This evolves and hopefully eases the game-build requirements by
removing game-compile dependencies on any header files generated
by the makedefs utility, including:
date.h dependency and its inclusion is removed and comparable functionality
is produced at runtime via new file src/date.c.
pm.h dependency and its inclusion is removed and comparable functionality is
produced by moving the monster definitions from monst.c into new header
file called monsters.h and altering them slightly. The former pm.h header
file #define PM_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
onames.h dependency and its inclusion is removed and comparable functionality
is produced by moving the object definitions from objects.c into new header
file called objects.h and altering them slightly. The former onames.h header
file #define values are now replaced with appropriate emitted enum entries
during the compiler preprocessing.
artilist.h has been slightly altered, and the former onames.h artifact-related
header file #define ART_ values are now replaced with appropriate emitted enum
entries during the compiler preprocessing.
makedefs can still produce date.h (makedefs -v), pm.h (makedefs -p), and
onames.h (makedefs -o) for reference purposes. They won't be used during
the compiler.
The other uses for makedefs remain. They are used to prepare external
file content that the game utilizes, not prerequisite code for the
compile:
makedefs -d (database)
makedefs -r (rumors)
makedefs -h (oracles)
makedefs -s (epitaphs, engravings, bogusmons)
date.c
Pull the code for date/time stamping from mdlib.c into date.c.
Set date.o to be dependent on source files, header files, and .o files
so that date.o is rebuilt from date.c when any of those changes, thus
ensuring an accurate date/time stamp. It also includes git sha
functionality formerly done by makedefs writing #define directives
into include/date.h. For unix it passes the git info on
the compile line for date.c (via sys/unix/hints/linux.2020, macOS.2020)
nethack --dumpenums (optional, but on by default)
Allow developer to obtain some internal enum values from NetHack
without having to resort to an external utility such as
makedefs.
Uncomment #define NODUMPENUMS in config.h to disable this.
The updates to sys/windows/Makefile.gcc have not been tested yet.
274 lines
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274 lines
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NetHack Porting Guidelines v 3.7 2019-12-05
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1.0 Introduction
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This document goes through the steps required to port NetHack to a
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new machine. The basic steps in porting the program are:
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1. Get the code onto your build machine. The parts of the current
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directory setup you definitely need include src (NetHack code
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shared by all systems), include (include files), util (code
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for utility programs), and dat (various data files). The
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documentation in doc is strongly recommended. You already
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have the files in the top directory since you're reading this
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one. :-)
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If you will be cross-compiling for your target platform on
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a different platform, you may want to read Cross-compiling
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in the Top folder as well.
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A full list of the distribution files and their associated
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OSes may be found in the top-level file "Files".
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If your machine uses an OS already supported, you need the sys
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subdirectory for that OS and possibly sys/share. Otherwise,
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get the closest match (say sys/msdos for single-tasking OSes
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and sys/unix for multi-user OSes, along with sys/share, if
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nothing else comes to mind). You may want others for
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comparison.
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If your machine uses a windowing system already supported,
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you need the win subdirectory for that system (or the
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appropriate sys subdirectory if the windowing system was
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previously considered restricted to one OS) and possibly
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win/share.
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2. Modify the appropriate include files to customize NetHack to
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your system. You may need to add a new OS-specific "*conf.h"
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file (see unixconf.h, pcconf.h, tosconf.h, etc. as examples).
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3. If your machine uses a new OS instead of a variant of existing
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OSes, add a new sys subdirectory. Add, if required, a OS-
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specific copy of "main.c", "tty.c" and "unix.c". Possibly
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add an OS-specific library (see "msdos.c" and "tos.c" as
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examples) to provide functions NetHack wants and your OS lacks.
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4. If your machine uses a new windowing system, follow doc/window.doc
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carefully. Put files implementing these routines in a win or
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sys subdirectory as appropriate.
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5. If your compilation environment isn't close to one already
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supported, try starting from the UNIX makefiles. Modify the
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top level makefile and the src makefile as required. Then run
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an initial compile. You are bound to get some errors. You
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should be able to fix them in a fairly simple fashion. If
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things seem to be getting too complex, take a step back, and
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possibly send us some mail. We might be able to help.
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6. Mail all of your fixes to us in a contextual form so that we can
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easily integrate them into the code, or fork the NetHack
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repository on GitHub and issue a pull-request for your changes.
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One general rule of thumb exists. Always add code. Don't delete
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somebody else's code for yours -- it won't work on their machine if you do.
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Always add your OS specific code inside #ifdef / #else / #endif constructs
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so that it will be able to be folded back into the original code easily.
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2.0 Include Files
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2.1 config.h
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The file "config.h" is a master configuration file that determines
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the basic features of the game, as well as many of the security options.
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It is intended that end users configure the game by editing "config.h" and
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an appropriate "*conf.h" file, so any #defines for individual preferences
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should be added to those files. OS-specific #defines that are not intended
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to be changed should also go in "*conf.h"; try to find the most appropriate
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place for other #defines.
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The following sections may require modification:
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- Section 1: OS and window system selection.
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You may have to put a #define for your OS here.
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If your OS is yet another UNIX variant, put the
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#define in unixconf.h instead.
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An unfortunately large amount of stuff shares
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this section because the #definitions have to
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be seen before *conf.h is reached. Don't add
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to this unless necessary.
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- Section 2: Global parameters and filenames.
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These will have to be customized to your system.
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- Section 3: Type definitions and other compiler behavior.
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These will have to be matched to your compiler.
