changeset 225:4f6e056438eb

Merge the GCC5 and build fix branches.
author John "Elwin" Edwards
date Wed, 02 Mar 2016 21:28:34 -0500
parents 4d0f53998e8a (diff) f54901b9c39b (current diff)
children b922f66acf4d
files
diffstat 20 files changed, 283 insertions(+), 6050 deletions(-) [+]
line wrap: on
line diff
--- a/arogue5/Makefile.in	Wed Mar 02 21:13:26 2016 -0500
+++ b/arogue5/Makefile.in	Wed Mar 02 21:28:34 2016 -0500
@@ -54,7 +54,7 @@
 CC    = gcc
 CPPFLAGS =@DEFS@
 CFLAGS=
-CRLIB = -lcurses
+CRLIB = @LIBS@
 RM    = rm -f
 TAR   = tar
 INSTALL=@INSTALL@
@@ -75,14 +75,17 @@
 	lint -hxbc $(CFILES) $(CRLIB) > linterrs
 
 install: $(PROGRAM)
-	-touch test
-	-if test ! -f $(DESTDIR)$(SCOREFILE) ; \
-	 then $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
-	-if test "x$(LOGFILE)" != "x" && test ! -f $(DESTDIR)$(LOGFILE) ; then \
-	$(INSTALL) -m 0664 test $(DESTDIR)$(LOGFILE) ; fi
-	-if test "x$(SAVEDIR)" != "x" && test ! -d $(DESTDIR)$(SAVEDIR) ; then \
-	mkdir -p $(DESTDIR)$(SAVEDIR) ; fi
-	-$(INSTALL) -m 0755 $(PROGRAM) $(DESTDIR)$(bindir)/$(PROGRAM)
+	touch test
+	if test ! -f $(DESTDIR)$(SCOREFILE) ; then \
+	    mkdir -p `dirname $(DESTDIR)$(SCOREFILE)` ; \
+	    $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
+	if test "x$(LOGFILE)" != "x" && test ! -f $(DESTDIR)$(LOGFILE) ; then \
+	    mkdir -p `dirname $(DESTDIR)$(LOGFILE)` ; \
+	    $(INSTALL) -m 0664 test $(DESTDIR)$(LOGFILE) ; fi
+	if test "x$(SAVEDIR)" != "x" && test ! -d $(DESTDIR)$(SAVEDIR) ; then \
+	    mkdir -p $(DESTDIR)$(SAVEDIR) ; fi
+	mkdir -p $(DESTDIR)$(bindir)
+	$(INSTALL) -m 0755 $(PROGRAM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-if test "x$(GROUPOWNER)" != "x" ; then \
 	    chgrp $(GROUPOWNER) $(DESTDIR)$(SCOREFILE) ; \
 	    chgrp $(GROUPOWNER) $(DESTDIR)$(LOGFILE) ; \
@@ -92,17 +95,17 @@
 	    chmod 0464 $(DESTDIR)$(SCOREFILE) ; \
 	    chmod 0464 $(DESTDIR)$(LOGFILE) ; \
 	    chmod 0775 $(DESTDIR)$(SAVEDIR) ; \
-         fi
-	-if test ! -d $(DESTDIR)$(docdir) ; \
+        fi
+	if test ! -d $(DESTDIR)$(docdir) ; \
 	    then mkdir -p $(DESTDIR)$(docdir) ; fi
-	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
-	-$(INSTALL) -m 0644 $(DOCS) $(DESTDIR)$(docdir)
-	-$(RM) test
+	$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
+	$(INSTALL) -m 0644 $(DOCS) $(DESTDIR)$(docdir)
+	$(RM) test
 
 uninstall:	
-	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
-	-$(RM) -r $(DESTDIR)$(docdir)
-    
+	$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
+	$(RM) -r $(DESTDIR)$(docdir)
+
 reinstall: uninstall install
 
 clean:
--- a/arogue7/Makefile.in	Wed Mar 02 21:13:26 2016 -0500
+++ b/arogue7/Makefile.in	Wed Mar 02 21:28:34 2016 -0500
@@ -57,7 +57,7 @@
 MISC_C=	
 DOCSRC= aguide.mm
 #DOCS  = $(PROGRAM).doc $(PROGRAM).html
-DOCS  = arogue77.doc arogue77.html
+DOCS  = $(PROGRAM).doc arogue77.html
 MISC  =	Makefile $(MISC_C) LICENSE.TXT $(PROGRAM).sln $(PROGRAM).vcproj $(DOCS)\
         $(DOCSRC)
 
