========================================================================= Instructions for compiling and installing NetHack 3.4 on an OS/2 system ========================================================================= Timo Hakulinen (Last revision: 29 October 1996) Revised for Slash'EM 0.0.7 by Pekka Rousu (update: 2 September 2003) --------------- Quick configure --------------- 1. Run "setup.cmd" located in sys\os2. 2. Run "dmake" to compile the game. -------------------- Detailed explanation -------------------- 0. Read this entire file before starting, and come back to the Notes below if you have any problems. 1. Make sure all the Slash'EM files are in the appropriate directory structure. You should have a top directory (e.g. slashem, or whatever you like) with subdirectories dat, doc, include, src, util, sys\share, sys\os2, and win\tty. You may have other subdirectories under sys and win, but they will not affect compilation for an OS/2 system. If you do not follow this structure, the makefile will not function properly. The .c files for the main program belong in src, those for utility programs in util, and OS/2-specific ones in sys\os2. All the .h files belong in include, the documentation in doc, and assorted data files in dat. There are also some necessary files in sys\share (pc*.c, random.c, dgn_*.*, lev_*.*). A more detailed explanation of the directory structure is found in file Files, which should be in the top directory. 2. The makefile for OS/2, Makefile.os2, is found in directory sys\os2. Copy it to directory src and rename it Makefile. From now on, Makefile.os2 will be referred to as "the makefile" in this document. The makefile supports the following make utilities: DMAKE a public domain make for DOS and OS/2 by Dennis Vadura DMAKE is available at major archive sites. The following compilers are supported: compiler: runs in: compiles for: emx 0.9d with GCC 2.8.1 or 3.2.1 OS/2 2.x, Warp OS/2 2.x, Warp If you're using some other compiler than one listed above, you will have to adapt the makefile to your needs. In particular, change the CC, CFLAGS, LINK, and LFLAGS macros to your C compiler's and linker's liking. See the makefile for more information. If you are going to be constructing Fred Fish's termcap library, you'll need Makefile.lib in sys\share (see note 3). 3. Go to the include subdirectory. First edit config.h according to the comments to match your desired set of features. If your compiler is ANSI compliant (like practically all OS/2 compilers are), it's probable that nothing else needs to be configured in config.h. Next look at os2conf.h. This file shouldn't need much changing. If you want to use the hardcoded OS/2 system definitions in def_os2.h instead of the compiler's standard headers, comment out OS2_USESYSHEADERS. This may become necessary if you are using a compiler which doesn't come with proper system headers by default. In this case you may have to edit the definitions there, because every compiler has its own way of declaring the necessary system functions and data structures. In general you should prefer the compiler's offerings, if possible. If you are using a 32 bit compiler other than GCC emx or C Set/2 in OS/2 2.x, force OS2_32BITAPI to be defined. Otherwise it is defined only for the above mentioned compilers. If you are not going to include random.c, because you are using the random number generator provided by your compiler, you will need to comment out RANDOM. If you want to muck with different termcap settings, uncomment TERMLIB to enable the use of termcap routines (see note 3). This is not necessary to create a fully functional game, however. 4. If you are using another compiler than MSC, GCC, or IBM C Set/2, you may want to look through system.h in the include directory. This file matches the return and parameter types for system calls and library routines with various flavors of compilers and operating systems. Leaving this file alone is unlikely to cause problems, but if you get compile errors with any functions in the standard library, it's worth checking the declarations there. 5. If you want to change the high score list behavior, examine the top of topten.c, in the src directory. You may want to change the definitions of PERSMAX, POINTSMIN, and ENTRYMAX. 6. Go to the src directory and edit the top of the makefile. Be sure that the directory you want the game installed to actually exists. If you want to have X11 support or debug Slash'EM, you need to change the format to "a.out" and uncomment "with_x11 = yes" and/or "debug = yes" from the beginning of the makefile. You'll need nroff and/or TeX/LaTeX to do the files in doc. If you don't have either of these, you can skip it. If you elected not to use the high quality BSD random number routines by commenting out RANDOM in os2conf.h, comment out (or set equal to nothing) the RANDOM macro in the makefile. If you elected to use Fred Fish's termcap library (bundled in as termcap.uu in directory sys\share), you will have to generate termlib.lib from those sources by typing "make -f makefile.lib termlib.lib". You