel
&lt;br&gt;&amp;gt; &amp;gt; pretty stupid, but I just can't seem to figure it out.
&lt;br&gt;&amp;gt; &amp;gt;
&lt;br&gt;&amp;gt; &amp;gt; Can someone please attempt to get this working?
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Most obvious thing to check would be that lex and yacc (or their
&lt;br&gt;&amp;gt; equivalents such as flex and bison) are actually being run as part of
&lt;br&gt;&amp;gt; the build. I know at least some platforms default to not re-generating
&lt;br&gt;&amp;gt; their outputs since many people won't have copies of them and very few
&lt;br&gt;&amp;gt; people need to change the .l or .y files. Normally there is a section
&lt;br&gt;&amp;gt; in the relevant Makefile telling you how to enable them if you need to.
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Hope this helps,
&lt;br&gt;&amp;gt;
&lt;br&gt;&amp;gt; Ali.
&lt;br&gt;&amp;gt;
&lt;/div&gt;&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-13150850</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-10T16:04:29Z</published>
	<updated>2007-10-10T16:04:29Z</updated>
	<author>
		<name>J. Ali Harlow-3</name>
	</author>
	<content type="html">On 10/10/2007 03:37:47 PM, T. J. Brumfield wrote:
&lt;br&gt;&lt;br&gt;&amp;gt; I've been looking over the code over and over again. &amp;nbsp;Everywhere the
&lt;br&gt;&amp;gt; other flags are defined and coded, the new flags are coded. &amp;nbsp;I feel
&lt;br&gt;&amp;gt; pretty stupid, but I just can't seem to figure it out.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Can someone please attempt to get this working?
&lt;br&gt;&lt;br&gt;Most obvious thing to check would be that lex and yacc (or their 
&lt;br&gt;equivalents such as flex and bison) are actually being run as part of 
&lt;br&gt;the build. I know at least some platforms default to not re-generating 
&lt;br&gt;their outputs since many people won't have copies of them and very few 
&lt;br&gt;people need to change the .l or .y files. Normally there is a section 
&lt;br&gt;in the relevant Makefile telling you how to enable them if you need to.
&lt;br&gt;&lt;br&gt;Hope this helps,
&lt;br&gt;&lt;br&gt;Ali.
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<entry>
	<id>tag:old.nabble.com,2006:post-13143548</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-10T14:00:33Z</published>
	<updated>2007-10-10T14:00:33Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">&amp;gt; The problem I have with this patch (not being an actual developer, just
&lt;br&gt;&amp;gt; an interested bystander) is that it's too large to audit. &amp;nbsp;It's too
&lt;br&gt;&amp;gt; monolithic, it tries to change too many things all at once.
&lt;br&gt;&amp;gt;
&lt;br&gt;&lt;br&gt;The initial patch I tried to convert was one big, monolithic patch as
&lt;br&gt;well. &amp;nbsp;If I was much more familiar with the code base, and much more
&lt;br&gt;confident in my C skills, I could attempt to rewrite it from scratch
&lt;br&gt;as a series of smaller patches, but I'd likely make many small errors
&lt;br&gt;along the way, or just frankly miss places to add things.
&lt;br&gt;&lt;br&gt;If we're talking about just reading the patch to review what changes
&lt;br&gt;it makes, I can point you to the biodiversity website which has a
&lt;br&gt;break down of the major features/changes it makes, and that is much
&lt;br&gt;simpler to review.
&lt;br&gt;&lt;br&gt;I was just hoping someone would apply this to a CVS dump, attempt to
&lt;br&gt;build it, see where it breaks, and perhaps help me fix that portion.
&lt;br&gt;Before it could ever be considered for review or inclusion on any
&lt;br&gt;level, it has to work.
&lt;br&gt;&lt;br&gt;However, thanks for your response either way.
&lt;br&gt;&lt;br&gt;-- T. J.
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-13142864</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-10-10T13:26:59Z</published>
	<updated>2007-10-10T13:26:59Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">On Wed, Oct 10, 2007 at 09:37:47AM -0500, T. J. Brumfield wrote:
&lt;br&gt;&amp;gt; It's been a few weeks and I hadn't gotten any responses.
&lt;br&gt;&lt;br&gt;This seems not uncommon.
&lt;br&gt;&lt;br&gt;&amp;gt; Can someone please attempt to get this working?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The biodiversity patch adds lots of neat features. &amp;nbsp;I made the patch
&lt;br&gt;&amp;gt; against a CVS checkout, but just in case, here is the code I based it
&lt;br&gt;&amp;gt; off. &amp;nbsp;It should be the same as a current CVS dump.
&lt;br&gt;&lt;br&gt;The problem I have with this patch (not being an actual developer, just
&lt;br&gt;an interested bystander) is that it's too large to audit. &amp;nbsp;It's too
&lt;br&gt;monolithic, it tries to change too many things all at once.
&lt;br&gt;&lt;br&gt;As for myself, I'm not currently playing Slashem, so I have little urge
&lt;br&gt;to work on the code. &amp;nbsp;A big undertaking such as this patch is beyond me
&lt;br&gt;at the moment.
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Later, eh? &amp;nbsp; &amp;nbsp;Silas
&lt;br&gt;&lt;br&gt;CUT TO: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Long shot of houses, and above, a flying lasagna.
&lt;br&gt;&lt;br&gt;Narrator(voice over): The human brain ... this enchanted loom, as Sherrington
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;said ... This three-pound universe, to quote Judith Hooper ...
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;this hive of anarchy, as Bernard Wolfe once called it ... this
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;intellectual tapioca ... It processes over ten million signals a
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;minute.
&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-13137255</id>
	<title>Biodiversity patch</title>
	<published>2007-10-10T08:37:47Z</published>
	<updated>2007-10-10T08:37:47Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">It's been a few weeks and I hadn't gotten any responses.
&lt;br&gt;&lt;br&gt;I don't really know C at all, just having had read a book. &amp;nbsp;I did my
&lt;br&gt;best to convert the biodiversity code from Nethack to Slashem, but I
&lt;br&gt;just can't get it to fully build. &amp;nbsp;It passes the initial compile phase
&lt;br&gt;without warnings, but when it then parses the level files, it doesn't
&lt;br&gt;like the new flags for the levels, such as outside, or skylevel.
&lt;br&gt;&lt;br&gt;I've been looking over the code over and over again. &amp;nbsp;Everywhere the
&lt;br&gt;other flags are defined and coded, the new flags are coded. &amp;nbsp;I feel
&lt;br&gt;pretty stupid, but I just can't seem to figure it out.
&lt;br&gt;&lt;br&gt;Can someone please attempt to get this working?
&lt;br&gt;&lt;br&gt;The biodiversity patch adds lots of neat features. &amp;nbsp;I made the patch
&lt;br&gt;against a CVS checkout, but just in case, here is the code I based it
&lt;br&gt;off. &amp;nbsp;It should be the same as a current CVS dump.
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://enderandrew.com/pub/slashem.tar.bz2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enderandrew.com/pub/slashem.tar.bz2&lt;/a&gt;&lt;br&gt;&lt;br&gt;Here is the patch as it stands now.
&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://enderandrew.com/pub/slashem-biodiversity.patch.bz2&lt;/a&gt;&lt;br&gt;&lt;br&gt;The first version of the patch I attached removed all the CVS folders,
&lt;br&gt;and made the patch a little larger than it needed, and no doubt the
&lt;br&gt;patch would also fail to apply correctly to a non-CVS checkout such as
&lt;br&gt;0.0.8E0F1
&lt;br&gt;&lt;br&gt;I removed all that from the patch, so it shouldn't care if the CVS
&lt;br&gt;folders are there or not.
&lt;br&gt;&lt;br&gt;I'd like to get this to compile and I'm hoping someone can help me out.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-12795614</id>
	<title>Biodiversity Patch</title>
	<published>2007-09-20T05:53:51Z</published>
	<updated>2007-09-20T05:53:51Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">Okay, I lied. &amp;nbsp;I took one more crack at it, and I'm done for the week.
&lt;br&gt;&amp;nbsp;It is closer to compiling. &amp;nbsp;I think I've got just about everything
&lt;br&gt;squashed except for two things.
&lt;br&gt;&lt;br&gt;Tile creation - apparently monster.txt and object.txt aren't correct,
&lt;br&gt;and I thought I did these correctly.
&lt;br&gt;&lt;br&gt;When it creates the levels, it doesn't like the new skylevel flag that
&lt;br&gt;the patch creates. &amp;nbsp;At the moment, I'm at a loss here. &amp;nbsp;It looks good
&lt;br&gt;to me.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-12793036</id>
	<title>Biodiversity Patch, Take 1</title>
	<published>2007-09-20T02:33:43Z</published>
	<updated>2007-09-20T02:33:43Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">I'm done butting my head against the wall for the moment. &amp;nbsp;Sadly, I
&lt;br&gt;probably won't even be able to take a look at this again until next
&lt;br&gt;Monday or Tuesday at the earliest, so I can going to throw this out
&lt;br&gt;there in its current state, which is it *mostly* compiles, save for
&lt;br&gt;some undefined reference errors which are driving me nuts.
&lt;br&gt;&lt;br&gt;I've tested it compiling in Windows with Mingw and one one file is
&lt;br&gt;giving me errors, where as under Cygwin (where I had to hack some
&lt;br&gt;Makefiles just to even attempt to compile) I'm getting a couple files
&lt;br&gt;that bitch and complain.
&lt;br&gt;&lt;br&gt;If you can't get the attachment to the email, I'll throw the file up
&lt;br&gt;on &lt;a href=&quot;http://www.enderandrew.com/pub&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://www.enderandrew.com/pub&lt;/a&gt;&amp;nbsp;when I get home in a few hours.
&lt;br&gt;&lt;br&gt;The patch ended up at 1,200k which is pretty huge. &amp;nbsp;Given that I am
&lt;br&gt;just beginning to learn C, this was a massive first task, as compared
&lt;br&gt;to Hello World. &amp;nbsp;Mind you, I certainly didn't write it from scratch, I
&lt;br&gt;tried contacting the original author to ask if he had ported it, or
&lt;br&gt;would be willing to, and couldn't get a hold of him (Nick Webb) so I
&lt;br&gt;attempted it myself. &amp;nbsp;The nethack and slash'em sources are fairly
&lt;br&gt;different (a quick diff between the two nets a 15 meg patch) so I had
&lt;br&gt;to manually put in just about every hunk, and rewrite quite a bit to
&lt;br&gt;work in slash'em, except it doesn't fully work yet.
&lt;br&gt;&lt;br&gt;And it is also very likely that some of the stuff that did compile
&lt;br&gt;isn't correct and may be buggy. &amp;nbsp;So either way, I'm hoping someone
&lt;br&gt;will take a look at this and help fix some of the breakage I no doubt
&lt;br&gt;created.
&lt;br&gt;&lt;br&gt;I had hoped I'd get it to compile cleanly on the first pass myself,
&lt;br&gt;and maybe after I step away for a few days I can come back and clean
&lt;br&gt;it up more, but at the same time, I don't think this was a bad first
&lt;br&gt;pass for such a novice.
&lt;br&gt;&lt;br&gt;As a last note, the coding style seems a little inconsistent in
&lt;br&gt;nethack and slash'em to begin with, and this patch is no different.
&lt;br&gt;In many places, spacing and indentation can be cleaned up a bit to be
&lt;br&gt;more consistent, and on later passes I might clean that up some, but
&lt;br&gt;that wasn't my chief concern.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
&lt;br&gt;&lt;br /&gt; &lt;br /&gt;-------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-12790900</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-09-19T22:50:59Z</published>
	<updated>2007-09-19T22:50:59Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">&amp;gt; Lazy, gives warnings on compile, works fine. &amp;nbsp;Expected method for
&lt;br&gt;&amp;gt; patches. :-)
&lt;br&gt;&lt;br&gt;I guess this is how I will leave it then for the patch.
&lt;br&gt;&lt;br&gt;&amp;gt; Not time consuming by tile.doc hints, but patch size is prohibitive.
&lt;br&gt;&amp;gt; Correct method for release versions.
&lt;br&gt;&lt;br&gt;The patch is already going to be huge. &amp;nbsp;The original patch was like
&lt;br&gt;900k, and that would add almost another 800k I figure to basically
&lt;br&gt;erase, and re-do objects.txt and monsters.txt
&lt;br&gt;&lt;br&gt;Of course, smaller, fine-grained patches are no doubt superior, but I
&lt;br&gt;started with that huge patch, and I could have attempted to rewrite it
&lt;br&gt;piece by piece to make smaller patches, but I barely know what I'm
&lt;br&gt;doing as is. &amp;nbsp;So unfortunately, I'm taking a huge patch, and
&lt;br&gt;converting it to another huge patch.
&lt;br&gt;&lt;br&gt;I feel pretty stupid now for asking, since tile.doc did in fact
&lt;br&gt;include everything I needed to know.
&lt;br&gt;&lt;br&gt;I haven't had much time to work on this (a few hours a day the past
&lt;br&gt;few days) and I cleared up a whole slew of compile warnings and
&lt;br&gt;errors, but last night I already encountered the first I couldn't fix.
&lt;br&gt;&amp;nbsp;It keeps telling me something isn't declared, when I'm pretty
&lt;br&gt;positive it is. &amp;nbsp;I kept butting my head into a wall over something
&lt;br&gt;stupid, eventually stepped aside, hit make -k and looked for the next
&lt;br&gt;error to fix instead.
&lt;br&gt;&lt;br&gt;I'm still going to try and fix as much as possible by myself, but I'm
&lt;br&gt;thinking there is a good chance the first version of the patch won't
&lt;br&gt;compile without some fixing.