@@ -69,23 +69,41 @@
 LIBS =	@LIBS@
 RM    = rm -f
 INSTALL=@INSTALL@
+GROFF=@GROFF@
+NROFF=@NROFF@
+COLCRT=@COLCRT@
+TBL=@TBL@
 
 .SUFFIXES: .obj
 
 .c.obj:
 	$(CC) $(CFLAGS) /c $*.c
     
+all: $(PROGRAM) docs
+
 $(PROGRAM): $(HDRS) $(OBJS)
 	$(CC) $(CFLAGS) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
     
-install: $(PROGRAM)
-	-touch test
-	-if test ! -f $(DESTDIR)$(SCOREFILE) ; \
-	 then $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
-	-if test "x$(LOGFILE)" != "x" && test ! -f $(DESTDIR)$(LOGFILE) ; then \
-	$(INSTALL) -m 0664 test $(DESTDIR)$(LOGFILE) ; fi
-	-if test "x$(SAVEDIR)" != "x" && test ! -d $(DESTDIR)$(SAVEDIR) ; then \
-	mkdir -p $(DESTDIR)$(SAVEDIR) ; fi
+docs: $(DOCS)
+
+$(PROGRAM).doc: aguide.mm
+	if test "x$(GROFF)" != "x" ; then \
+	$(GROFF) -P-c -P-b -P-u -t -mm -Tascii aguide.mm > $(PROGRAM).doc ;\
+	elif test "x$(NROFF)" != "x" && test "x$(TBL)" != "x" && test "x$(COLCRT)" != "x" ; then \
+	$(TBL) aguide.mm | $(NROFF) -mm | $(COLCRT) - > $(PROGRAM).doc ;\
+	fi
+
+install: all
+	touch test
+	if test ! -f $(DESTDIR)$(SCOREFILE) ; then \
+	    mkdir -p `dirname $(DESTDIR)$(SCOREFILE)` ; \
+	    $(INSTALL) -m 0664 test $(DESTDIR)$(SCOREFILE) ; fi
+	if test "x$(LOGFILE)" != "x" && test ! -f $(DESTDIR)$(LOGFILE) ; then \
+	    mkdir -p `dirname $(DESTDIR)$(LOGFILE)` ; \
+	    $(INSTALL) -m 0664 test $(DESTDIR)$(LOGFILE) ; fi
+	if test "x$(SAVEDIR)" != "x" && test ! -d $(DESTDIR)$(SAVEDIR) ; then \
+	    mkdir -p $(DESTDIR)$(SAVEDIR) ; fi
+	mkdir -p $(DESTDIR)$(bindir)
 	$(INSTALL) -m 0755 $(PROGRAM) $(DESTDIR)$(bindir)/$(PROGRAM)
 	-if test "x$(GROUPOWNER)" != "x" ; then \
 	    chgrp $(GROUPOWNER) $(DESTDIR)$(SCOREFILE) ; \
@@ -96,23 +114,23 @@
 	    chmod 0464 $(DESTDIR)$(SCOREFILE) ; \
 	    chmod 0464 $(DESTDIR)$(LOGFILE) ; \
 	    chmod 0775 $(DESTDIR)$(SAVEDIR) ; \
-         fi
-	-if test ! -d $(DESTDIR)$(docdir) ; \
+        fi
+	if test ! -d $(DESTDIR)$(docdir) ; \
 	    then mkdir -p $(DESTDIR)$(docdir) ; fi
-	-$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
-	-$(INSTALL) -m 0644 $(DOCS) $(DESTDIR)$(docdir)
-	-$(RM) test
+	$(INSTALL) -m 0644 LICENSE.TXT $(DESTDIR)$(docdir)/LICENSE.TXT
+	$(INSTALL) -m 0644 $(DOCS) $(DOCSRC) $(DESTDIR)$(docdir)
+	$(RM) test
 