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2.2 global.h
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This file defines things specific to NetHack that should not
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require modification by an end user. For a new port, you may have to add
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automatic inclusion of another auxiliary config file (*conf.h) which you
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wrote for your system.
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2.3 extern.h
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If you create any new source modules or new functions in old modules,
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you must enter the names of the new external references (the functions defined
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there for external use) in this file.
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2.4 system.h
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This file contains references for all hooks into the OS (via the
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standard "C" libraries). Depending on what your standard library looks like,
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you may have to put new entries into this file.
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3.0 Source files
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The first step in getting the game up is to get the "makedefs"
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program running. This program is used to create configuration-specific
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files for the game.
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Once "makedefs" has been built, the rest of the game can be compiled.
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You may have to create an OS-specific module to handle things you want to
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use, like a mouse or a ram-disk.
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3.1 Makefiles
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This distribution provides makefiles for several kinds of systems.
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There are joint makefiles for the various varieties of UNIX, makefiles for
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MSDOS, a makefile for NT, and so on. You may have to create a new
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makefile for your specific machine. You may even have to translate some
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makefiles into a form more congenial to your system. If possible, however,
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add to one of those provided.
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3.2 termcap.c
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If your system wants to use tty windowing and it doesn't run off
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of a termcap or terminfo database, you may have to put the appropriate
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terminal control strings into termcap.c. This has already been done for
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MSDOS, and these mods can be used as an example. You can also consider
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using the termcap code from sys/share/tclib.c or sys/share/termcap.uu,
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especially if your system supports multiple kinds of terminals.
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3.3 main.c
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You may need to create a new "main.c" module. If you do, call it
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[OS]main.c where the [OS] is replaced with the name of the OS you are porting
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to. This file contains the mainline module, which reads options from the
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command line (or wherever) and processes them. It also contains various
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functions associated with game startup.
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3.4 tty.c
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You may need to create a new "tty.c" module. If you do, call it
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[OS]tty.c where the [OS] is replaced with the name of the OS you are porting
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to. This file contains the routines that configure the terminal/console
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for raw I/O, etc.
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3.5 unix.c
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You may need to create a new "unix.c" module. If you do, call it
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[OS]unix.c where the [OS] is replaced with the name of the OS you are porting
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to. This file contains some OS dependencies concerning time and filename
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creation.
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An object of the NetHack development project is to get the game
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working on as many different types of hardware and under as many different
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operating systems as is practical. Any assistance will be appreciated.
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Cross-compiling may allow porting of NetHack to a machine where there may
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be challenges building on the platform directly, and may help maintain a
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working version of NetHack on that platform. See the file Cross-compiling
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for more information.
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4.0 Build Process
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NetHack requires the following steps to be carried out:
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4.1. makedefs
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Compile and link util/makedefs. Run makedefs repeatedly with different command
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line options to produce several output files that are required for:
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(a) creation of files, containing information required by,
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or about the game during its execution, that are stored in a
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portable, platform-independent way, that need to be inserted
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into the final game package.
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Required for complete packaging of the game, but not the C source
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game compile:
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util/makedefs -d
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util/makedefs -r
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util/makedefs -h
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util/makedefs -s
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For reference purposes, but no longer a required prerequisite for the
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game compile process:
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util/makedefs -v
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util/makedefs -o
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util/makedefs -p
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4.2. Other utilities
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Compile and link other utilities such as uudecode, tile-generation
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utilities, and so forth. Those produce output files for use during the game and
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need to be included in the packaging of the game.
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4.3. Lua
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Compile and link into a library, or obtain a prebuilt Lua library for
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your platform. Place the Lua source into lib/lua-5.4.3 (or other folder
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representing an appropriate Lua version); place the compiled Lua library into
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lib.
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4.4 Compile NetHack sources
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Compile the source code of the game, including a suitable
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regular-expression choice from several options available in sys/share. Pick one
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that is supported by your OS or that you have obtained a 3rd party library for.
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4.5 Compile optional window port components into a library
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If your platform requires 3rd party sources in order to support the
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window port options that you have chosen, such as curses sources for the curses
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window port, you may store the sources for that library in a subfolder under
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lib.
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4.6. Link the game
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Link the game to the Lua library, and to any window port support
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libraries.
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4.7 Package the game
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5.0 Design Updates
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The following design updates were introduced in NetHack 3.7.
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5.1 Quest text files
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The quest text files that were formerly converted from their source
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text by makedefs during the build process, have been replaced by Lua versions
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and are inserted into the game package for processing by the embedded Lua
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interpreter during game execution.
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5.2 Level Compiler
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There is no longer a build-time level compiler. Instead, the level
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descriptions have been converted to Lua and are inserted into the game package
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for processing by the embeded Lua interpreter during game execution.
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5.3 Dungeon Compiler
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There is no longer a build-time dungeon compiler. Instead, the dungeon
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description has been converted to Lua and is inserted into the game package for
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processing by the embeded Lua interpreter during game execution.
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5.4 Run-time Options
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Some of the build and option information that was formerly produced at
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build-time by makedefs, and contained information about the game platform and
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options selected during the build of the game can now be produced at run-time
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by code within the game itself. That was done to facilitate cross-compiling of
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NetHack on one platform for game execution on another.
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# NetHack 3.7 Porting $NHDT-Date: 1596498144 2020/08/03 23:42:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.9 $
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# Copyright (c) 2005 by Michael Allison
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# NetHack may be freely redistributed. See license for details.
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