&lt;br&gt;&lt;br&gt;I'm going to be excessively busy for the better part of next week
&lt;br&gt;training for my new job amongst other things, so tonight I will put a
&lt;br&gt;few more hours into this, and then likely upload the first version of
&lt;br&gt;this patch, errors and all. &amp;nbsp;It should be enough to look at, though I
&lt;br&gt;suppose for concept, you could just as well look at the original
&lt;br&gt;biodiversity patch as well. &amp;nbsp;I've done my best to convert it to
&lt;br&gt;Slash'em, and the only major changes I've made so far is tweak the
&lt;br&gt;dragons, rename the wyvern to a zilant, and rename the brownie to a
&lt;br&gt;boggart. &amp;nbsp;Biodiversity added both those monsters to nethack, but
&lt;br&gt;Slash'em already has monsters by both those names, so I changed the
&lt;br&gt;biodiversity versions to different names. &amp;nbsp;Biodiversity also tried to
&lt;br&gt;make each dragon a bit unique, and I just continued that, renaming the
&lt;br&gt;deep and shimmering dragons as well, as well as tweaking each dragon
&lt;br&gt;just a bit to make each a little unique.
&lt;br&gt;&lt;br&gt;Once again, thanks to everyone for your help.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
&lt;br&gt;This SF.net email is sponsored by: Microsoft
&lt;br&gt;Defy all challenges. Microsoft(R) Visual Studio 2005.
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<entry>
	<id>tag:old.nabble.com,2006:post-12769648</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-09-18T20:16:17Z</published>
	<updated>2007-09-18T20:16:17Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">On 9/18/07, &lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=12769648&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt; &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=12769648&amp;i=1&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;xkernigh@...&lt;/a&gt;&amp;gt; wrote:
&lt;br&gt;&amp;gt; Because it runs LevComp, it should also make the other .lev files that
&lt;br&gt;&amp;gt; use gehennom.des as the source.
&lt;br&gt;&lt;br&gt;Outstanding. &amp;nbsp;That's what I needed to know.
&lt;br&gt;&lt;br&gt;&amp;gt; Edit the include/config.h file. This is the normal way to configure
&lt;br&gt;&amp;gt; SLASH'EM if you are not using the configure script.
&lt;br&gt;&lt;br&gt;That's what I ended up doing, but I wasn't sure it was right.
&lt;br&gt;&lt;br&gt;I also compiled the vanilla slash'em without the patch to see what
&lt;br&gt;compile warnings I'd get, so I can see which errors I'm causing (which
&lt;br&gt;I'm sure will be a few) and I got three compile warnings, two of which
&lt;br&gt;I was able to fix. &amp;nbsp;I should make a separate patch for that tiny fix
&lt;br&gt;and submit it.
&lt;br&gt;&lt;br&gt;I also can't seem to fix the third, which is frustrating me.
&lt;br&gt;&lt;br&gt;Oh well, my knowledge of C is minuscule at best, I just started
&lt;br&gt;reading a book, and I'm not even all the way through it. &amp;nbsp;However, the
&lt;br&gt;first warning I got with the biodiversity patch wasn't a proper
&lt;br&gt;compiler warning, and I didn't recognize the error code. &amp;nbsp;Eventually I
&lt;br&gt;grepped for the error, and found the spot in code that spits out that
&lt;br&gt;specific error &amp;quot;prob error class foo&amp;quot;, and started digging and
&lt;br&gt;realizing that the probabilities for a certain object class weren't
&lt;br&gt;adding up correctly, and it is the spellbook class. &amp;nbsp;There is only one
&lt;br&gt;item in that class added by the patch, so hopefully I can fix that on
&lt;br&gt;my own. &amp;nbsp;I imagine that attempting to fix these things will teach me a
&lt;br&gt;few things about the Slash'em source, but my main concern is that I
&lt;br&gt;won't be able to fix all the bugs properly myself.
&lt;br&gt;&lt;br&gt;I'm going to get as far as I can, and then share the patch and let
&lt;br&gt;people see the monstrosity I've attempted to port over.
&lt;br&gt;&lt;br&gt;Oh, I do have another fairly big/important question.
&lt;br&gt;&lt;br&gt;win/share/monsters.txt and win/share/objects.txt
&lt;br&gt;&lt;br&gt;The patch wanted to take a tile number associated with an existing
&lt;br&gt;item and/or monster, and add the new items in, duplicating tile
&lt;br&gt;numbers. &amp;nbsp;Obviously all of the numbers were off since the patch was
&lt;br&gt;for slash'em. &amp;nbsp;I saw three possible ways to handle this.
&lt;br&gt;&lt;br&gt;1 - Do exactly what the patch wants. &amp;nbsp;The sphinx monster should share
&lt;br&gt;a tile number with a tiger for instance, but nothing else shares tile
&lt;br&gt;numbers, and this just seems both lazy and incorrect.
&lt;br&gt;&lt;br&gt;2 - Add everything to the end, which is quick, and easy for anyone to
&lt;br&gt;see the new stuff, and give each item a unique consecutive number like
&lt;br&gt;everything else.
&lt;br&gt;&lt;br&gt;3 - This seems the most correct, but no doubt will be VERY time
&lt;br&gt;consuming, and will make the patch HUGE. &amp;nbsp;Put the new items with their
&lt;br&gt;groups, so the sphinx will go after the tiger, and then renumber every
&lt;br&gt;tile.
&lt;br&gt;&lt;br&gt;Thank you so much for your help. &amp;nbsp;I understand these are basic
&lt;br&gt;questions, and I could probably answer the above question on my own by
&lt;br&gt;digging through the code enough, but my main concern tonight is to
&lt;br&gt;spend some time and try to get this puppy to even compile first. &amp;nbsp;I
&lt;br&gt;also figured that even if I found the code that parsed
&lt;br&gt;win/share/monsters.txt, it wouldn't necessarily answer what was best
&lt;br&gt;to do. &amp;nbsp;I imagine in practice, any of the above three might work, but
&lt;br&gt;three is best solution in the long run, while options 2 and 3 also
&lt;br&gt;mean more work for adapting graphical tiles for the game to account
&lt;br&gt;for the new monsters/objects.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
&lt;br&gt;This SF.net email is sponsored by: Microsoft
&lt;br&gt;Defy all challenges. Microsoft(R) Visual Studio 2005.
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<entry>
	<id>tag:old.nabble.com,2006:post-12766811</id>
	<title>Re: Biodiversity patch</title>
	<published>2007-09-18T15:46:29Z</published>
	<updated>2007-09-18T15:46:29Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">T. J. Brumfield wrote:
&lt;br&gt;&amp;gt; There are a few places such as: sys/mac/Files.r
&lt;br&gt;&lt;br&gt;sys/mac contains the Mac OS Classic port. I stopped using Mac OS
&lt;br&gt;Classic about four years ago. Without reading documentation for the
&lt;br&gt;Macintosh Programmer's Workshop or MPW, I will have to guess what .r or
&lt;br&gt;.make files might do. MPW has a home page at
&lt;br&gt;&lt;a href=&quot;http://developer.apple.com/tools/mpw-tools/&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://developer.apple.com/tools/mpw-tools/&lt;/a&gt;&lt;br&gt;&lt;br&gt;Maybe someone else on the mailing list knows more than I do...
&lt;br&gt;&lt;br&gt;(quote from Levels.make)
&lt;br&gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;valley.lev &amp;nbsp; &amp;nbsp;Ä &amp;quot;{Dat}&amp;quot;gehennom.des &amp;quot;{ObjDir}&amp;quot;LevComp
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;quot;{ObjDir}&amp;quot;LevComp &amp;quot;{Dat}&amp;quot;gehennom.des
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;SetFile -t &amp;quot;{FileType}&amp;quot; -c &amp;quot;{FileCreator}&amp;quot; Å.lev
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Move -y Å.lev &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&lt;br&gt;I guess that this is a makefile rule for MPW. This rule seems to make
&lt;br&gt;the valley.lev file using gehennom.des and LevComp as dependencies.
&lt;br&gt;Because it runs LevComp, it should also make the other .lev files that
&lt;br&gt;use gehennom.des as the source.
&lt;br&gt;&lt;br&gt;This file looks less weird if you open a UTF-8 terminal and use GNU
&lt;br&gt;iconv to convert it from MacRoman to UTF-8.
&lt;br&gt;&lt;br&gt;$ iconv -f MAC -t UTF-8 Levels.make | less
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;valley.lev &amp;nbsp; &amp;nbsp;ƒ &amp;quot;{Dat}&amp;quot;gehennom.des &amp;quot;{ObjDir}&amp;quot;LevComp
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;{ObjDir}&amp;quot;LevComp &amp;quot;{Dat}&amp;quot;gehennom.des
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; SetFile -t &amp;quot;{FileType}&amp;quot; -c &amp;quot;{FileCreator}&amp;quot; ≈.lev
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Move -y ≈.lev &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&lt;br&gt;I guess that ƒ means 'from' and ≈.lev is like *.lev in Unix. The three
&lt;br&gt;commands here run LevComp, set some Mac file attributes, and move any
&lt;br&gt;and all .lev files to {LibDir}.
&lt;br&gt;&lt;br&gt;&amp;gt; From the patch, these lines are supposed to be added to
&lt;br&gt;sys/mac/Files.r
&lt;br&gt;&amp;gt; + read 'File' (1165,&amp;quot;heck-a-1.lev&amp;quot;) &amp;quot;:lib:heck-a-1.lev&amp;quot;;
&lt;br&gt;&amp;gt; + read 'File' (1166,&amp;quot;heck-a-2.lev&amp;quot;) &amp;quot;:lib:heck-a-2.lev&amp;quot;;
&lt;br&gt;&amp;gt; ...
&lt;br&gt;&amp;gt; + read 'File' (1205,&amp;quot;heck-e-8.lev&amp;quot;) &amp;quot;:lib:heck-e-8.lev&amp;quot;;
&lt;br&gt;&amp;gt; + read 'File' (1206,&amp;quot;heck-e-9.lev&amp;quot;) &amp;quot;:lib:heck-e-9.lev&amp;quot;;
&lt;br&gt;&lt;br&gt;Files.r seems to be a resources file. 'File' is a four-letter resource
&lt;br&gt;type, the numbers 1165..1206 are resource ids. This tells the resource
&lt;br&gt;compiler to copy those .lev files into the resource fork of a Mac
&lt;br&gt;application.
&lt;br&gt;&lt;br&gt;As you said, SLASH'EM is different from NetHack because it does not
&lt;br&gt;list the .lev files in Files.r. However, it still needs to copy the
&lt;br&gt;.lev files to the resource fork somehow. Fortunately, SLASH'EM seems to
&lt;br&gt;take care of this automatically. In Macintosh.make I found this rule:
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;Levels.r ƒ Levels
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Set Pwd `Directory`
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Directory &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Echo &amp;quot;&amp;quot; &amp;gt; &amp;quot;{LibDir}&amp;quot;Levels.r
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Set index 1200
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; For file in ≈.lev
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Echo &amp;quot;read 'File' ({index},∂&amp;quot;{file}∂&amp;quot;)
&lt;br&gt;∂&amp;quot;::lib:{file}∂&amp;quot;;&amp;quot; &amp;gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;Levels.r
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Set index `Evaluate {index} + 1`
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; End
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Echo &amp;quot;&amp;quot; &amp;gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;Levels.list
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Directory &amp;quot;{Pwd}&amp;quot;
&lt;br&gt;&lt;br&gt;This seems to generate a Levels.r file with all the .lev files from
&lt;br&gt;{LibDir}. So you would not add any lines to Files.r, because this rule
&lt;br&gt;automatically notices any new .lev files.
&lt;br&gt;&lt;br&gt;&amp;gt; What changes if any do I need to make to Levels.make? &amp;nbsp;Do I do the
&lt;br&gt;following:
&lt;br&gt;&lt;br&gt;&amp;gt; &amp;quot;{LibDir}&amp;quot;heck-a-1.lev &amp;nbsp;Ä &amp;quot;{Dat}&amp;quot;gehennom.des &amp;quot;{ObjDir}&amp;quot;LevComp
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;{ObjDir}&amp;quot;LevComp &amp;quot;{Dat}&amp;quot;gehennom.des
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; SetFile -t &amp;quot;{FileType}&amp;quot; -c &amp;quot;{FileCreator}&amp;quot; Å.lev
&lt;br&gt;&amp;gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Move -y Å.lev &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&lt;br&gt;No, you would not add this, because the rule for valley.lev will
&lt;br&gt;generate heck-a-1.lev too.
&lt;br&gt;&lt;br&gt;I could be wrong. I do not have a Mac OS Classic machine. I have a Mac
&lt;br&gt;OS X machine, but without the Classic emulator, so I cannot run MPW. I
&lt;br&gt;am writing this email from an OpenBSD machine.
&lt;br&gt;&lt;br&gt;&amp;gt; Secondly, this is a pretty stupid/basic question, but at work I'm on a
&lt;br&gt;&amp;gt; Windows box, and I'm using Mingw. &amp;nbsp;I'm used to a Linux box where I can
&lt;br&gt;&amp;gt; select various options at configure time. &amp;nbsp;The biodiversity patch has
&lt;br&gt;&amp;gt; plenty of compile-time options, but the build instructions for
&lt;br&gt;&amp;gt; Windows/Mingw just says to run setup.bat and then make. &amp;nbsp;How do I turn
&lt;br&gt;&amp;gt; on/off these compile-time options?
&lt;br&gt;&lt;br&gt;Edit the include/config.h file. This is the normal way to configure
&lt;br&gt;SLASH'EM if you are not using the configure script.