-uninstall:	
-	-$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
-	-$(RM) -r $(DESTDIR)$(docdir)
-    
+uninstall:
+	$(RM) $(DESTDIR)$(bindir)/$(PROGRAM)
+	$(RM) -r $(DESTDIR)$(docdir)
+
 reinstall: uninstall install
 
 clean:
 	$(RM) $(OBJS1)
 	$(RM) $(OBJS2)
-	$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck
+	$(RM) core a.exe a.out a.exe.stackdump $(PROGRAM) $(PROGRAM).exe $(PROGRAM).lck $(PROGRAM).doc
 	$(RM) $(PROGRAM).tar $(PROGRAM).tar.gz $(PROGRAM).zip 
     
 dist.src:
--- a/arogue7/arogue77.doc	Wed Mar 02 21:13:26 2016 -0500
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,1122 +0,0 @@
-       
-
-
-
-
-
-                           The Dungeons of Doom
-
-                                Toolchest
-
-
-
-
-
-
-       1.  INTRODUCTION
-
-            Rogue  is  a  screen-oriented  fantasy  game set in the
-       ever-changing Dungeons of Doom.   The  game  comes  complete
-       with  monsters,  spells,  weapons, armor, potions, and other
-       magical items.  The dungeon's geography changes  with  every
-       game,   and   although   many  magical  items  have  certain
-       identifiable  properties,  such  as   turning   the   player
-       invisible,  the  physical manifestation of the magic changes
-       each game.  A red potion, for example, will cause  the  same
-       reaction throughout a given game, but it may be a completely
-       different potion in a new game.
-
-            Entering the dungeon with only a  little  food,  armor,
-       and  a  weapon,  the  player must develop a good strategy of
-       when to fight, when to run, and how to best use any  magical
-       items found in the dungeon.  To make things interesting, the
-       player  has  a  quest  to  return  one  of  several   unique
-       artifacts,  rumored  to  lie  deep  in the dungeon's bowels.
-       Returning with this artifact  brings  great  glory  and  the
-       title  of  Complete  Winner.   But  even  after  finding the
-       artifact, the player may wish to continue further  to  match
-       wits with an arch-devil, demon prince, or even a deity found
-       far down in the dungeon.  Defeating  such  a  creature  will
-       gain  the  player  many  experience  points,  the  basis for
-       scoring in Rogue.
-
-            It is very difficult to return  from  the  Dungeons  of
-       Doom.   Few  people  ever  make  it  out alive.  Should this
-       unlikely event occur,  the  player  would  be  proclaimed  a
-       complete  winner  and  handsomely  rewarded  for  any  booty
-       removed from the dungeon.
-
-
-       2.  CHARACTER CLASSES
-
-            Before placing the player  in  the  dungeon,  the  game
-       requests  the  player  to select what type of character they
-       would like to be:  a fighter, a  magic  user,  a  cleric,  a
-       druid, a thief, a paladin, a ranger, a monk, or an assassin.
-
-       2.1  The Fighter
-
-            A fighter is very strong and will have a high  strength
-       rating.   This  great strength gives a fighter the best odds
-       of winning a battle with  a  monster.   At  high  experience
-
-
-
-
-
-
-
-
-                                   - 2 -
-
-
-
-       levels  the  fighter also gets to attack multiple times in a
-       single turn.  This obviously further increases  his  chances
-       at  winning  battles.   Intrinsic  to the fighter class is a
-       robustness which results in 1 to 12  extra  hit  points  for
-       every new experience level.
-
-       2.2  The Magician
-
-            A  Magician  is  able to "cast" spells.  The number and
-       variety of spells increases as the magician gains experience
-       and   intelligence.   Magic  users  are  not  as  hearty  as
-       fighters; they receive 1 to 6 extra hit points for every new
-       experience level.
-
-       2.3  The Cleric
-
-            A  cleric  is  able to "pray" to his god for help.  The
-       number and variety of prayers which the gods are willing  to
-       grant  to  a  cleric increase as the cleric gains experience
-       and wisdom.
-
-            Because of their religious  nature,  clerics  can  also
-       affect  the  "undead" beings, like zombies and ghouls, which
-       became monsters after they died.  If an "undead" creature is
-       next to a cleric, the cleric may try to turn it and cause it
-       to flee.  If the cleric is sufficiently powerful relative to
-       the  monster,  the  cleric  will  destroy  it.  This ability
-       increases as the character gains experience levels.
-
-            Clerics can gain from  1  to  8  extra  hit  points  on
-       reaching a new experience level.
