fbfb8e92abd9aa4e2420e5b24bb77eeddb926bc7
Try to address the problem From a bug report: turning the Wizard
of Yendor to stone preserves monster information with his statue and
presence of that information overrides the statue animation check
intended to prevent players from creating the Wizard (or other unique
monsters). That's ok for the current game--the monster had to have been
in play in order to be turned to stone--but is a problem if the statue
is found in a bones file. The report was for placing such a statue at
the location of an untriggered statue trap by a player who leaves bones,
but stone-to-flesh by the player who loads bones is a simpler way to
trigger this. (Aside from getting unique monsters earlier than usual
under some degree of player control they won't have their starting
inventory so special items like the Candelabrum might not get created.)
Using undead turning to revive corpses found in bones was another way to
get into the same trouble (I thought corpses of special monsters were
already excluded from bones?).
It looks like it's also possible to get strange quest behavior if
a corpse or statue of the leader or nemesis is brought into the dungeon,
left in bones, then revived by the second player, but I didn't attempt
to reproduce it. More work is probably needed; this tightens up leader
handling a bit but doesn't do anything about the nemesis. This patch
has already been spreading tentacles and I've got to cut it off....
The patch discards saved monster traits for corpses and statues of
unique monsters while saving bones; reviving or reanimating them will
produce doppelgangers instead of the original monsters, same as stone-to-
flesh on wished-for statues behaves. It also discards saved traits for
shopkeepers (also temple priests and vault guards--their traits weren't
saved in 3.4.2 though). That info might be useable when the corpse or
statue is on the same level as the monster started (ie, where its special
room is located), but that's a complication I'm going to bypass. This
patch also adds chameleon handling for statue activation--it wouldn't
have mattered in 3.4.2 since shapechangers didn't get their traits saved;
it does matter now but was omitted when trait-saving was extended to all
statues a while back. (It adds chameleon handling to corpse revival too,
but they still don't get their traits saved with corpses so that's just
protection in case of future modifications.)
Other bits: `cant_create()' is renamed to `cant_revive()' since
the latter is a more signicant use than wizard mode <ctrl/G> handling.
Now save traits with nymph corses so that cancellation can be propagated
if they're revived; that doesn't matter much but matches statue handling
(where it was more important since it dealt with succubi as well as with
nymphs). Explicitly initialize the shape-changer field of all monsters
instead of relying on implicit initialization to 0 (CHAM_ORDINARY).
There'll be a *much* shorter patch for 3.4.3 which will have to get
by with most of these obscure problems--fortunately they're unlikely to
impact many (any?) players.
NetHack 3.5.0 -- General information
NetHack 3.5 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.
NetHack 3.5.0 has many new features.
* List new features here
A fuller list of changes for this release can be found in the file
doc/fixes35.0 in the source distribution. 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.
- - - - - - - - - - -
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/ship' subsubdirectory
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/msdos' subdirectory, which contains files specific to MS-DOS.
o. A 'sys/os2' subdirectory, which contains files specific to OS/2.
p. A 'sys/unix' subdirectory, which contains files specific to UNIX.
q. A 'sys/vms' subdirectory, which contains files specific to VMS.
r. A 'sys/wince' subdirectory, which contains files specific to Windows CE.
s. A 'sys/winnt' subdirectory, which contains files specific to Windows NT.
t. A 'win' directory, which contains subdirectories for files that
are windowing-system specific (but not operating-system specific).
u. A 'win/share' subdirectory, which contains files shared by some
windowing systems.
v. A 'win/Qt' subdirectory, which contains files specific to Qt.
w. A 'win/X11' subdirectory, which contains files specific to X11.
x. A 'win/gem' subdirectory, which contains files specific to GEM.
y. A 'win/gnome' subdirectory, which contains files specific to GNOME.
z. A 'win/tty' subdirectory, which contains files specific to ttys.
A. A 'win/win32' subdirectory, which contains files specific to the
Windows Win32 API.
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.
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 SysV/Sun/Solaris2.x (simply because
the code was housed on such a system). It is also worth mentioning
here that NetHack 3.5 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 3.5 is known to run/compile on:
Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
(but see Makefile.ami about DICE and Manx)
DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
DEC VAX/VMS, running V4.6 through V7.1
HP 9000s700 running HP-UX 10.x, 11.x
IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
Intel 80386 or greater (or clone) boxes running MS-DOS with DPMI.
Intel 80386 or greater (or clone) boxes running Linux, BSDI, or
Windows 95/98/NT/2000/XP
Intel Pentium or better (or clone) running BeOS 4.5
Sun SPARC based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
NetHack 3.5 will also run on the following, but a cross-compiler hosted
on another platform, such as win32, is required to build 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
Previous versions of NetHack were tested on the following systems,
and we expect that NetHack 3.5 will work on them as well:
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
Data General AViiON systems running DG/UX
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
IBM PC/RT and RS/6000 running AIX 3.x
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
Mips M2000 running RiscOS 4.1
NeXT running Mach (using BSD configuration)
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
Valid Logic Systems SCALD-System
Unless otherwise mentioned, the compiler used was the OS-vendor's
C compiler.
With the demise of Windows NT on the DEC Alpha, no attempt has been
made to build NetHack 3.5 on that platform.
No attempt has been made to build or run NetHack 3.5 on Windows Me
at this point. It may work, but then again it may not.
A build for Intel 80286 machines and DOS "real mode" overlaid versions
has not been produced for NetHack 3.5. Nobody on the porting team has
the time or the software to attempt the necessary tuning that will allow
it to achieve the balance of having just the right amount of available
memory, and still have acceptable performance. The sources necessary
to do so are still included in the source distribution, so if someone
has access to a real-mode compiler and lots of spare time on their hands,
you may be able to get things working. Of course you do so at your own risk.
- - - - - - - - - - -
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/
When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Never send us binary files (e.g. save files or bones files). Whichever
platform you are using, only a small minority of the development team has
access to it, and you will rapidly annoy the others. 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.
In the rare case that we think your save file would be helpful, you will
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. You will not get
a reply.
If you don't have access to the world wide web, or 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 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 3.5 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 3.5.
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 3.5 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 --
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