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;________________________________________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-12750462</id>
	<title>Biodiversity patch</title>
	<published>2007-09-17T23:52:05Z</published>
	<updated>2007-09-17T23:52:05Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">I'm mostly done manually putting in all the hunks from the
&lt;br&gt;Biodiversity patch, and I'm about to try and compile it for the first
&lt;br&gt;time to see what I've broken, which is probably a lot. &amp;nbsp;I have two
&lt;br&gt;questions.
&lt;br&gt;&lt;br&gt;There are a few places such as: sys/mac/Files.r
&lt;br&gt;&lt;br&gt;Slash'em is pretty different from vanilla Nethack here, in that all
&lt;br&gt;the various level files aren't in Files.r at all, but rather a
&lt;br&gt;separate Levels.make, except they don't list every level here, only
&lt;br&gt;some of them. &amp;nbsp;For instance, it has Wiz-strt.lev but not Wiz-loca.lev,
&lt;br&gt;Wiz-goal.lev, Wiz-filb.lev, etc.
&lt;br&gt;&lt;br&gt;The only entry I'm seeing for Gehennom levels is this:
&lt;br&gt;&lt;br&gt;&amp;quot;{LibDir}&amp;quot;valley.lev	Ä &amp;quot;{Dat}&amp;quot;gehennom.des &amp;quot;{ObjDir}&amp;quot;LevComp
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;{ObjDir}&amp;quot;LevComp &amp;quot;{Dat}&amp;quot;gehennom.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; SetFile -t &amp;quot;{FileType}&amp;quot; -c &amp;quot;{FileCreator}&amp;quot; Å.lev
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Move -y Å.lev &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&lt;br&gt;The Biodiversity patch adds a few new Gehennom levels to show off some
&lt;br&gt;new additional types like sky, though quite frankly, I realize if
&lt;br&gt;there is any chance of the biodiversity patch being accepted, likely
&lt;br&gt;the dungeon changes might not make it in. &amp;nbsp;Either way, I'm trying to
&lt;br&gt;get the entirety of the patch working to begin with.
&lt;br&gt;&lt;br&gt;&amp;gt;From the patch, these lines are supposed to be added to sys/mac/Files.r
&lt;br&gt;&lt;br&gt;+ read 'File' (1165,&amp;quot;heck-a-1.lev&amp;quot;) &amp;quot;:lib:heck-a-1.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1166,&amp;quot;heck-a-2.lev&amp;quot;) &amp;quot;:lib:heck-a-2.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1167,&amp;quot;heck-a-3.lev&amp;quot;) &amp;quot;:lib:heck-a-3.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1168,&amp;quot;heck-a-4.lev&amp;quot;) &amp;quot;:lib:heck-a-4.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1169,&amp;quot;heck-a-5.lev&amp;quot;) &amp;quot;:lib:heck-a-5.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1170,&amp;quot;heck-a-6.lev&amp;quot;) &amp;quot;:lib:heck-a-6.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1171,&amp;quot;heck-a-7.lev&amp;quot;) &amp;quot;:lib:heck-a-7.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1172,&amp;quot;heck-b-1.lev&amp;quot;) &amp;quot;:lib:heck-b-1.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1173,&amp;quot;heck-b-2.lev&amp;quot;) &amp;quot;:lib:heck-b-2.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1174,&amp;quot;heck-b-3.lev&amp;quot;) &amp;quot;:lib:heck-b-3.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1175,&amp;quot;heck-b-4.lev&amp;quot;) &amp;quot;:lib:heck-b-4.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1176,&amp;quot;heck-b-5.lev&amp;quot;) &amp;quot;:lib:heck-b-5.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1177,&amp;quot;heck-b-6.lev&amp;quot;) &amp;quot;:lib:heck-b-6.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1178,&amp;quot;heck-b-7.lev&amp;quot;) &amp;quot;:lib:heck-b-7.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1179,&amp;quot;heck-b-8.lev&amp;quot;) &amp;quot;:lib:heck-b-8.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1180,&amp;quot;heck-c-1.lev&amp;quot;) &amp;quot;:lib:heck-c-1.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1181,&amp;quot;heck-c-2.lev&amp;quot;) &amp;quot;:lib:heck-c-2.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1182,&amp;quot;heck-c-3.lev&amp;quot;) &amp;quot;:lib:heck-c-3.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1183,&amp;quot;heck-c-4.lev&amp;quot;) &amp;quot;:lib:heck-c-4.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1184,&amp;quot;heck-c-5.lev&amp;quot;) &amp;quot;:lib:heck-c-5.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1185,&amp;quot;heck-c-6.lev&amp;quot;) &amp;quot;:lib:heck-c-6.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1186,&amp;quot;heck-c-7.lev&amp;quot;) &amp;quot;:lib:heck-c-7.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1187,&amp;quot;heck-c-8.lev&amp;quot;) &amp;quot;:lib:heck-c-8.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1188,&amp;quot;heck-c-9.lev&amp;quot;) &amp;quot;:lib:heck-c-9.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1189,&amp;quot;heck-d-1.lev&amp;quot;) &amp;quot;:lib:heck-d-1.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1190,&amp;quot;heck-d-2.lev&amp;quot;) &amp;quot;:lib:heck-d-2.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1191,&amp;quot;heck-d-3.lev&amp;quot;) &amp;quot;:lib:heck-d-3.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1192,&amp;quot;heck-d-4.lev&amp;quot;) &amp;quot;:lib:heck-d-4.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1193,&amp;quot;heck-d-5.lev&amp;quot;) &amp;quot;:lib:heck-d-5.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1194,&amp;quot;heck-d-6.lev&amp;quot;) &amp;quot;:lib:heck-d-6.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1195,&amp;quot;heck-d-7.lev&amp;quot;) &amp;quot;:lib:heck-d-7.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1196,&amp;quot;heck-d-8.lev&amp;quot;) &amp;quot;:lib:heck-d-8.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1197,&amp;quot;heck-d-9.lev&amp;quot;) &amp;quot;:lib:heck-d-9.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1198,&amp;quot;heck-e-1.lev&amp;quot;) &amp;quot;:lib:heck-e-1.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1199,&amp;quot;heck-e-2.lev&amp;quot;) &amp;quot;:lib:heck-e-2.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1200,&amp;quot;heck-e-3.lev&amp;quot;) &amp;quot;:lib:heck-e-3.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1201,&amp;quot;heck-e-4.lev&amp;quot;) &amp;quot;:lib:heck-e-4.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1202,&amp;quot;heck-e-5.lev&amp;quot;) &amp;quot;:lib:heck-e-5.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1203,&amp;quot;heck-e-6.lev&amp;quot;) &amp;quot;:lib:heck-e-6.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1204,&amp;quot;heck-e-7.lev&amp;quot;) &amp;quot;:lib:heck-e-7.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1205,&amp;quot;heck-e-8.lev&amp;quot;) &amp;quot;:lib:heck-e-8.lev&amp;quot;;
&lt;br&gt;+ read 'File' (1206,&amp;quot;heck-e-9.lev&amp;quot;) &amp;quot;:lib:heck-e-9.lev&amp;quot;;
&lt;br&gt;&lt;br&gt;What changes if any do I need to make to Levels.make? &amp;nbsp;Do I do the following:
&lt;br&gt;&lt;br&gt;&amp;quot;{LibDir}&amp;quot;heck-a-1.lev	Ä &amp;quot;{Dat}&amp;quot;gehennom.des &amp;quot;{ObjDir}&amp;quot;LevComp
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot;{ObjDir}&amp;quot;LevComp &amp;quot;{Dat}&amp;quot;gehennom.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; SetFile -t &amp;quot;{FileType}&amp;quot; -c &amp;quot;{FileCreator}&amp;quot; Å.lev
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Move -y Å.lev &amp;quot;{LibDir}&amp;quot;
&lt;br&gt;&lt;br&gt;Lather, rinse, repeat, or do I not make these additions at all?
&lt;br&gt;&lt;br&gt;Secondly, this is a pretty stupid/basic question, but at work I'm on a
&lt;br&gt;Windows box, and I'm using Mingw. &amp;nbsp;I'm used to a Linux box where I can
&lt;br&gt;select various options at configure time. &amp;nbsp;The biodiversity patch has
&lt;br&gt;plenty of compile-time options, but the build instructions for
&lt;br&gt;Windows/Mingw just says to run setup.bat and then make. &amp;nbsp;How do I turn
&lt;br&gt;on/off these compile-time options?
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-12667745</id>
	<title>quest.txt and biodiversity</title>
	<published>2007-09-13T21:13:24Z</published>
	<updated>2007-09-13T21:13:24Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">&amp;gt; I used the Unix 'grep' command to search, and I found that the
&lt;br&gt;&lt;br&gt;I use Linux at home, but rarely have any freetime at home. &amp;nbsp;Conversely
&lt;br&gt;I have an IT job that is pretty much all free time, so I'm doing this
&lt;br&gt;at work on a Windows box, though I suppose I could use grep in cygwin.
&lt;br&gt;&amp;nbsp;I still don't know why Notepad++ search in files function missed it.
&lt;br&gt;&lt;br&gt;&amp;gt; Now you can recompile the game, fix any compiler errors or makedefs
&lt;br&gt;&amp;gt; errors, then reinstall the game.
&lt;br&gt;&lt;br&gt;Thanks ever so much! &amp;nbsp;I plan on working on that very soon.
&lt;br&gt;&lt;br&gt;Since I was stalled there (on something so simple) I decided to shelve
&lt;br&gt;temporarily my heavily-patched/editted version and start on a small
&lt;br&gt;side-project. &amp;nbsp;I was looking at the biodiversity patch, which is quite
&lt;br&gt;massive (a good 900k patch) and I really dig most of the monster
&lt;br&gt;additions, some of the new little things with trees, the new
&lt;br&gt;disintegrate function, the gold bug, the reworked dragons, etc.
&lt;br&gt;&lt;br&gt;However it designed for Nethack 3.4.3 and pretty much almost every
&lt;br&gt;hunk of the patch fails when you attempt to apply it to Slash'Em.
&lt;br&gt;I've been working the past two days to refactor the whole thing to
&lt;br&gt;work with Slash'Em, which is mostly applying hunks by hand, and in
&lt;br&gt;some places rewriting small bits. &amp;nbsp;It seems like a good first
&lt;br&gt;assignment to get a better feel for the code base and learn a few
&lt;br&gt;things.
&lt;br&gt;&lt;br&gt;I'm not sure if anyone would consider adding such a huge change to the
&lt;br&gt;official code, but I will post the patch to sourceforge when I'm done
&lt;br&gt;if anyone is interested. &amp;nbsp;Honestly, so long as balance is maintained,
&lt;br&gt;I think expanding gameplay with new options is generally a good thing,
&lt;br&gt;especially for people who've played the game a good deal.
&lt;br&gt;&lt;br&gt;I don't expect the time this weekend to work on it, but I should have
&lt;br&gt;a first-run of the patch done next week.
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
&lt;br&gt;This SF.net email is sponsored by: Microsoft
&lt;br&gt;Defy all challenges. Microsoft(R) Visual Studio 2005.
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<entry>
	<id>tag:old.nabble.com,2006:post-12667645</id>
	<title>Re: Quest.txt</title>
	<published>2007-09-13T21:00:38Z</published>
	<updated>2007-09-13T21:00:38Z</updated>
	<author>
		<name>xkernigh</name>
	</author>
	<content type="html">T. J. Brumfield wrote:
&lt;br&gt;&amp;gt; I opened up my trusty copy of notepad++ and tried searching within all
&lt;br&gt;&amp;gt; the source files with mention to quest.txt to see which file is
&lt;br&gt;&amp;gt; opening and parsing it, to add new calls for specific classes, and
&lt;br&gt;&amp;gt; didn't find anything.
&lt;br&gt;&lt;br&gt;I used the Unix 'grep' command to search, and I found that the
&lt;br&gt;reference to quest.txt is actually in slashem/util/makedefs.c . The
&lt;br&gt;makefiles will run makedefs to convert quest.txt into quest.dat . The
&lt;br&gt;code to access quest.dat is in slashem/src/questpgr.c . To actually
&lt;br&gt;display some text from quest.dat, you use the com_pager function for
&lt;br&gt;generic text or qt_pager function or role-specific text. For example,
&lt;br&gt;the call to com_pager(1) in slashem/src/allmain.c will display entry
&lt;br&gt;&amp;quot;%Cc - 00001&amp;quot; from quest.txt .
&lt;br&gt;&lt;br&gt;First, pick a message number. Go to include/qtext.h and add a quest
&lt;br&gt;define (like &amp;quot;#define QT_xx yy&amp;quot;) for the opening message. Note that 1
&lt;br&gt;to 36 are already taken but 92 and up are open.
&lt;br&gt;&lt;br&gt;Second, add the opening messages to dat/quest.txt . For example, &amp;quot;%Cc
&lt;br&gt;Arc 000yy&amp;quot;, &amp;quot;%Cc Bar 000yy&amp;quot; and so on for every class in the game,
&lt;br&gt;replacing yy with the number that you added to qtext.h .
&lt;br&gt;&lt;br&gt;Third, go to allmain.c and replace the &amp;quot;com_pager(1);&amp;quot; line with a
&lt;br&gt;&amp;quot;qt_pager(QT_xx);&amp;quot; line. You might also need to add an #include
&lt;br&gt;&amp;quot;qtext.h&amp;quot; near the top. It seems that this is the only C code that you
&lt;br&gt;need to change.
&lt;br&gt;&lt;br&gt;Now you can recompile the game, fix any compiler errors or makedefs
&lt;br&gt;errors, then reinstall the game.