-
-       2.4  The Druid
-
-            The  druid  is  a  cleric  of sorts but worships nature
-       rather than a god.  The druid is able to "chant" and thereby
-       recieve  certain  types  of  spells.  Most of the chants are
-       targeted more towards the elements and nature.
-
-            Druids gain from 1 to 8 hit points when  they  gain  an
-       experience level.
-
-       2.5  The Thief
-
-            A thief is exceptionally dextrous and has a good chance
-       to set a trap or rob a monster.
-
-            By their nature, thieves can automatically  detect  all
-       the gold on the current level of the dungeon.  They are also
-       good at  detecting  hidden  traps.   Because  thieves  slink
-       along,  they  are  not as likely as other characters to wake
-       sleeping monsters.  If a thief manages  to  sneak  up  on  a
-       creature without waking it, he will get a chance to backstab
-       the monster. When this is done, the damage done by the thief
-
-
-
-
-
-
-
-
-                                   - 3 -
-
-
-
-       greatly increases based on his experience level.
-
-            Thieves  gain  from  1 to 6 extra hit points from a new
-       experience level.
-
-       2.6  The Paladin
-
-            The paladin is a type of holy warrior.  Somewhat  of  a
-       cross between a fighter and a cleric. He is able to pray and
-       turn undead as a cleric, (but to a lesser degree) but fights
-       as  a  fighter.  He  is  on the side of all that is good and
-       righteous. Therefore he would never attack a  creature  that
-       would  not  attack  him first. If he does kill a non-violent
-       creature inadvertantly he will feel "uneasy" and his god may
-       retaliate by making him a mere fighter.
-
-            Paladins  gain 1 to 10 hit points per experience level.
-
-       2.7  The Ranger
-
-            The ranger is somewhat of a cross between a druid and a
-       fighter.  He  too  is on the side of righteousness and good.
-       Therefore, the same same restrictions apply to his  as  they
-       do  to a paladin. The ranger can "chant" and "cast" but to a
-       lesser degree than the druid and magician.
-
-            Rangers gain 1 to 8 hit points per experience level.
-
-       2.8  The Monk
-
-            The Monk is a martial arts expert. He  wears  no  armor
-       but  has  an  effective  armor class based on his ability to
-       dodge attacks.  He does not need a weapon in combat for  his
-       hands and feet are a formidable weapon. His ability to dodge
-       and use his hands as weapons increases as he gains in level.
-
-            Monks gain 1 to 6 hit points per experience level.
-
-       2.9  The Assassin
-
-            The  assassin is a person trained in the art of killing
-       people by surprise. He has most  of  the  abilities  of  the
-       thief  except  the "backstab". Instead, the assassin has the
-       chance to kill an opponent outright with one strike.  He  is
-       also  a ruthless character and trained in the use of poison.
-       He can recognize poison on sight and  can  coat  his  weapon
-       with  it  thereby  making  his  next attack an exceptionally
-       lethal one.
-
-            Assassins gain 1 to 6 hit points per experience  level.
-
-
-       3.  ATTRIBUTES
-
-
-
-
-
-
-
-
-
-                                   - 4 -
-
-
-
-       3.1  Intelligence
-
-            Intelligence  is  the primary attribute associated with
-       casting spells. With higher intelligence comes the knowledge
-       of  more spells, the ability to cast more spells, and faster
-       recovery of spells that have been cast.
-
-       3.2  Strength
-
-            This is,  of  course,  the  measure  of  a  character's
-       physical  strength.   With  higher  strength a character can
-       carry more, cause more damage when striking, have  a  better
-       chance  to  strike  an opponent, and move about more quickly
-       when carrying a load.
-
-       3.3  Wisdom
-
-            Wisdom is the primary attribute associated with Praying
-       to  a  god.  With  higher wisdom comes the knowledge of more
-       prayers, the ability to pray more often, and faster recovery
-       of prayer ability.
-
-       3.4  Dexterity
-
-            Dexterity  is  a measure of a character's agility. With
-       higher dexterity a character is harder to  hit,  can  hit  a
-       opponent  more  easily, and can move about more quickly when
-       carrying a load.
-
-       3.5  Constitution
-
-            Every character has a constitution rating.  A character
-       with  an exceptionally good constitution will gain more than
