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NetHack; the best game ever, since 1984
C C++ Bison Shell Awk Makefile
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NetHack 3.2 -- General information NetHack 3.2 is a new enhancement to the dungeon exploration game NetHack. It is a distant descendent of Rogue and Hack, and a direct descendent of NetHack 3.1 and 3.0. NetHack 3.2 is the product of two years of very intensive effort by the NetHack Development Team and its porting sub-teams. Many parts of 3.1 were re-written for NetHack 3.2, and many new features were added. The new additions and changes in the game include: Warwick Allison has introduced enhancements the game's display code to support a more graphical appearance with the X11, MS-DOS and Amiga display system. The display can now use a "tile" based system which is better at displaying uniquely identifiable information about the player's surroundings. The spell casting system has been dramatically changed. The source of these changes was the code developed by Stephen White, who wrote the NH++ patch kit. These changes have been re-integrated into NetHack with appropriate modifications required to balance them for the 3.2 release. We have also added a weapons proficiency system to allow for "learning" how to use weapons effectively and reflecting that proficiency in combat. Also based on code by Stephen White. Many inventory and item choice interfaces are now menu oriented with an option to toggle back and forth to the original (3.1) interface. These are some of the most prominent global changes, but there are many other changes in the game, and they are no less dramatic. This version of the game is special in one way. During the development of 3.2 (at that point in time it might have actually become 3.1.4), one of the members of the Development Team, Izchak Miller, passed away. This version of the game is dedicated to the memory of Izchak Miller, and his invaluable contributions to the evolution of NetHack over the past 10 years. - - - - - - - - - - - Please read items (1), (2) and (3) BEFORE doing anything with your new code. 1. Unpack the code in a dedicated new directory. We will refer to that directory as the 'Top' directory. It makes no difference what you call it. 2. If there is no flaw in the packaging, many sub-directories will be automatically created, and files will be deposited in them: a. A 'dat' directory, which contains a variety of data files. b. A 'doc' directory, which contains various documentation. c. An 'include' directory, which contains *.h files. d. A 'src' directory, which contains game *.c files used by all versions. e. A 'util' directory, which contains files for utility programs. f. A 'sys' directory, which contains subdirectories for files that are operating-system specific. g. A 'sys/share' subdirectory, which contains files shared by some OSs. h. A 'sys/share/sounds' subsubdirectory, which contains sound files shared by some OSs. i. A 'sys/amiga' subdirectory, which contains files specific to AmigaDOS. j. A 'sys/amiga/splitter' subsubdirectory, which contains files for the Amiga splitter program. k. A 'sys/atari' subdirectory, which contains files specific to TOS. l. A 'sys/be' subdirectory, which contains files specific to Be OS. m. A 'sys/mac' subdirectory, which contains files specific to MacOS. n. A 'sys/mac/old' subdirectory which contains files used by untested compilers. o. A 'sys/msdos' subdirectory, which contains files specific to MS-DOS. p. A 'sys/msdos/old' subsubdirectory, which contains files for old MS-DOS compilers (no longer officially supported). q. A 'sys/os2' subdirectory, which contains files specific to OS/2. r. A 'sys/unix' subdirectory, which contains files specific to UNIX. s. A 'sys/vms' subdirectory, which contains files specific to VMS. t. A 'sys/winnt' subdirectory, which contains files specific to Windows NT. u. A 'win' directory, which contains subdirectories for files that are windowing-system specific (but not operating-system specific). v. A 'win/share' subdirectory, which contains files shared by some windowing systems. w. A 'win/tty' subdirectory, which contains files specific to ttys. x. A 'win/win32' subdirectory, which contains files specific to the Windows NT Win32 API. y. A 'win/X11' subdirectory, which contains files specific to X11. The names of these directories should not be changed unless you are ready to go through the makefiles and the makedefs program and change all the directory references in them. 3. Having unpacked, you should have a file called 'Files' in your Top directory. This file contains the list of all the files you now SHOULD have in each directory. Please check the files in each directory against this list to make sure that you have a complete set. 4. Before you do anything else, please read carefully the file called "license" in the 'dat' subdirectory. It is expected that you comply with the terms of that license, and we are very serious about it. In particular, you are prohibited by the terms of the license from using NetHack 3.2 for gainful purposes. 