&lt;br&gt;&lt;br&gt;--Kernigh &lt;a href=&quot;http://nethack.wikia.com/wiki/User:Kernigh&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;http://nethack.wikia.com/wiki/User:Kernigh&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;________________________________________________________________________
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<entry>
	<id>tag:old.nabble.com,2006:post-12631580</id>
	<title>Quest.txt</title>
	<published>2007-09-11T22:28:57Z</published>
	<updated>2007-09-11T22:28:57Z</updated>
	<author>
		<name>Bugzilla from enderandrew@gmail.com</name>
	</author>
	<content type="html">Howdy. &amp;nbsp;I'm looking to learn C, and I have picked up a book on C, and
&lt;br&gt;thought I might cut my teeth on some code with Slash'em because I dig
&lt;br&gt;it so much. &amp;nbsp;Despite being an older gamer, sadly, I am quite new to
&lt;br&gt;the rouge-like scene, but slash'em is my favorite so far.
&lt;br&gt;&lt;br&gt;To date I've been finding various nethack and slash'em patches,
&lt;br&gt;patching the code, and then I'm going to try and compile, debug and
&lt;br&gt;fix what I broke. &amp;nbsp;Then my next plan of attack was to look at the
&lt;br&gt;patches, and how they implemented new things to learn how to start
&lt;br&gt;coding my own additions.
&lt;br&gt;&lt;br&gt;Some if it (like adding monsters and the like) seems incredibly easy.
&lt;br&gt;However, I've already run into one question I can't seem to answer on
&lt;br&gt;my own. &amp;nbsp;I applied the Jedi patch that is floating around to add a
&lt;br&gt;Jedi class, and I can easily edit the text for the Jedi quest, however
&lt;br&gt;when you start the game initially, you are given the Generic opening
&lt;br&gt;text about gods and the Amulet of Yendor.
&lt;br&gt;&lt;br&gt;I was hoping to customize that text for each class. &amp;nbsp;For instance, for
&lt;br&gt;the Jedi, I wanted to suggest that their Z-95/X-Wing whatever had
&lt;br&gt;crashed in the Yendor system, and they needed a necessary
&lt;br&gt;maguffin/part to fix the hyperdrive. &amp;nbsp;A Force Ghost of their mentor
&lt;br&gt;(their god effectively) told them a part could be found in a local
&lt;br&gt;dungeon, the medallion of the Yendor Amulet could magically fix the
&lt;br&gt;hyperdrive.
&lt;br&gt;&lt;br&gt;It also never made sense that the Tourist was on a religious crusade
&lt;br&gt;of life-or-death for this amulet either, and I would like to rewrite
&lt;br&gt;their opening text to something more fitting of how they stumbled into
&lt;br&gt;the situation, and just need a way out.
&lt;br&gt;&lt;br&gt;Honestly, I think the text really could/should be rewritten for each class/role.
&lt;br&gt;&lt;br&gt;I opened up my trusty copy of notepad++ and tried searching within all
&lt;br&gt;the source files with mention to quest.txt to see which file is
&lt;br&gt;opening and parsing it, to add new calls for specific classes, and
&lt;br&gt;didn't find anything.
&lt;br&gt;&lt;br&gt;How would I go about this?
&lt;br&gt;&lt;br&gt;-- T. J. Brumfield
&lt;br&gt;&amp;quot;In the beginning the Universe was created. This has made a lot of
&lt;br&gt;people very angry and been widely regarded as a bad move.&amp;quot;
&lt;br&gt;--Douglas Adams
&lt;br&gt;&amp;quot;Nihilism makes me smile.&amp;quot;
&lt;br&gt;--Christopher Quick
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<entry>
	<id>tag:old.nabble.com,2006:post-12306966</id>
	<title>Re: Nerfed crossbows?</title>
	<published>2007-08-23T23:52:37Z</published>
	<updated>2007-08-23T23:52:37Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">On Tue, Aug 21, 2007 at 08:43:04AM +0100, J. Ali Harlow wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; On 2007-08-14 04:45:42 AM, Silas Dunsmore wrote:
&lt;br&gt;&amp;gt; &amp;gt;I have noticed that crossbows are severely underpowered compared to
&lt;br&gt;&amp;gt; &amp;gt;Nethack. &amp;nbsp;Is this intentional?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Just a quick response to this since I'm feeling guilty about the number &amp;nbsp;
&lt;br&gt;&amp;gt; of messages from you that I still haven't replied to!
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; It seems right to me that an expert archer should be able to use a bow &amp;nbsp;
&lt;br&gt;&amp;gt; and arrow more effectively than a crossbow (even though this may not be &amp;nbsp;
&lt;br&gt;&amp;gt; historically accurate). For an untrained archer the crossbow should &amp;nbsp;
&lt;br&gt;&amp;gt; certainly be more effective. It should also be the case that training &amp;nbsp;
&lt;br&gt;&amp;gt; with crossbows has less benefit than bows since it involves less skill.
&lt;/div&gt;&lt;br&gt;Mm hmm, but remember that Rangers get multishot on all projectiles,
&lt;br&gt;including daggers, darts, shuriken, sling stones, and firearm ammo. &amp;nbsp;So
&lt;br&gt;crippling only the crossbow's multishot seems odd.
&lt;br&gt;&lt;br&gt;&lt;br&gt;If we're arguing from reality, crossbows should be easy to aim and fire
&lt;br&gt;once, but take a long time to reload, possibly with a strength modifier.
&lt;br&gt;&lt;br&gt;I could definately see using a loaded crossbow as a battle opener, then
&lt;br&gt;swapping over to a hand-to-hand weapon.
&lt;br&gt;&lt;br&gt;But if we go that route, the bolts should do a _lot_ more than d4 small/
&lt;br&gt;d6 large.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;gt; I'd want to check whether there is any justification for the different &amp;nbsp;
&lt;br&gt;&amp;gt; effects under FIREARM. It does seem odd to me at first sight.
&lt;br&gt;&lt;br&gt;I think one major gripe I have with the firearm code is this:
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (objects[(launcher-&amp;gt;otyp)].oc_rof) 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; multishot += (objects[(launcher-&amp;gt;otyp)].oc_rof - 1);
&lt;br&gt;&lt;br&gt;This means that a rof of 1 is the same as a rof of 0. &amp;nbsp;And an rof of -1
&lt;br&gt;has an actual penalty of -2. &amp;nbsp;You cannot specify a rof that will have a
&lt;br&gt;penalty of -1. &amp;nbsp;Inconsistent.
&lt;br&gt;&lt;br&gt;&lt;br&gt;I'm glad to get some dialog going; let's hear from the rest of you!
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Later, eh? &amp;nbsp; &amp;nbsp;Silas
&lt;br&gt;&lt;br&gt;Narrator: &amp;nbsp; &amp;nbsp; &amp;nbsp;There is no camera trickery in this shot. &amp;nbsp;The human eye would
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;have seen just what the camera saw. &amp;nbsp;The room was designed by a
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;master psychologist, Albert Ames, to illustrate how the brain
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;interprets what the eyes see.
&lt;br&gt;&lt;br&gt;NARRATOR and MIDGET walk toward each other and become their &amp;quot;normal&amp;quot; sizes.
&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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<entry>
	<id>tag:old.nabble.com,2006:post-12251395</id>
	<title>Re: Nerfed crossbows?</title>
	<published>2007-08-21T01:43:04Z</published>
	<updated>2007-08-21T01:43:04Z</updated>
	<author>
		<name>J. Ali Harlow-2</name>
	</author>
	<content type="html">On 2007-08-14 04:45:42 AM, Silas Dunsmore wrote:
&lt;div class='shrinkable-quote'&gt;&lt;br&gt;&amp;gt; I have noticed that crossbows are severely underpowered compared to
&lt;br&gt;&amp;gt; Nethack. &amp;nbsp;Is this intentional?
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; A Slash'EM Gnomish Ranger starts with a +1 crossbow and has the
&lt;br&gt;&amp;gt; natural
&lt;br&gt;&amp;gt; Ranger ability to fire one more missile per turn than other classes,
&lt;br&gt;&amp;gt; yet
&lt;br&gt;&amp;gt; he has no chance of firing two bolts in one turn.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; To gain even a 25% chance of firing two in one turn, he must be:
&lt;br&gt;&amp;gt; 	a Ranger, Expert in crossbow, or
&lt;br&gt;&amp;gt; 	a Ranger, Skilled in crossbow, and using at least a +2
&lt;br&gt;&amp;gt; crossbow, or
&lt;br&gt;&amp;gt; 	a Ranger, Basic in crossbow and using at least a +5 crossbow,
&lt;br&gt;&amp;gt; 	non-Ranger, Expert in crossbow, and using at least a +2
&lt;br&gt;&amp;gt; crossbow, or
&lt;br&gt;&amp;gt; 	non-Ranger, Skilled in crossbow, and using at least a +5
&lt;br&gt;&amp;gt; crossbow.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; This is because crossbows are GUNs in Slash'EM, and their
&lt;br&gt;&amp;gt; rate-of-fire
&lt;br&gt;&amp;gt; is -1, which subtracts 2 (not 1) from the multishot calculation, if
&lt;br&gt;&amp;gt; the
&lt;br&gt;&amp;gt; game is compiled with FIREARMS. &amp;nbsp;No such subtraction is made if
&lt;br&gt;&amp;gt; FIREARMS
&lt;br&gt;&amp;gt; is not used.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; The Ranger's flurry technique does not help because crossbows do not
&lt;br&gt;&amp;gt; use
&lt;br&gt;&amp;gt; the P_BOW skill.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; Crossbow bolts are already inferior to arrows. &amp;nbsp;This just doesn't
&lt;br&gt;&amp;gt; seem
&lt;br&gt;&amp;gt; right.
&lt;br&gt;&amp;gt; 
&lt;br&gt;&amp;gt; If there is agreement on this, I am willing to make a patch.
&lt;/div&gt;&lt;br&gt;Just a quick response to this since I'm feeling guilty about the number &amp;nbsp;
&lt;br&gt;of messages from you that I still haven't replied to!
&lt;br&gt;&lt;br&gt;It seems right to me that an expert archer should be able to use a bow &amp;nbsp;
&lt;br&gt;and arrow more effectively than a crossbow (even though this may not be &amp;nbsp;
&lt;br&gt;historically accurate). For an untrained archer the crossbow should &amp;nbsp;
&lt;br&gt;certainly be more effective. It should also be the case that training &amp;nbsp;
&lt;br&gt;with crossbows has less benefit than bows since it involves less skill.
&lt;br&gt;&lt;br&gt;I'd want to check whether there is any justification for the different &amp;nbsp;
&lt;br&gt;effects under FIREARM. It does seem odd to me at first sight.
&lt;br&gt;&lt;br&gt;Cheers,
&lt;br&gt;&lt;br&gt;Ali.
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<entry>
	<id>tag:old.nabble.com,2006:post-12138321</id>
	<title>Nerfed crossbows?</title>
	<published>2007-08-13T21:45:39Z</published>
	<updated>2007-08-13T21:45:39Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">I have noticed that crossbows are severely underpowered compared to
&lt;br&gt;Nethack. &amp;nbsp;Is this intentional?
&lt;br&gt;&lt;br&gt;A Slash'EM Gnomish Ranger starts with a +1 crossbow and has the natural
&lt;br&gt;Ranger ability to fire one more missile per turn than other classes, yet
&lt;br&gt;he has no chance of firing two bolts in one turn.
&lt;br&gt;&lt;br&gt;To gain even a 25% chance of firing two in one turn, he must be:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; a Ranger, Expert in crossbow, or
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; a Ranger, Skilled in crossbow, and using at least a +2 crossbow, or
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; a Ranger, Basic in crossbow and using at least a +5 crossbow,
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; non-Ranger, Expert in crossbow, and using at least a +2 crossbow, or
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; non-Ranger, Skilled in crossbow, and using at least a +5 crossbow.
&lt;br&gt;&lt;br&gt;This is because crossbows are GUNs in Slash'EM, and their rate-of-fire
&lt;br&gt;is -1, which subtracts 2 (not 1) from the multishot calculation, if the
&lt;br&gt;game is compiled with FIREARMS. &amp;nbsp;No such subtraction is made if FIREARMS
&lt;br&gt;is not used.
&lt;br&gt;&lt;br&gt;The Ranger's flurry technique does not help because crossbows do not use
&lt;br&gt;the P_BOW skill.
&lt;br&gt;&lt;br&gt;Crossbow bolts are already inferior to arrows. &amp;nbsp;This just doesn't seem
&lt;br&gt;right.
&lt;br&gt;&lt;br&gt;If there is agreement on this, I am willing to make a patch.
&lt;br&gt;&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Silas Dunsmore
&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Here's my analysis:
&lt;br&gt;&lt;br&gt;In objects.c, GUNs have these parameters:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; (name,app,kn,bi,prob,wt,cost,range,rof,hitbon,ammotyp,metal,sub,color)
&lt;br&gt;And crossbows are defined as:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; GUN(&amp;quot;crossbow&amp;quot;, (char *)0,	0, 1, 45, 50, 40, 12, -1, 0,
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; WP_GENERIC, WOOD, P_CROSSBOW, HI_WOOD)
&lt;br&gt;Note the -1 for the rof field.
&lt;br&gt;&lt;br&gt;In dothrow.c, in the throw_obj() routine, there are some multishot
&lt;br&gt;calculations that are relevant for the case in question:
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; switch (P_SKILL(weapon_type(obj))) {
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; default:	break; /* No bonus */
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; case P_SKILLED:	multishot++; break;
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; case P_EXPERT:	multishot += 2; break;
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; }
&lt;br&gt;and
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; /* 1/3 of object enchantment */
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (launcher &amp;&amp; launcher-&amp;gt;spe &amp;gt; 1)
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; multishot += (long) rounddiv(launcher-&amp;gt;spe,3);
&lt;br&gt;and
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; switch (Role_switch) {
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; case PM_RANGER:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; multishot++;
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; break;
&lt;br&gt;&lt;br&gt;The various tests for elven bow, elf/orc race, etc. don't apply.