-       the  normal  amount  of  hit  points  associated  with   the
-       character's   class   when   the  character  reaches  a  new
-       experience level.  Exceptional  constitution  also  provides
-       better  protection versus poison-based attacks and diseases.
-
-       3.6  Charisma
-
-            Charisma is a measure of a characters looks and general
-       likeableness.    It  effects  transactions  when  trying  to
-       purchase things.
-
-       3.7  Experience Levels
-
-            Characters  gain  experience  for   killing   monsters,
-       stealing   from   monsters,   and  turning  monsters.   Each
-       character class has a set of thresholds associated with  it.
-       When  a character reaches a threshold, the character attains
-       the next experience level.  This new level brings extra  hit
-       points  and  a  greater  chance of success in performing the
-       abilities  associated  with  the  character's  class.    For
-       example,  magicians  receive new spells, and clerics receive
-
-
-
-
-
-
-
-
-                                   - 5 -
-
-
-
-       new prayers.
-
-       3.8  Allocating Attributes
-
-            The player starts with 72 "attribute points" to  create
-       a  character and can distribute them in any manner among the
-       six attributes described above.  When prompting  the  player
-       for  each  attribute,  the  game  displays  the  minimum and
-       maximum allowable values for that attribute.  The player can
-       type  a backspace (control-H) to go back and change a value;
-       typing an escape (ESC) sets the remaining attributes to  the
-       maximum value possible given the remaining attribute points.
-
-
-       4.  THE SCREEN
-
-            During the normal course of play, the  screen  consists
-       of  three  separate sections:  the top line of the terminal,
-       the bottom two lines of  the  terminal,  and  the  remaining
-       middle  lines.   The  top  line  reports actions which occur
-       during the game, the middle section depicts the dungeon, and
-       the bottom lines describe the player's current condition.
-
-       4.1  The Top Line
-
-            Whenever  anything  happens  to  the  player,  such  as
-       finding a scroll or hitting or being hit  by  a  monster,  a
-       short  report  of  the occurrence appears on the top line of
-       the screen.  When such  reports  occur  quickly,  one  right
-       after  another, the game displays the notice followed by the
-       prompt '--More--.'  After reading this  notice,  the  player
-       can  press  a  space to display the next message.  At such a
-       point, the  game  ignores  all  commands  until  the  player
-       presses a space.
-
-       4.2  The Dungeon Section
-
-            The  large  middle  section  of the screen displays the
-       player's surroundings using the following symbols:
-
-       |         A wall of a room.
-
-       -         A wall of a room.
-
-       *         A pile of gold.
-
-       %         A way to the next level.
-
-       +         A doorway.
-
-       .         The floor in a room.
-
-       @         The player.
-
-
-
-
-
-
-
-
-
-                                   - 6 -
-
-
-
-       _         The player, when invisible.
-
-       #         The floor in a passageway.
-
-       !         A flask containing a potion.
-
-       ?         A sealed scroll.
-
-       :         Some food.
-
-       )         A weapon.
-
-                 Solid rock (denoted by a space).
-
-       ]         Some armor.
-
-       ;         A miscellaneous magic item
-
-       ,         An artifact
-
-       =         A ring.
-
-       /         A wand or a staff.
-
-       ^         The entrance to a trading post
-
-       >         A trapdoor leading to the next level
-
-       {         An arrow trap
-
-       $         A sleeping gas trap
-
-       }         A beartrap
-
-       ~         A trap that teleports you somewhere else
-
-       `         A poison dart trap
-
-       "         A shimmering magic pool
-
-       '         An entrance to a maze
-
-       $         Any magical item. (During magic detection)
-
-       >         A blessed magical item. (During magic detection)
-
-       <         A cursed magical item. (During magic detection)
-
-       A letter  A monster.  Note that a given letter  may  signify
-                 multiple  monsters,  depending on the level of the
-                 dungeon.  The player can always identify a current
-                 monster by using the identify command ('/').
-
-
-
-
-
-
-
-
-
-
-                                   - 7 -
-