must set the TERMLIB option in the makefile to link the resulting termlib.lib into the game. If you are recompiling after patching your sources, or if you got your files from somewhere other than the official distribution, "touch makedefs.c" to ensure that certain files (onames.h and pm.h) are remade, lest potentially troublesome time stamps fool make. If you have lex and yacc programs, or the equivalent flex and bison programs, you can set up the makefile to generate the appropriate .h and .c files from their .l and .y counterparts whenever you recompile. This is done by changing the do_yacc and do_lex targets in the makefile to depend on targets yacc_act and lex_act instead of yacc_cpy and lex_cpy. Otherwise the makefile will copy pre-generated yacc and lex output files dgn_*.* and lev_*.* from directory sys\share to util and include. Now, enter "dmake all", and take a siesta; your computer will be occupied for a fair amount of time. If all goes well, you will get an executable. 7. All the support data files should have been copied to the game directory by the make process. Here is the complete list in alphabetical order of all the files that should have gotten there during a full build: Guidebook.txt history.txt LICENSE nhshare nhushare readme.txt recover.exe slamfaq.txt slashem.cmd slashem.cnf slashem.exe It's 11 files for a full featured Slash'EM 0.0.7. If any of the files are missing, try to rerun make. If that doesn't help, you'll have to try to decipher the makefile to find out how to manually create the missing files. These kinds of troubles shouldn't happen except for two reasons: You've run out of disk space while compiling or your make utility doesn't understand the makefile properly for some reason. In either case, you should get some warnings from the make, though. If you have old record, logfile, or news files in the game directory, they are not overwritten. Of course, old records from Slash'EM 0.0.6 are not worth keeping with 0.0.7, since these games are really quite different. Edit file slashem.cnf in the game directory to reflect your particular setup and personal preferences, following the comments there. More info about settable options can be found in the file opthelp and the guidebook. If you compiled in the TERMLIB feature, also move the sys\share\termcap file to your game directory. 8. If you'll be running Slash'EM from a different subdirectory, you will want to "set HACKDIR=c:\games\slashem" (or whatever directory you want to use). Add it to your config.sys, if you'll be playing often. You can also create a special Slash'EM entry in your Presentation Manager / Workplace Shell desktop. This will use the included Slash'EM icon. The following is a sample program description for OS/2 2.0 desktop: Program title: Slash'EM 0.0.7 Path and file name: c:\games\slashem\slashem.cmd Parameters: Working directory: c:\games\slashem Program type: OS/2 Full screen Naturally you must fill in your own game directory and parameters if you want to set any. The program type can be either OS/2 Full screen or OS/2 Windowed. Note that you should set the executable path to use the .cmd file generated by the makefile. This file generates an extra pause after the program exit, because otherwise you wouldn't get to see the high score list upon quitting due to PM/WPS automatically closing the program window. When starting Slash'EM normally from OS/2 command prompt, the command processor starts slashem.exe instead, so no extra pause is generated. 9. If you want to clear up the temporary files and objects created by the compilation process, you may issue "make spotless". This will return your source tree to near-distribution condition. Naturally, it will not affect your newly built game files in any way. 10. Play Slash'EM. If it works, you're done! ----- Notes ----- 1) Save-files and bones-files from previous versions will not work with Slash'EM 0.0.7. Don't bother trying to keep them. 2) To install an update of Slash'EM after changing something, enter "dmake" from the src directory. If you add, delete, or reorder monsters or objects, or you change the format of saved level files, delete any save and bones files. (Trying to use such files sometimes produces amusing confusions on the game's part, but usually crashes.) 3) The file sys\share\termcap.uu is the fixed version of the Fred Fish termcap library. You will need to run a uudecode utility on it to generate the file termcap.zip. termcap.zip contains several files of termcap routines. Using them with Slash'EM involves very little knowledge of the UNIX concept of a termcap database; mostly you need to know enough to set a TERM environment variable. You can unzip termcap.zip in the sys\share directory, but if you are going to use it, it is probably best to unzip a copy in the src directory. That way you will not miss copying any files over. Wherever you unzip it, get rid of the included makefile since a better version has been provided as Makefile.lib. After creating the termcap library file termlib.lib, copy it to src before compiling the game main source.