&lt;br&gt;&lt;br&gt;We will see later that a multishot bonus of 4 must be reached to have a
&lt;br&gt;25% chance of firing just 2 missiles.
&lt;br&gt;Similarly, a multishot bonus of 5 must be reached to have a 20% chance
&lt;br&gt;of firing 3 missiles and another 20% chance of firing 2 missiles.
&lt;br&gt;&lt;br&gt;Let's say that we have a bonus for being Skilled, and a bonus for being
&lt;br&gt;a Ranger, but no bonus from weapon enchantment. &amp;nbsp;That gives us a
&lt;br&gt;multishot score of 3.
&lt;br&gt;&lt;br&gt;Then we randomize:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (multishot &amp;gt; 0) 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; 	multishot = rnd(multishot); /* Some randomness */
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; else multishot = 1;
&lt;br&gt;now our hypothetical multishot might be 1, 2, or 3.
&lt;br&gt;&lt;br&gt;Then we hit the FIREARMS-specific code:
&lt;br&gt;&lt;br&gt;#ifdef FIREARMS
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (launcher &amp;&amp; is_launcher(launcher))
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; {
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (objects[(launcher-&amp;gt;otyp)].oc_rof) 
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; multishot += (objects[(launcher-&amp;gt;otyp)].oc_rof - 1);
&lt;br&gt;&lt;br&gt;.oc_rof is -1 for crossbows. &amp;nbsp;So this subtracts 2 from multishot. &amp;nbsp;That's
&lt;br&gt;the critical change that makes crossbows so unattractive.
&lt;br&gt;&lt;br&gt;This puts our hypothetical multishot at -1, 0, or 1.
&lt;br&gt;&lt;br&gt;Then there's a bounds check:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; if (multishot &amp;lt; 1) multishot = 1;
&lt;br&gt;&lt;br&gt;So our Skilled (+1) Ranger (+1) with the starting crossbow (no mod) has
&lt;br&gt;no chance of shooting more than one bolt. &amp;nbsp;You need an intitial multishot
&lt;br&gt;score of 4 to have the 1-in-4 chance of getting a final multishot score
&lt;br&gt;of 2, and thus shoot two bolts.
&lt;br&gt;&lt;br&gt;&lt;br&gt;-------------------------------------------------------------------------
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-12103382</id>
	<title>Blackmarket shouldn't generate potential pets</title>
	<published>2007-08-11T01:30:16Z</published>
	<updated>2007-08-11T01:30:16Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">Presented for discussion and possible inclusion in Slash'EM.
&lt;br&gt;&lt;br&gt;This patch has also been submitted to the SourceForge tracker.
&lt;br&gt;&lt;br&gt;I believe it is too easy to get a pet in the black market. &amp;nbsp;The player
&lt;br&gt;can simply wait for a domestic-type monster to be generated, or just zap
&lt;br&gt;a wand of create horde a few times. &amp;nbsp;Then tame the animal as usual.
&lt;br&gt;&lt;br&gt;This works around that, making it an actual effort to get a pet. &amp;nbsp;(I can
&lt;br&gt;think of three or four ways, and there are probably more.)
&lt;br&gt;&lt;br&gt;This patch applies cleanly to Slashem 0.0.8E0F1.
&lt;br&gt;&lt;br&gt;The new code in this patch is contributed by the author, Silas Dunsmore,
&lt;br&gt;to the Slash'EM project, and to the general Nethack community, under the
&lt;br&gt;terms of the Nethack General Public License.
&lt;br&gt;&lt;br&gt;contact: &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=12103382&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;silasd@...&lt;/a&gt;&amp;gt;; put slashem or nethack in the subject line.
&lt;br&gt;===============================================================================
&lt;br&gt;--- slashem-0.0.8E0F1-clean/src/makemon.c	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1-regex/src/makemon.c	2007-07-19 13:48:36.142188400 -0700
&lt;br&gt;@@ -1880,10 +1880,13 @@
&lt;br&gt;&amp;nbsp;		if (upper &amp;&amp; !isupper((int)def_monsyms[(int)(ptr-&amp;gt;mlet)])) continue;
&lt;br&gt;&amp;nbsp;#endif
&lt;br&gt;&amp;nbsp;		if (elemlevel &amp;&amp; wrong_elem_type(ptr)) continue;
&lt;br&gt;&amp;nbsp;		if (uncommon(mndx)) continue;
&lt;br&gt;&amp;nbsp;		if (Inhell &amp;&amp; (ptr-&amp;gt;geno &amp; G_NOHELL)) continue;
&lt;br&gt;+#ifdef BLACKMARKET	/* SWD: pets are not allowed in the black market */
&lt;br&gt;+		if (is_domestic(ptr) &amp;&amp; Is_blackmarket(&amp;u.uz)) continue;
&lt;br&gt;+#endif
&lt;br&gt;&amp;nbsp;		ct = (int)(ptr-&amp;gt;geno &amp; G_FREQ) + align_shift(ptr);
&lt;br&gt;&amp;nbsp;		if (ct &amp;lt; 0 || ct &amp;gt; 127)
&lt;br&gt;&amp;nbsp;		 &amp;nbsp; &amp;nbsp;panic(&amp;quot;rndmonst: bad count [#%d: %d]&amp;quot;, mndx, ct);
&lt;br&gt;&amp;nbsp;		rndmonst_state.choice_count += ct;
&lt;br&gt;&amp;nbsp;		rndmonst_state.mchoices[mndx] = (char)ct;
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-12103073</id>
	<title>Patch: Eggs in cockatrice nests</title>
	<published>2007-08-11T00:42:14Z</published>
	<updated>2007-08-11T00:42:14Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">Presented for discussion and possible inclusion in Slash'EM.
&lt;br&gt;&lt;br&gt;This patch has also been submitted to the SourceForge tracker.
&lt;br&gt;&lt;br&gt;This patch adds the occasional cockatrice egg to cockatrice nests. &amp;nbsp;A
&lt;br&gt;small nest of 3x4 will average one egg, while a large nest of 6x7 will
&lt;br&gt;average between three and four eggs. &amp;nbsp;
&lt;br&gt;&lt;br&gt;Spoilers follow!
&lt;br&gt;&lt;br&gt;&lt;br&gt;These eggs will soon hatch, so there is a motivation for the player to
&lt;br&gt;quickly slaughter the nest to get the eggs.
&lt;br&gt;&lt;br&gt;Analysis: this patch makes things harder for the beginner (with a greater
&lt;br&gt;availability of an object that can cause insta-death; u_gname() help the
&lt;br&gt;unfortunate character who eats one...) and easier for the expert or
&lt;br&gt;spoiled player (cockatrice eggs are great weapons, and these ones weren't
&lt;br&gt;laid by the character, so don't carry the luck malus).
&lt;br&gt;&lt;br&gt;This patch applies cleanly to Slashem 0.0.8E0F1.
&lt;br&gt;&lt;br&gt;The new code in this patch is contributed by the author, Silas Dunsmore,
&lt;br&gt;to the Slash'EM project, and to the general Nethack community, under the
&lt;br&gt;terms of the Nethack General Public License.
&lt;br&gt;&lt;br&gt;contact: &amp;lt;&lt;a href=&quot;http://old.nabble.com/user/SendEmail.jtp?type=post&amp;post=12103073&amp;i=0&quot; target=&quot;_top&quot; rel=&quot;nofollow&quot;&gt;silasd@...&lt;/a&gt;&amp;gt;; put slashem or nethack in the subject line.
&lt;br&gt;===============================================================================
&lt;br&gt;--- slashem-0.0.8E0F1-clean/src/mkroom.c	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/src/mkroom.c	2007-08-10 22:48:27.191270300 -0700
&lt;br&gt;@@ -421,10 +421,25 @@
&lt;br&gt;&amp;nbsp;				 &amp;nbsp; &amp;nbsp;(void) add_to_container(sobj,
&lt;br&gt;&amp;nbsp;						mkobj(RANDOM_CLASS, FALSE));
&lt;br&gt;&amp;nbsp;				sobj-&amp;gt;owt = weight(sobj);
&lt;br&gt;&amp;nbsp;			 &amp;nbsp; &amp;nbsp;}
&lt;br&gt;&amp;nbsp;			}
&lt;br&gt;+			/* new code */
&lt;br&gt;+			else if (!rn2(8)) { &amp;nbsp;/* 2/3 * 1/8 = 1 chance in 12 */
&lt;br&gt;+			 &amp;nbsp; &amp;nbsp;int mndx = can_be_hatched(PM_COCKATRICE);
&lt;br&gt;+			 &amp;nbsp; &amp;nbsp;if (mndx != NON_PM &amp;&amp; !dead_species(mndx, TRUE)) {
&lt;br&gt;+				struct obj *otmp;
&lt;br&gt;+				otmp = mksobj_at(EGG, sx, sy, FALSE, FALSE);
&lt;br&gt;+				if (otmp) {
&lt;br&gt;+				 &amp;nbsp; &amp;nbsp;otmp-&amp;gt;corpsenm = mndx;
&lt;br&gt;+				 &amp;nbsp; &amp;nbsp;/* hatch 2in3; normally eggs hatch 1in3 */
&lt;br&gt;+				 &amp;nbsp; &amp;nbsp;if (rn2(3))
&lt;br&gt;+					attach_egg_hatch_timeout(otmp);
&lt;br&gt;+				}
&lt;br&gt;+			 &amp;nbsp; &amp;nbsp;}
&lt;br&gt;+			}
&lt;br&gt;+			/* end new code */
&lt;br&gt;&amp;nbsp;			break;
&lt;br&gt;&amp;nbsp;		 &amp;nbsp; &amp;nbsp;case ANTHOLE:
&lt;br&gt;&amp;nbsp;			if(!rn2(3))
&lt;br&gt;&amp;nbsp;			 &amp;nbsp; &amp;nbsp;(void) mkobj_at(FOOD_CLASS, sx, sy, FALSE);
&lt;br&gt;&amp;nbsp;			break;
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</entry>

<entry>
	<id>tag:old.nabble.com,2006:post-11853892</id>
	<title>Cygwin-mingw compilation</title>
	<published>2007-07-29T12:44:00Z</published>
	<updated>2007-07-29T12:44:00Z</updated>
	<author>
		<name>Silas Dunsmore</name>
	</author>
	<content type="html">Using the Configure Script to Compile Under Cygwin; and Musings Upon Regexps
&lt;br&gt;&lt;br&gt;I have submitted the enclosed patches to the tracker.
&lt;br&gt;&lt;br&gt;This was written to document a way to build Slash'EM. &amp;nbsp;It also is intended
&lt;br&gt;to point out a few problems with the current 8E0F1 sourcetree, and provide
&lt;br&gt;suggested patches where possible.
&lt;br&gt;&lt;br&gt;We will use the Cygwin toolset to compile Slash'EM. &amp;nbsp;We want to be able to
&lt;br&gt;use tile graphics and sounds, as well as the traditional text mode. &amp;nbsp;We
&lt;br&gt;also want the resulting executables to be usable on any Windows install
&lt;br&gt;without needing Cygwin to be installed.
&lt;br&gt;&lt;br&gt;I banged on the provided makefile for Cygwin enough to know that I wasn't
&lt;br&gt;going to be able to use it to compile. &amp;nbsp;Besides, we want to be able to run
&lt;br&gt;the game anywhere. &amp;nbsp;So we'll target the mingw subsystem of Cygwin. &amp;nbsp;And
&lt;br&gt;we'll use the automake configurator. &amp;nbsp;I was surprised how well it works.
&lt;br&gt;&lt;br&gt;Note: the toolchain used is called mingw, but the Cygwin FAQ (6.10) claims
&lt;br&gt;that the actual MinGW project is a &amp;quot;completely separate effort.&amp;quot; &amp;nbsp;So I
&lt;br&gt;guess it's not really MinGW.
&lt;br&gt;&lt;br&gt;These Cygwin packages are required or desired:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base:coreutils
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base:bash
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base:grep
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base:gzip
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; base:tar
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:binutils
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:bison	(optional)
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:flex	(optional)
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:gcc
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:gcc-mingw
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:gdb	(optional)
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:make
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; devel:mingw-runtime
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; utils:cygutils
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; utils:diffutils
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; utils:patch
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; (possibly more....)
&lt;br&gt;&lt;br&gt;A hint on the Cygwin setup program: it's much easier to use if you maximize
&lt;br&gt;the window.
&lt;br&gt;&lt;br&gt;Start a bash shell using one of the shortcuts, or start a rxvt window if you
&lt;br&gt;have that installed. &amp;nbsp;Enter &amp;quot;gcc&amp;quot; to check that you can run the compiler. &amp;nbsp;
&lt;br&gt;It should give the error &amp;quot;gcc: no input files&amp;quot;.
&lt;br&gt;&lt;br&gt;Move the archive to the place where you want to keep the game. &amp;nbsp;If you want
&lt;br&gt;to use unix-isms, put it in /usr/local/src. &amp;nbsp;If you want to use windows-
&lt;br&gt;isms, put it in C:\Program Files\SlashEM, which Cygwin knows by the name
&lt;br&gt;&amp;quot;/cygdrive/c/Program Files/SlashEM&amp;quot; (with the quotes). &amp;nbsp;Note: Cygwin uses
&lt;br&gt;case-sensitive filename conventions by default, so get the case right. &amp;nbsp;(Or
&lt;br&gt;turn it off by setting an environment variable &amp;quot;CYGWIN=glob:ignorecase&amp;quot;.)
