0fe6a731dff521a7dd1c1a9f3c36d5438d24c22e
That #H number isn't a typo. This finally fixes--at least improves--
something reported eight years ago. The monster types chosen by
mkclass() could be way off in some circumstances. Cited example was
repeated same-race sacrifice by chaotic hero on dungeon level 20; it
produced about twice as many incubi as succubi even though they're
the same as far as difficulty goes. (No changes in the intervening
years had any discernable effect; that was still reproducible.)
The report also mentioned that ndemon() threw away the result from
mkclass() and retried quite often and suggested that mkclass() be
taught to filter by alignment when caller cared about that.
This seems to even things out, although it also made harder monsters
chosen more often. A test program generated these numbers when
picking a chaotic demon 10000 times (level 1 hero on dungeon level 20,
so not realistic; actually probably level 0 hero since the program
didn't initialize struct u.) Third column is the number of times the
monster type was chosen with the old mkclass(), fourth is same for
the new one.
mkclass() calls 27315 10000
286 succubus 2800 3309
288 incubus 5552 3262
291 marilith 973 780
292 vrock 477 1617
293 hezrou 150 626
294 bone devil 46 247
295 ice devil 2 107
296 nalfeshnee 0 23
297 pit fiend 0 15
298 sandestin 0 4
299 balrog 0 10
Note that vrock has generation frequency 2 and marilith only 1, so
getting twice as many vrocks as mariliths should be expected.
I temporarily changed ndemon() to ask for lawful demons instead of
chaotic ones and got this.
mkclass() calls 15762 10000
287 horned devil 3197 3375
289 erinys 4991 3339
290 barbed devil 1812 3286
I also ran it for dragons with any alignment (so the outcome was
never thrown away; 10000 calls were needed for 10000 picks) instead
of demons of specific alignment and am suspicious of the outcome.
mkclass() calls 10000 10000
140 baby yellow dragon 1124 0
141 gray dragon 1096 1096
142 silver dragon 1073 1099
143 red dragon 1061 1126
144 white dragon 1077 1128
145 orange dragon 1141 1118
146 black dragon 1154 1049
147 blue dragon 1137 1123
148 green dragon 1137 1154
149 yellow dragon 0 1107
There may be a flaw in the test program. Or else old mkclass() was
not very good at picking dragons.
NetHack 3.6.2 -- General information
NetHack 3.6 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.4 as there was no NetHack 3.5 release.
NetHack 3.6.2 contains a collection of more than 15 bug fixes to NetHack 3.6.1.
The file doc/fixes36.2 in the source distribution has a full list of them. The
text in there was written for the development team's own use and is provided
"as is", so please do not ask us to further explain the entries in that file.
Some entries might be considered "spoilers", particularly in the "new features"
section.
Below you will find some other general notes that were not considered
spoilers:
* Performance optimizations with tty including the ability to do per field
updating
* sys/winnt/nttty performance improvements mainly through the introduction
of a back buffer approach
* a couple of windows crash bug fixes
- - - - - - - - - - -
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. 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.
This file also contains a list of what files are created during
the build process.
The names of the directories listed 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. 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.
4. 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 SysV/Sun/Solaris2.x (simply because
the code was housed on such a system).
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 3.6 has been tested to run/compile
on:
Intel Pentium or better (or clone) running Linux, BSDI, or
Windows (7 through 10)
Intel 80386 or greater (or clone) boxes running Linux, or BSDI
Mac OS X 10.11 (follow the instructions in sys/unix, not sys/mac)
OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64
Instructions have been provided by way of community contribution on:
msdos protected mode using djgpp
Previous versions of NetHack were tested and known to run on the
following systems, but it is unknown if they can still build and
execute NetHack 3.6:
Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
AT&T 3B1 running System V (3.51)
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
Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
(but see Makefile.ami about DICE and Manx)
Data General AViiON systems running DG/UX
DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
DEC VAX/VMS, running V4.6 through V7.1
DEC vaxen running BSD, Ultrix
Decstations running Ultrix 3.1, 4.x
Encore Multimax running UMAX 4.2
Gould NP1 running UTX 3/2
HP 9000s300 running HP-UX
HP 9000s700 running HP-UX 9.x, 10.x, 11.x
H/PC Pro devices running Windows CE 2.11 and higher.
IBM PC/RT and RS/6000 running AIX 3.x
IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
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 IBM CSet++ 2.0.
Intel 80386 or greater (or clone) running 386BSD
Intel 80386 or greater (or clone) boxes running MS-DOS with DPMI.
Intel x86 running a version of Windows prior to XP.
Mips M2000 running RiscOS 4.1
NeXT running Mach (using BSD configuration)
Palm Size PC 1.1 devices running Windows CE 2.11
Pocket PC devices running Windows CE 3.0 and higher
Pyramid 9820x running OSx 4.4c
SGI Iris running IRIX
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
Sun SPARC based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
Valid Logic Systems SCALD-System
Previous versions, using a cross-compiler hosted on another platform,
such as win32, could also build the following from source:
Pocket PC devices running Windows CE 3.0 and higher
H/PC Pro devices running Windows CE 2.11 and higher
Palm Size PC 1.1 devices running Windows CE 2.11
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, we recommend
filing a bug report from our "Contact Us" web page at:
https://www.nethack.org/common/contact.html or
http://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.
A public repository of the latest NetHack code that we've made
available can be obtained via git here:
https://github.com/NetHack/NetHack
or
https://sourceforge.net/p/nethack/NetHack/
When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
If you have found a bug and think that your save file would aid in solving
the problem, send us a description in words of the problem, your machine
type, your operating system, and the version of NetHack. Tell us that you
have a save file, but do not actually send it.
You may then be contacted by a member of the development team with the
address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
time before you receive feedback. This is especially true during the
period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
to receive a stock answer.
If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
nethack-bugs (at) nethack.org
If a feature is not accepted 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 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.
In our own patches, we will assume that your code is synchronized with ours.
-- Good luck, and happy Hacking --
# $NHDT-Date: 1533602460 2018/08/07 00:41:00 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.46 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed. See license for details.
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