58477b33f4e797fab8c8e5202e146a678de448d5
The followup message about the fix for #5056 was trapped by the spam filter so didn't reach us for a while. xlogfile has an extra field to track various achievements made during the game it logs, two of which are fully exploring the gnomish mines and fully exploring sokoban. Those are accomplished by finding the special 'prize' item on the final level of their branch: luckstone for mines and bag of holding or amulet of reflecition for sokoban. 3.6.0 had a bug where any item of the target type found anywhere in the dungeon resulted in achieving the relevant goal. A post-3.6.1 fix for that required that the item be found on the end level of the branch and attempted to require that it an item explicitly placed there by the special level loader, but the latter aspect had a bug which meant that random items of the appropriate type placed on final level would count as the prize. Chance of extra luckstones on mines' end is fairly high, so potential for false completion of the achievement was also high. The second complaint was that since the achievement was only recorded if the special prize item was found on final level, then if a monster took it to another level then the achievement became impossible. (Not true, the player could take it back, drop it, and pick it up again, but that is admittedly a pretty silly hoop to jump through.) On the other hand, if a monster removed the item before the hero found it, then a case could be made that the hero hadn't really fully explored the level. However, this fix records the achievement no matter where the hero picks up the item. The final level must be entered--otherwise no monster could possibly acquire and transport the item--but it isn't guaranteed to have been fully explored. Big deal.... The prize could also be acquired in bones data. Before the second portion of this fix, that wouldn't have mattered. But now it does, so clear the prize indicator when saving bones unless it happens to be the same level where that item is created (impossible for sokoban, where no bones are left; not sure offhand about mines' end). The former prize stone or bag or amulet becomes an ordinary one of its type. This can all be done in a much cleaner fashion once we give up on the current save file compatability. Putting obj->o_id values into new context.mines_prize and context.soko_prize, plus a hack to mkobj() to not reuse those two values if the o_id counter ever wraps back to 0, would cover most of the details. Adding an achievement tracking flag to lev_comp's object handling for use by the special level loader would cover most of the rest.
NetHack 3.6.1 -- General information
NetHack 3.6 is an enhancement to the dungeon exploration game NetHack.
It is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.4. In order to avoid confusion with interim development code
that was posted online in 2014 by others, there is no NetHack 3.5 release.
NetHack 3.6.1 contains several dozen bugfixes.
The file doc/fixes36.1 in the source distribution has a full list of each.
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.
Here are some additional general notes that are not considered spoilers:
* Some code paths and long-established game features have been made
part of the base build and no longer conditional on compile settings.
* Several treasured NetHack community patches, or a variation of
them, have been rolled in to the base NetHack source tree, incuding:
menucolors, pickup thrown, statue glyphs, dungeon overview, sortloot.
- - - - - - - - - - -
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 10.9
OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64
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:
http://www.nethack.org/
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 --
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