&lt;br&gt;&lt;br&gt;Unpack the archive:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; tar xzvf se008e0f1.tar.gz
&lt;br&gt;&lt;br&gt;Apply these patches:
&lt;br&gt;chdir into the slashem-0.0.8E0F1 subdirectory and issue this command:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; PATCH_VERSION_CONTROL=numbered &amp;nbsp;patch -p1 -N -b &amp;lt; {location_of_this_file}
&lt;br&gt;That will apply all of the patches in this file, unless they have already
&lt;br&gt;been applied and are therefore not needed.
&lt;br&gt;&lt;br&gt;&lt;br&gt;The configure script needs a slight tweak:
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/configure slashem-0.0.8E0F1/configure
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/configure	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/configure	2007-07-28 08:15:47.926500000 -0700
&lt;br&gt;@@ -4230,11 +4230,11 @@
&lt;br&gt;&amp;nbsp;CNF_SHARE_DATND=
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;WINTTYLIB=
&lt;br&gt;&amp;nbsp;if test &amp;quot;$enable_tty_graphics&amp;quot; != &amp;quot;no&amp;quot;; then
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;if test $host_os = mingw32; then
&lt;br&gt;-	EXTRA_UNSHARE=nhdefkey.dll nh340key.dll nhraykey.dll
&lt;br&gt;+	EXTRA_UNSHARE='nhdefkey.dll nh340key.dll nhraykey.dll'
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;	CFLAGS=&amp;quot;$CFLAGS -DWIN32CON&amp;quot;
&lt;br&gt;&amp;nbsp;	WINTTYLIB=&amp;quot;&amp;quot;
&lt;br&gt;&amp;nbsp;	WINSRC=&amp;quot;${WINSRC} \$(WINTTYSRC)&amp;quot;
&lt;br&gt;&amp;nbsp;	WINOBJ=&amp;quot;${WINOBJ} \$(WINTTYOBJ)&amp;quot;
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;Note for automake/makefile maintainer: it would be strongly preferred to have
&lt;br&gt;one LFLAGS for the main game executable, one for the ancillary utilities, and
&lt;br&gt;a third for the DLLs. &amp;nbsp;Thusly:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; LFLAGS=-mno-cygwin -mconsole
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; GAME_LFLAGS=-mno-cygwin -mwindows
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; DLL_LFLAGS=-mno-cygwin -shared -Wl,--export-all-symbols \
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; -Wl,--add-stdcall-alias
&lt;br&gt;The -mconsole switch is needed for the utilities, but it causes a spurious
&lt;br&gt;empty console window when running the game in graphics mode. &amp;nbsp;I believe that
&lt;br&gt;is also true when compiling targetting Cygwin. &amp;nbsp;The MSC makefile &amp;quot;solves&amp;quot;
&lt;br&gt;this by splitting the executable into two versions, text and graphics.
&lt;br&gt;&lt;br&gt;&lt;br&gt;At 'make install' time, there are some chmod commands that are hardcoded
&lt;br&gt;instead of using the $(CHMOD) variable. &amp;nbsp;We fix that in Makefile.top.
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.top slashem-0.0.8E0F1/sys/autoconf/Makefile.top
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.top	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/sys/autoconf/Makefile.top	2007-07-28 07:39:10.285080300 -0700
&lt;br&gt;@@ -298,44 +298,44 @@
&lt;br&gt;&amp;nbsp;	@HOST_UNIX@	&amp;lt; $(srcdir)/sys/unix/nethack.sh \
&lt;br&gt;&amp;nbsp;	@HOST_UNIX@	&amp;gt; $(SHELLDIR)/$(SCRIPT)
&lt;br&gt;&amp;nbsp;# set up their permissions
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_UNSHARE) ; $(CHOWN) $(GAMEUID) $(GAME) recover$(EXEEXT) ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) $(GAME) recover$(EXEEXT) )
&lt;br&gt;-	chmod $(GAMEPERM) $(FILE_AREA_UNSHARE)/$(GAME)
&lt;br&gt;-	chmod $(EXEPERM) $(FILE_AREA_UNSHARE)/recover$(EXEEXT)
&lt;br&gt;+	$(CHMOD) $(GAMEPERM) $(FILE_AREA_UNSHARE)/$(GAME)
&lt;br&gt;+	$(CHMOD) $(EXEPERM) $(FILE_AREA_UNSHARE)/recover$(EXEEXT)
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_DOC) ; \
&lt;br&gt;&amp;nbsp;			$(CHOWN) $(GAMEUID) license Guidebook.txt ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) license Guidebook.txt ; \
&lt;br&gt;-			chmod $(FILEPERM) license Guidebook.txt )
&lt;br&gt;+			$(CHMOD) $(FILEPERM) license Guidebook.txt )
&lt;br&gt;&amp;nbsp;	@HOST_UNIX@-$(CHOWN) $(GAMEUID) $(SHELLDIR)/$(SCRIPT)
&lt;br&gt;&amp;nbsp;	@HOST_UNIX@$(CHGRP) $(GAMEGRP) $(SHELLDIR)/$(SCRIPT)
&lt;br&gt;-	@HOST_UNIX@chmod $(EXEPERM) $(SHELLDIR)/$(SCRIPT)
&lt;br&gt;+	@HOST_UNIX@$(CHMOD) $(EXEPERM) $(SHELLDIR)/$(SCRIPT)
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;dofiles-dlb: check-dlb
&lt;br&gt;&amp;nbsp;	( cd dat ; cp nhshare $(SHARE_DATNODLB) $(FILE_AREA_SHARE) )
&lt;br&gt;&amp;nbsp;	( cd dat ; cp nhushare $(UNSHARE_DATNODLB) $(FILE_AREA_UNSHARE) )
&lt;br&gt;&amp;nbsp;# set up their permissions
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_SHARE) ; \
&lt;br&gt;&amp;nbsp;			$(CHOWN) $(GAMEUID) nhshare $(SHARE_DATNODLB) ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) nhshare $(SHARE_DATNODLB) ; \
&lt;br&gt;-			chmod $(FILEPERM) nhshare $(SHARE_DATNODLB) )
&lt;br&gt;+			$(CHMOD) $(FILEPERM) nhshare $(SHARE_DATNODLB) )
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_UNSHARE) ; \
&lt;br&gt;&amp;nbsp;			$(CHOWN) $(GAMEUID) nhushare $(UNSHARE_DATNODLB) ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) nhushare $(UNSHARE_DATNODLB) ; \
&lt;br&gt;-			chmod $(FILEPERM) nhushare $(UNSHARE_DATNODLB) )
&lt;br&gt;+			$(CHMOD) $(FILEPERM) nhushare $(UNSHARE_DATNODLB) )
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;dofiles-nodlb:
&lt;br&gt;&amp;nbsp;# copy over the game files
&lt;br&gt;&amp;nbsp;	( cd dat ; cp $(SHARE_DAT) $(FILE_AREA_SHARE) )
&lt;br&gt;&amp;nbsp;	( cd dat ; cp $(UNSHARE_DAT) $(FILE_AREA_UNSHARE) )
&lt;br&gt;&amp;nbsp;# set up their permissions
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_SHARE) ; $(CHOWN) $(GAMEUID) $(SHARE_DAT) ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) $(SHARE_DAT) ; \
&lt;br&gt;-			chmod $(FILEPERM) $(SHARE_DAT) )
&lt;br&gt;+			$(CHMOD) $(FILEPERM) $(SHARE_DAT) )
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_UNSHARE) ; $(CHOWN) $(GAMEUID) $(UNSHARE_DAT) ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) $(UNSHARE_DAT) ; \
&lt;br&gt;-			chmod $(FILEPERM) $(UNSHARE_DAT) )
&lt;br&gt;+			$(CHMOD) $(FILEPERM) $(UNSHARE_DAT) )
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;update: $(GAME) recover$(EXEEXT) $(CNF_SHARE_DAT) dungeon spec_levs Guidebook.txt
&lt;br&gt;&amp;nbsp;#	(don't yank the old version out from under people who're playing it)
&lt;br&gt;&amp;nbsp;	-mv $(FILE_AREA_UNSHARE)/$(GAME) $(FILE_AREA_UNSHARE)/$(GAME).old
&lt;br&gt;&amp;nbsp;#	quest.dat is also kept open and has the same problems over NFS
&lt;br&gt;@@ -362,21 +362,21 @@
&lt;br&gt;&amp;nbsp;	-mkdir -p $(FILE_AREA_LEVL) $(FILE_AREA_SHARE) $(FILE_AREA_UNSHARE)
&lt;br&gt;&amp;nbsp;	-mkdir -p $(FILE_AREA_DOC)
&lt;br&gt;&amp;nbsp;	-rmdir ./-p
&lt;br&gt;&amp;nbsp;	-$(CHOWN) $(GAMEUID) $(FILE_AREA_VAR) $(FILE_AREA_BONES) $(FILE_AREA_SAVE) $(FILE_AREA_LEVL)
&lt;br&gt;&amp;nbsp;	$(CHGRP) $(GAMEGRP) $(FILE_AREA_VAR) $(FILE_AREA_BONES) $(FILE_AREA_SAVE) $(FILE_AREA_LEVL)
&lt;br&gt;-	chmod $(VARDIRPERM) $(FILE_AREA_VAR) $(FILE_AREA_BONES) $(FILE_AREA_SAVE) $(FILE_AREA_LEVL)
&lt;br&gt;+	$(CHMOD) $(VARDIRPERM) $(FILE_AREA_VAR) $(FILE_AREA_BONES) $(FILE_AREA_SAVE) $(FILE_AREA_LEVL)
&lt;br&gt;&amp;nbsp;	-$(CHOWN) $(GAMEUID) $(FILE_AREA_SHARE) $(FILE_AREA_UNSHARE)
&lt;br&gt;&amp;nbsp;	$(CHGRP) $(GAMEGRP) $(FILE_AREA_SHARE) $(FILE_AREA_UNSHARE)
&lt;br&gt;-	chmod $(DIRPERM) $(FILE_AREA_SHARE) $(FILE_AREA_UNSHARE)
&lt;br&gt;+	$(CHMOD) $(DIRPERM) $(FILE_AREA_SHARE) $(FILE_AREA_UNSHARE)
&lt;br&gt;&amp;nbsp;# set up the game files
&lt;br&gt;&amp;nbsp;	( $(MAKE) dofiles )
&lt;br&gt;&amp;nbsp;# set up some additional files
&lt;br&gt;&amp;nbsp;	touch $(FILE_AREA_VAR)/perm $(FILE_AREA_VAR)/record $(FILE_AREA_VAR)/logfile
&lt;br&gt;&amp;nbsp;	-( cd $(FILE_AREA_VAR) ; $(CHOWN) $(GAMEUID) perm record logfile ; \
&lt;br&gt;&amp;nbsp;			$(CHGRP) $(GAMEGRP) perm record logfile ; \
&lt;br&gt;-			chmod $(VARFILEPERM) perm record logfile )
&lt;br&gt;+			$(CHMOD) $(VARFILEPERM) perm record logfile )
&lt;br&gt;&amp;nbsp;# and a reminder
&lt;br&gt;&amp;nbsp;	@echo You may also want to reinstall the man pages via the doc Makefile.
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# 'make clean' removes all the .o files, but leaves around all the executables
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;We need to add tile graphics support and sound support. &amp;nbsp;We also need to
&lt;br&gt;tweak the way that the keyboard-handler DLLs are compiled.
&lt;br&gt;&lt;br&gt;Note to automake/makefile maintainer: it would be preferable to finish
&lt;br&gt;making the tile support conditional, and to make the sound support
&lt;br&gt;conditional.
&lt;br&gt;&lt;br&gt;Note to makefile maintainer: if you can use the meta-variables $@ and $&amp;lt;
&lt;br&gt;to compile the DLLs, why not use them everywhere? &amp;nbsp;Portability concerns?
