git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@525 c06c8d41-db1a-0410-9941-cceddc491573
YRTMOMVMYSROOIO4YKAJLDW4AIO7KWYZ6RNLMY3M4VULN2NGYCCQC * Compile the resulting C++ source files with mapdef.cc (in the main sourcedirectory) and levcomp.cc to produce the levcomp executable.Once you've built the level compiler, run it on the .des files in source/dat andappend the results to mapdefs.ixx:levcomp(.exe) mapdefs.ixx < dat/vaults.deslevcomp(.exe) -a mapdefs.ixx < dat/splev.des(the -a option tells levcomp to append to mapdefs.ixx instead of overwriting theexisting contents.)
* Compile the resulting C++ source files and levcomp.cc and link theobject files into the Crawl executable.
intermediate files are provided under source/prebuilt. The makefiles providedwith the Crawl source distribution will use these pre-generated filesautomatically if flex/bison is not available.If you're using an Integrated Development Environment and don't want to modifythe level design files at all, a pre-generated mapdefs.ixx is provided insource/prebuilt - you can add source/prebuilt as an include directory and buildCrawl as before. (This is not necessary if you're using Xcode on OS X- the Xcode project provided with the source distribution is aware of the levelcompiler and will build and use it automatically.)
intermediate files are provided under source/prebuilt. The makefilesprovided with the Crawl source distribution will use thesepre-generated files automatically if flex/bison is not available.