5. If everything is in order, you can now turn to trying to get the program to compile and run on your particular system. It is worth mentioning that the default configuration is BSD/Sun/SunOS4.x (simply because the code was housed on such a system). It is also worth mentioning here that NetHack 3.2 is a huge program. If you intend to run it on a small machine, you'll have to make hard choices among the options available in config.h. The files sys/*/Install.* were written to guide you in configuring the program for your operating system. The files win/*/Install.* are available, where necessary, to help you in configuring the program for particular windowing environments. Reading them, and the man pages, should answer most of your questions. At the time of this release, NetHack 3.2 is known to run/compile on: AT&T 3B1 running System V (3.51) Data General AViiON systems running DG/UX DEC vaxen running Ultrix Decstations running Ultrix 4.x HP 9000s700 running HP-UX 9.x and 10.x IBM PC/RT and RS/6000 running AIX 3.x NeXT running Mach (using BSD configuration) Sun-4s running SunOS 4.x Sun-4s running Solaris 2.x (aka SunOS 5.x) SGI Iris running IRIX 386/486/Pentium boxes running Linux/BSDI Apple Macintosh running MacOS Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC Commodore Amiga running AmigaDOS 1.3 or greater with SAS/C 6.55 (but see Install.ami about DICE and Manx) DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.0 DEC VAX/VMS, running V4.6 through V7.0 IBM PC compatibles running MS-DOS with MicroSoft C, Borland C++ 3.1, or DJGPP. It is recommended to have at least an 80386 processor. Intel (80386 or greater) and DEC Alpha desktop machines running Windows NT Intel (80386 or greater) running Windows 95 Previous versions of NetHack were tested on the following systems, and we expect that NetHack 3.2 will work on them as well: AT&T 3B2/600 & 3B2/622 running System V R3.2.1 AT&T 3B2/1000 Model 80 running System V R3.2.2 AT&T 3B4000 running System V AT&T 6386 running System V R3.2 DEC vaxen running BSD Decstations running Ultrix 3.1 Encore Multimax running UMAX 4.2 Gould NP1 running UTX 3/2 HP 9000s300 running HP-UX Mips M2000 running RiscOS 4.1 Pyramid 9820x running OSx 4.4c Stardent Vistra 800 running SysV R4.0 Stride 460 running UniStride 2.1 Sun-3s, -4s, and -386is running SunOS 3.x Sun-3s and -386is running SunOS 4.x Valid Logic Systems SCALD-System 286 box running Microport SysV/AT (not extensively tested) 386/486/Pentium boxes running 386BSD IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably Warp) with Microsoft 6.0, and OS/2 2.0 and up with GCC emx or IBM CSet++ 2.0. Unless otherwise mentioned, the compiler used was the OS-vendor's C compiler. - - - - - - - - - - - If you have problems building the game, or you find bugs in it, the development team may be reached as email@example.com Please be sure to include your machine type, OS, and patchlevel. Patches especially should be directed to this address. If you've changed something to get NetHack to run on your system, it's likely that others have done it by making slightly different modifications. By routing your patches through the development team, we should be able to avoid making everyone else choose among variant patches claiming to do the same thing, to keep most of the copies of 3.2 synchronized by means of official patches, and to maintain the painfully-created file organization. (This process has been working since the time when everyone just posted their own patches to 2.3. At that time, there were no archived bug-fixes to give to people who got 2.3 after its initial release, so the same bugs kept being discovered by new batches of people.) We have been successful in preventing this from happening since the 3.0 release. Please cooperate to keep this from happening to 3.2. It is inevitable that we will reject some proposed additions of new features either because they do not fit our conception of the game, or because they require more code than we consider they're worth. If we reject your feature, you are free, of course, to post the patches to the net yourself and let the marketplace decide their worth. All of this amounts to the following: If you decide to apply a free-lanced patch to your 3.2 code, you are on your own. In our own patches, we will assume that your code is synchronized with ours. -- Good luck, and happy Hacking --