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.src slashem-0.0.8E0F1/sys/autoconf/Makefile.src
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.src	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/sys/autoconf/Makefile.src	2007-07-28 08:41:00.020250000 -0700
&lt;br&gt;@@ -19,12 +19,12 @@
&lt;br&gt;&amp;nbsp;SYSUNIXOBJ = ioctl.o unixmain.o unixtty.o unixunix.o unixres.o
&lt;br&gt;&amp;nbsp;# for Microsoft Window systems
&lt;br&gt;&amp;nbsp;SYSMSWINSRC = $(srcdir)/../sys/winnt/nttty.c $(srcdir)/../sys/winnt/winnt.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/share/pcsys.c $(srcdir)/../sys/share/pcunix.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/share/pcmain.c $(srcdir)/../sys/share/random.c \
&lt;br&gt;-	$(srcdir)/../sys/share/nhlan.c
&lt;br&gt;-SYSMSWINOBJ = nttty.o winnt.o pcsys.o pcunix.o pcmain.o random.o nhlan.o
&lt;br&gt;+	$(srcdir)/../sys/share/nhlan.c $(srcdir)/../sys/winnt/ntsound.o
&lt;br&gt;+SYSMSWINOBJ = nttty.o winnt.o pcsys.o pcunix.o pcmain.o random.o nhlan.o ntsound.o
&lt;br&gt;&amp;nbsp;#
&lt;br&gt;&amp;nbsp;SYSSRC=@SYSSRC@
&lt;br&gt;&amp;nbsp;SYSOBJ=@SYSOBJ@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;CC = @CC@ -DAUTOCONF
&lt;br&gt;@@ -121,11 +121,11 @@
&lt;br&gt;&amp;nbsp;	 $(srcdir)/../win/win32/mhsplash.c $(srcdir)/../win/win32/mhstatus.c \
&lt;br&gt;&amp;nbsp;	 $(srcdir)/../win/win32/mhtext.c $(srcdir)/../win/win32/mhmenu.c \
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; $(srcdir)/../win/win32/mhmap.c $(srcdir)/../win/win32/mhrip.c
&lt;br&gt;&amp;nbsp;WINMSOBJ = mswproc.o winhack.o mhdlg.o mhaskyn.o mhfont.o mhinput.o mhmain.o \
&lt;br&gt;&amp;nbsp;	mhmsgwnd.o mhsplash.o mhstatus.o mhtext.o mhmenu.o mhmap.o mhrip.o \
&lt;br&gt;-	winres.o
&lt;br&gt;+	winres.o tile.o
&lt;br&gt;&amp;nbsp;WINMSCFLAGS=-I$(srcdir)/../win/win32 -D_WIN32_IE=0x0400
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;WINSRC = @WINSRC@
&lt;br&gt;&amp;nbsp;WINOBJ = @WINOBJ@
&lt;br&gt;&amp;nbsp;WINTTYLIB = @WINTTYLIB@
&lt;br&gt;@@ -149,11 +149,11 @@
&lt;br&gt;&amp;nbsp;# libraries for SDL/GL window port
&lt;br&gt;&amp;nbsp;WINSDLLIB = @SDL_CONFIG_LIBS@ -lz -lpng
&lt;br&gt;&amp;nbsp;WINGLLIB = -lGL
&lt;br&gt;&amp;nbsp;#
&lt;br&gt;&amp;nbsp;# libraries for native MS-Windows
&lt;br&gt;-WINMSLIB = -lcomctl32 -lgdi32
&lt;br&gt;+WINMSLIB = -lcomctl32 -lgdi32 -lwinmm
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;WINLIB = @WINLIB@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;LIBS =
&lt;br&gt;&amp;nbsp;
&lt;br&gt;@@ -214,11 +214,11 @@
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/share/pctty.c $(srcdir)/../sys/share/pcunix.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/share/random.c $(srcdir)/../sys/share/unixtty.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/atari/tos.c $(srcdir)/../sys/be/bemain.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/unix/unixmain.c $(srcdir)/../sys/unix/unixres.c \
&lt;br&gt;&amp;nbsp;	$(srcdir)/../sys/unix/unixunix.c $(srcdir)/../sys/winnt/nttty.c \
&lt;br&gt;-	$(srcdir)/../sys/winnt/winnt.c
&lt;br&gt;+	$(srcdir)/../sys/winnt/winnt.c $(srcdir)/../sys/winnt/ntsound.c
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# generated source files (tile.c is handled separately)
&lt;br&gt;&amp;nbsp;GENCSRC = monstr.c vis_tab.c &amp;nbsp;#tile.c
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# all windowing-system-dependent .c (for dependencies and such)
&lt;br&gt;@@ -334,11 +334,11 @@
&lt;br&gt;&amp;nbsp;	@touch DUMB.Setup
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;.SUFFIXES:	.dll .o
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;.o.dll:
&lt;br&gt;-	@NHKEYDLL_GCC@$(CC) -shared -Wl,--export-all-symbols \
&lt;br&gt;+	@NHKEYDLL_GCC@$(CC) $(LFLAGS) -shared -Wl,--export-all-symbols \
&lt;br&gt;&amp;nbsp;	@NHKEYDLL_GCC@	-Wl,--add-stdcall-alias -o $@ $&amp;lt;
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;nhdefkey.o: $(srcdir)/../sys/winnt/nhdefkey.c
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -DBUILD_DLL -c $(srcdir)/../sys/winnt/nhdefkey.c
&lt;br&gt;&amp;nbsp;
&lt;br&gt;@@ -523,10 +523,12 @@
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -c $(srcdir)/../sys/unix/unixres.c
&lt;br&gt;&amp;nbsp;unixunix.o: $(srcdir)/../sys/unix/unixunix.c $(HACK_H)
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -c $(srcdir)/../sys/unix/unixunix.c
&lt;br&gt;&amp;nbsp;nttty.o: $(srcdir)/../sys/winnt/nttty.c $(HACK_H) #../include/win32api.h
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -c $(srcdir)/../sys/winnt/nttty.c
&lt;br&gt;+ntsound.o: $(srcdir)/../sys/winnt/ntsound.c $(HACK_H) #../include/win32api.h
&lt;br&gt;+	$(CC) $(CFLAGS) -c $(srcdir)/../sys/winnt/ntsound.c
&lt;br&gt;&amp;nbsp;winnt.o: $(srcdir)/../sys/winnt/winnt.c $(HACK_H) #../include/win32api.h
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -c $(srcdir)/../sys/winnt/winnt.c
&lt;br&gt;&amp;nbsp;getline.o: $(srcdir)/../win/tty/getline.c $(HACK_H) ../include/func_tab.h
&lt;br&gt;&amp;nbsp;	$(CC) $(CFLAGS) -c $(srcdir)/../win/tty/getline.c
&lt;br&gt;&amp;nbsp;termcap.o: $(srcdir)/../win/tty/termcap.c $(HACK_H) ../include/tcap.h
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;The utility Makefile needs a tweak:
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.utl slashem-0.0.8E0F1/sys/autoconf/Makefile.utl
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/sys/autoconf/Makefile.utl	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/sys/autoconf/Makefile.utl	2007-07-28 08:30:38.864000000 -0700
&lt;br&gt;@@ -95,11 +95,11 @@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;# flags for debugging:
&lt;br&gt;&amp;nbsp;# CFLAGS = -g -I../include -I$(srcdir)/../include
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;CFLAGS = -O -I../include -I$(srcdir)/../include @CFLAGS@
&lt;br&gt;-LFLAGS =
&lt;br&gt;+LFLAGS = @LFLAGS@
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;LIBS =
&lt;br&gt;&amp;nbsp; 
&lt;br&gt;&amp;nbsp;# If you are cross-compiling, you must use this:
&lt;br&gt;&amp;nbsp;#OBJDIR = .
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;ntconf.h doesn't include system.h and therefore doesn't include autoconf.h.
&lt;br&gt;It appears to be the only *conf.h that does this. &amp;nbsp;I chose to not include
&lt;br&gt;system.h but include autoconf.h directly. &amp;nbsp;I also put in a #ifdef AUTOCONF
&lt;br&gt;related to strncmpi().
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/include/ntconf.h slashem-0.0.8E0F1/include/ntconf.h
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/include/ntconf.h	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/include/ntconf.h	2007-07-28 08:16:53.957750000 -0700
&lt;br&gt;@@ -27,10 +27,14 @@
&lt;br&gt;&amp;nbsp;/*
&lt;br&gt;&amp;nbsp; * -----------------------------------------------------------------
&lt;br&gt;&amp;nbsp; * &amp;nbsp;The remaining code shouldn't need modification.
&lt;br&gt;&amp;nbsp; * -----------------------------------------------------------------
&lt;br&gt;&amp;nbsp; */
&lt;br&gt;+#ifdef AUTOCONF
&lt;br&gt;+#include &amp;lt;autoconf.h&amp;gt;
&lt;br&gt;+#endif
&lt;br&gt;+
&lt;br&gt;&amp;nbsp;/* #define SHORT_FILENAMES */	/* All NT filesystems support long names now */
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;#ifdef MICRO
&lt;br&gt;&amp;nbsp;#undef MICRO			/* never define this! */
&lt;br&gt;&amp;nbsp;#endif
&lt;br&gt;@@ -77,10 +81,14 @@
&lt;br&gt;&amp;nbsp;#ifdef STRNCMPI
&lt;br&gt;&amp;nbsp;#ifndef __CYGWIN__
&lt;br&gt;&amp;nbsp;#define strncmpi(a,b,c) strnicmp(a,b,c)
&lt;br&gt;&amp;nbsp;#endif
&lt;br&gt;&amp;nbsp;#endif
&lt;br&gt;+#else
&lt;br&gt;+#if HAVE_DECL_STRNICMP &amp;&amp; !HAVE_DECL_STRNCMPI
&lt;br&gt;+#define strncmpi(a,b,c) strnicmp(a,b,c)
&lt;br&gt;+#endif
&lt;br&gt;&amp;nbsp;#endif /* AUTOCONF */
&lt;br&gt;&amp;nbsp;
&lt;br&gt;&amp;nbsp;#include &amp;lt;sys/types.h&amp;gt;
&lt;br&gt;&amp;nbsp;#include &amp;lt;stdlib.h&amp;gt;
&lt;br&gt;&amp;nbsp;#ifdef __BORLANDC__
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;tiletext.c needs a line-ending hack. &amp;nbsp;There should be a better way; perhaps
&lt;br&gt;someone else can see one?
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/win/share/tiletext.c slashem-0.0.8E0F1/win/share/tiletext.c
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/win/share/tiletext.c	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/win/share/tiletext.c	2007-07-28 08:31:09.801500000 -0700
&lt;br&gt;@@ -569,12 +569,16 @@
&lt;br&gt;&amp;nbsp;	const char *p;
&lt;br&gt;&amp;nbsp;	int i;
&lt;br&gt;&amp;nbsp;	int write_mode;
&lt;br&gt;&amp;nbsp;	FILE *fp;
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-	if (!strcmp(type, RDTMODE))
&lt;br&gt;+	if (!strcmp(type, RDTMODE)) {
&lt;br&gt;&amp;nbsp;		write_mode = FALSE;
&lt;br&gt;+#ifdef __MINGW32__ &amp;nbsp;/* for targetting MinGW under Cygwin */
&lt;br&gt;+		type = &amp;quot;rb&amp;quot;;
&lt;br&gt;+#endif
&lt;br&gt;+	}
&lt;br&gt;&amp;nbsp;	else if (!strcmp(type, WRTMODE)) {
&lt;br&gt;&amp;nbsp;		/* Seems like Mingw32's fscanf is confused by the CR/LF issue */
&lt;br&gt;&amp;nbsp;		/* Force text output in this case only */
&lt;br&gt;&amp;nbsp;#ifdef WIN32
&lt;br&gt;&amp;nbsp;		type = &amp;quot;w+&amp;quot;;
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;winhack.c needs a #define tweak.
&lt;br&gt;===============================================================================
&lt;br&gt;diff -rU5 slashem-0.0.8E0F1-pristine/win/win32/winhack.c slashem-0.0.8E0F1/win/win32/winhack.c
&lt;br&gt;--- slashem-0.0.8E0F1-pristine/win/win32/winhack.c	2006-12-30 05:04:53.000000000 -0800
&lt;br&gt;+++ slashem-0.0.8E0F1/win/win32/winhack.c	2007-07-28 08:31:24.051500000 -0700
&lt;br&gt;@@ -10,11 +10,11 @@
&lt;br&gt;&amp;nbsp;#include &amp;quot;dlb.h&amp;quot;
&lt;br&gt;&amp;nbsp;#include &amp;quot;resource.h&amp;quot;
&lt;br&gt;&amp;nbsp;#include &amp;quot;mhmain.h&amp;quot;
&lt;br&gt;&amp;nbsp;#include &amp;quot;mhmap.h&amp;quot;
&lt;br&gt;&amp;nbsp;
&lt;br&gt;-#ifndef __BORLANDC__
&lt;br&gt;+#if !defined(__BORLANDC__) &amp;&amp; !defined(__MINGW32__)
&lt;br&gt;&amp;nbsp;#include &amp;lt;shlwapi.h&amp;gt;
&lt;br&gt;&amp;nbsp;#else /* Borland redefines &amp;quot;boolean&amp;quot; in shlwapi.h so just use the little bit we need */
&lt;br&gt;&amp;nbsp;typedef struct _DLLVERSIONINFO
&lt;br&gt;&amp;nbsp;{
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;DWORD cbSize;
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;Paste this line into the bash shell:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; bash configure --prefix=/usr/local/games --host=mingw32-i386 --enable-mswin-graphics --enable-user-sounds --enable-autopickup-exceptions --enable-score-on-botl CFLAGS='-mno-cygwin -mms-bitfields -funsigned-char -DVISION_TABLES' LFLAGS='-mno-cygwin -mconsole' NHKEYDLL_GCC='' CHMOD='true' CHGRP='true' CHOWN='true'
&lt;br&gt;&lt;br&gt;Get a soda, this takes a couple of minutes.
&lt;br&gt;&lt;br&gt;configure doesn't have a way to set the vision tables define, so I hardcoded
&lt;br&gt;it in CFLAGS.
&lt;br&gt;&lt;br&gt;chmod, chgrp, chown don't quite work as expected under Cygwin; I prefer not
&lt;br&gt;to deal with the mess they can make.
&lt;br&gt;&lt;br&gt;As compiling for Windows puts everything in one directory, I would prefer to
&lt;br&gt;have finer-grained control over where that directory is.
&lt;br&gt;&lt;br&gt;===============================================================================
&lt;br&gt;I get the following warnings:
&lt;br&gt;&lt;br&gt;configure: WARNING: If you wanted to set the --build type, don't use --host.
&lt;br&gt;&amp;nbsp; &amp;nbsp; If a cross compiler is detected then cross compile mode will be used.
&lt;br&gt;{This is expected, as we're not quite cross-compiling but not targetting
&lt;br&gt;native Cygwin either.}
&lt;br&gt;&lt;br&gt;checking for NETHACK__LIBPNG... configure: WARNING: Can't enable proxy graphics (no useable libpng)
&lt;br&gt;{I have not yet installed Cygwin's libpng. &amp;nbsp;I am not sure yet if it has
&lt;br&gt;libpng usable by MinGW. &amp;nbsp;So this is expected. &amp;nbsp;Any hints on compiling
&lt;br&gt;targetting proxy graphics would be appreciated.}
&lt;br&gt;&lt;br&gt;checking for regex.h... no
&lt;br&gt;{Not a warning but surprising as I do have regex.h as well as rxposix.h.}
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;&lt;br&gt;Now we can do a &amp;quot;make all&amp;quot;. &amp;nbsp;I get the following warnings:
&lt;br&gt;===============================================================================
&lt;br&gt;make[1]: Entering directory `/c/Games/SlashEM/slashem-0.0.8E0F1/slashem-0.0.8E0F1/src'
&lt;br&gt;Makefile:887: warning: overriding commands for target `monst.o'
&lt;br&gt;Makefile:360: warning: ignoring old commands for target `monst.o'
&lt;br&gt;Makefile:901: warning: overriding commands for target `objects.o'
&lt;br&gt;Makefile:364: warning: ignoring old commands for target `objects.o'
&lt;br&gt;{This warning repeats several times during the make. &amp;nbsp;Harmless.}
&lt;br&gt;&lt;br&gt;gcc -DAUTOCONF -O -I../include -I./../include -mno-cygwin -mms-bitfields -DVISION_TABLES -DWIN32CON &amp;nbsp; -c -o panic.o panic.c
&lt;br&gt;panic.c:55: warning: conflicting types for built-in function 'alloca'
&lt;br&gt;{One way to make this compile without a warning is &amp;quot;#define alloca alloca&amp;quot;.
&lt;br&gt;That feels hacky, though. &amp;nbsp;Anyway, this warning seems harmless.}
&lt;br&gt;&lt;br&gt;gcc -DAUTOCONF -O -I../include -I./../include -mno-cygwin -mms-bitfields -DVISION_TABLES -DWIN32CON -c ./files.c
&lt;br&gt;./files.c: In function `validate_prefix_locations':
&lt;br&gt;./files.c:361: warning: assignment makes pointer from integer without a cast
&lt;br&gt;{This is caused by a &amp;quot;details = strerror(errno)&amp;quot;. &amp;nbsp;Grepping
&lt;br&gt;/usr/include/mingw/* turns up two definitions:
&lt;br&gt;&amp;nbsp; &amp;nbsp; _CRTIMP char* __cdecl &amp;nbsp; strerror (int); /* NOTE: NOT an old name wrapper. */
&lt;br&gt;&amp;nbsp; &amp;nbsp; _CRTIMP char* __cdecl &amp;nbsp; _strerror (const char *);
&lt;br&gt;It appears that the version with the underscore is being used. &amp;nbsp;I don't
&lt;br&gt;know why.}
&lt;br&gt;&lt;br&gt;gcc -DAUTOCONF -O -I../include -I./../include -mno-cygwin -mms-bitfields -DVISION_TABLES -DWIN32CON -c ./potion.c
&lt;br&gt;./potion.c: In function `upgrade_obj':
&lt;br&gt;./potion.c:2517: warning: passing arg 2 of `artifact_name' from incompatible pointer type
&lt;br&gt;{Caused by &amp;quot;artifact_name(ONAME(obj), &amp;otyp2)&amp;quot;.
&lt;br&gt;Fix: &amp;quot;artifact_name(ONAME(obj), (short *)&amp;otyp2)&amp;quot;.}
&lt;br&gt;&lt;br&gt;gcc -DAUTOCONF -O -I../include -I./../include -mno-cygwin -mms-bitfields -DVISION_TABLES -DWIN32CON -I./../win/win32 -D_WIN32_IE=0x0400 -c ./../win/win32/mhmenu.c
&lt;br&gt;./../win/win32/mhmenu.c: In function `onListChar':
&lt;br&gt;./../win/win32/mhmenu.c:1141: warning: comparison is always false due to limited range of data type
&lt;br&gt;{Expected; exists in vanilla nethack source; harmless.}
&lt;br&gt;&lt;br&gt;make[1]: Entering directory `/c/Games/SlashEM/slashem-0.0.8E0F1/slashem-0.0.8E0F1/doc'
&lt;br&gt;tbl ./tmac.n ./Guidebook.mn | nroff | col -bx &amp;gt; Guidebook
&lt;br&gt;/bin/sh: col: command not found
&lt;br&gt;make[1]: *** [Guidebook] Error 127
&lt;br&gt;make[1]: Leaving directory `/c/Games/SlashEM/slashem-0.0.8E0F1/slashem-0.0.8E0F1/doc'
&lt;br&gt;make: *** [Guidebook] Error 2
&lt;br&gt;{Because of the redirection, the Guidebook file is created but empty, so a
&lt;br&gt;second 'make all' command won't try to create it again.
&lt;br&gt;Suggested fix: when targetting Windows, don't worry about the Guidebook
&lt;br&gt;source files; just use Guidebook.txt as is.}
&lt;br&gt;&lt;br&gt;gcc -DAUTOCONF -O -I../include -I./../include -mno-cygwin -mms-bitfields -DVISION_TABLES -DWIN32CON &amp;nbsp; -c -o lev_yacc.o lev_yacc.c
&lt;br&gt;./lev_comp.y: In function `yyparse':
&lt;br&gt;./lev_comp.y:600: warning: assignment from incompatible pointer type
&lt;br&gt;{That's because of a &amp;quot;struct room_door *&amp;quot; that should be a &amp;quot;room_door *&amp;quot;.
&lt;br&gt;This error is also in sys/share/lev_yacc.c.}
&lt;br&gt;===============================================================================
&lt;br&gt;&lt;br&gt;If everything worked, it's time to do a &amp;quot;make install&amp;quot;.
&lt;br&gt;&lt;br&gt;The file 'Guidebook' doesn't get built properly as I am missing a tool
&lt;br&gt;named 'col'. &amp;nbsp;It appears that col isn't provided by Cygwin; either that
&lt;br&gt;or I simply can't figure out what package has it. &amp;nbsp;This is irrelevant
&lt;br&gt;under Windows since the file that is installed is 'Guidebook.txt'.
&lt;br&gt;&lt;br&gt;&lt;br&gt;A request: when compiling the level files, could we compile them all at
&lt;br&gt;once? &amp;nbsp;Doing this:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./beholder.des ./bigroom.des ./blkmar.des ./castle.des ./grund.des [...]
&lt;br&gt;is much faster than:
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./beholder.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./bigroom.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./blkmar.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./castle.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ../util/lev_comp ./grund.des
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; [...]
&lt;br&gt;&lt;br&gt;&lt;br&gt;=== Optional to get regular expression support: ===============================
&lt;br&gt;&lt;br&gt;Getting support for regexps under Cygwin is not terribly hard.
&lt;br&gt;&lt;br&gt;First you need to get the GNU rx 1.5 tarball. &amp;nbsp;Build it for mingw. &amp;nbsp;The
&lt;br&gt;trick is to set an env var CC='gcc -mno-cygwin' before running configure.
&lt;br&gt;Both the old regex 0.12 and the new rx 1.5 appear to work, as long as you
&lt;br&gt;compile targetting mingw. &amp;nbsp;However, regex.o must be put into a library
&lt;br&gt;manually. &amp;nbsp;
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ar rc libregex.a regex.o; ranlib libregex.a
&lt;br&gt;Put header files in \cygwin\usr\include\mingw; libs in \cygwin\lib\mingw.
&lt;br&gt;&lt;br&gt;I initially had crashes using the rx library, but I cannot reproduce them
&lt;br&gt;anymore. &amp;nbsp;I might not have targetted MinGW when I first compiled it.
&lt;br&gt;&lt;br&gt;USER_SOUND_REGEX can only use the old regex library, not the newer rx
&lt;br&gt;library.
&lt;br&gt;&lt;br&gt;Personally I prefer the rx library. &amp;nbsp;I like the operator syntax better.
&lt;br&gt;And I don't care about sounds, and if I did, I'd be fine with the simple 
&lt;br&gt;globber.
&lt;br&gt;&lt;br&gt;&lt;br&gt;Anyway. &amp;nbsp;To use the old regex 0.12 library, you need to put:
&lt;br&gt;===============================================================================
&lt;br&gt;#if 1
&lt;br&gt;# define USE_REGEX_MATCH
&lt;br&gt;# define GNU_REGEX
&lt;br&gt;# define __need_size_t
&lt;br&gt;# include &amp;lt;stddef.h&amp;gt;	//SWD regex.h needs size_t but doesn't pull it in.
&lt;br&gt;# include &amp;lt;regex.h&amp;gt;	//SWD manually installed gnu regex 0.12 package.
&lt;br&gt;# define USER_SOUNDS_REGEX	// SWD only works with GNU_REGEX.
&lt;br&gt;#endif
&lt;br&gt;===============================================================================
&lt;br&gt;at the end of include/config.h section 5.
&lt;br&gt;&lt;br&gt;In addition, comment out everything related to &amp;quot;REGEX&amp;quot; in include/autoconf.h.
&lt;br&gt;&lt;br&gt;Finally, edit src/Makefile, adding &amp;quot;-lregex&amp;quot; to the &amp;quot;WINMSLIB=&amp;quot; line.
&lt;br&gt;&lt;br&gt;make clean; make all
&lt;br&gt;&lt;br&gt;Regex power users may wish to tweak the reg_syntax_t variable to suit their
&lt;br&gt;preferences. &amp;nbsp;See regex.h and regex.info for documentation on this.
&lt;br&gt;&lt;br&gt;Testing the regex library: add these lines to the defaults.nh file:
&lt;br&gt;===============================================================================
&lt;br&gt;OPTIONS=menucolors
&lt;br&gt;MENUCOLOR=&amp;quot; 0%$&amp;quot;=white&amp;bold
&lt;br&gt;MENUCOLOR=&amp;quot; \([1-9]\|1[0-9]\)%$&amp;quot;=lightcyan
&lt;br&gt;MENUCOLOR=&amp;quot; [234][0-9]%$&amp;quot;=yellow
&lt;br&gt;MENUCOLOR=&amp;quot; [567][0-9]%$&amp;quot;=orange
&lt;br&gt;MENUCOLOR=&amp;quot; \([89][0-9]\|100\)%$&amp;quot;=red
&lt;br&gt;SOUNDDIR=c:\windows\media
&lt;br&gt;SOUND=MESG &amp;quot;short sword&amp;quot; &amp;quot;start.wav&amp;quot; 100
&lt;br&gt;SOUND=MESG &amp;quot;You \(throw\|shoot\)[^b-z]*\(dart\|arrow\|ya\|bolt\|dagger\|bullet\|grenade\|rock\)s*&amp;quot; &amp;quot;Windows XP Recycle.wav&amp;quot; 100
&lt;br&gt;===============================================================================
&lt;br&gt;That makes the spell menu (viewed by the plus key) highlight your chances
&lt;br&gt;of casting each spell you know. &amp;nbsp;And there will be a tick every time you
&lt;br&gt;see or manipulate a short sword, and a rustling every time you throw or
&lt;br&gt;fire two or more missiles. &amp;nbsp;Rogues are good for testing this.
&lt;br&gt;&lt;br&gt;The firing regexp doesn't quite work as expected, since there is no message
&lt;br&gt;at all if you fire exactly one projectile.
&lt;br&gt;&lt;br&gt;&lt;br&gt;Alternately, to use the Posix-compliant rx library, put:
&lt;br&gt;===============================================================================
&lt;br&gt;#if 1
&lt;br&gt;# define USE_REGEX_MATCH
&lt;br&gt;# define POSIX_REGEX
&lt;br&gt;# define __need_size_t
&lt;br&gt;# include &amp;lt;stddef.h&amp;gt;	//SWD rxposix.h needs size_t but doesn't pull it in.
&lt;br&gt;# include &amp;lt;rxposix.h&amp;gt;	//SWD manually installed gnu rx 1.5 package.
&lt;br&gt;#endif
&lt;br&gt;===============================================================================
&lt;br&gt;at the end of include/config.h section 5.
&lt;br&gt;&lt;br&gt;In addition, comment out everything related to &amp;quot;REGEX&amp;quot; in include/autoconf.h.
&lt;br&gt;&lt;br&gt;Finally, edit src/Makefile, adding &amp;quot;-lrx&amp;quot; to the &amp;quot;WINMSLIB=&amp;quot; line.
&lt;br&gt;&lt;br&gt;make clean; make all
&lt;br&gt;&lt;br&gt;Testing the rx library: add these lines to the defaults.nh file:
&lt;br&gt;===============================================================================
&lt;br&gt;OPTIONS=menucolors
&lt;br&gt;MENUCOLOR=&amp;quot; 0%$&amp;quot;=white&amp;bold
&lt;br&gt;MENUCOLOR=&amp;quot; ([1-9]|1[0-9])%$&amp;quot;=lightcyan
&lt;br&gt;MENUCOLOR=&amp;quot; [234][0-9]%$&amp;quot;=yellow
&lt;br&gt;MENUCOLOR=&amp;quot; [567][0-9]%$&amp;quot;=orange
&lt;br&gt;MENUCOLOR=&amp;quot; ([89][0-9]|100)%$&amp;quot;=red
&lt;br&gt;===============================================================================
&lt;br&gt;That makes the spell menu (viewed by the plus key) highlight your chances
&lt;br&gt;of casting each spell you know.
&lt;br&gt;&lt;br&gt;Note that AUTOPICKUP_EXCEPTIONs don't use regexps. &amp;nbsp;Only MENUCOLORs and
&lt;br&gt;SOUNDs do.
&lt;br&gt;&lt;br&gt;&lt;br&gt;I invite, even request, discussion of any or all parts of this post.
&lt;br&gt;&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Silas Dunsmore
&lt;br&gt;&lt;br&gt;-- 
&lt;br&gt;Later, eh? &amp;nbsp; &amp;nbsp;Silas
&lt;br&gt;&lt;br&gt;CUT TO: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Tight closeup of IGNATZ with microphone as TV reporter on a
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;street in Los Angeles.
&lt;br&gt;&lt;br&gt;Ignatz: &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;And so Pancho, knowing the Secret of Power, created his own New
&lt;br&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Age cult. &amp;nbsp;he is now a millionaire and lives in Malibu.
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