Made some more cleanup in old-sources

This commit is contained in:
Gergely Polonkai 2013-01-02 00:25:48 +01:00
parent 3fe7b6aade
commit f71ff426e5
40 changed files with 0 additions and 5396 deletions

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Compiling CircleMUD on the Amiga
Written by Damian Jurzysta <boing@amigascne.org>
Compiling CircleMUD on the Amiga is basically the same as compiling it using
UNIX. What you need is:
* AmiTCP, INet225R2 or any other TCP/IP stack working with ixnet.library.
You can get the limited unregistered version of Miami from
http://www.nordicglobal.com. An old demoversion of AmiTCP 4.0 can be found on
AmiNet (ftp://ftp.aminet.org/pub/aminet/comm/tcp/AmiTCP-demo-40.lha).
* An installed and fully functional Geek Gadgets programming environment with
Autoconf installed. I've managed to compile and run CircleMUD using the
971125, 980523 and 990529 snapshots using GCC 2.7.2 and EGCS 1.1b-1.2.
The latest EGCS is always the optimal choice.
This can be found at ftp://ftp.ninemoons.com/pub/geekgadgets.
Installing this is a bit tricky at first, I recommend reading the manual
first. It is located at http://www.ninemoons.com/GG/docs/GG_7.html. That
way you'll know what archives to download and install.
* 6 MB's of RAM, it might work with less but has not been tested.
You can find it at the local computerstore. :)
* A 68020 CPU or better is required, I've not been able to compile it without
specifying the -m68020 flag, therefor it won't run on a 68000 or 68010 CPU.
A1500, A2500, A3000, A4000 and A1200 all come with factoryinstalled 68020-040
CPU's. If you own an unexpanded Amiga not listed above you'll need to expand
it.
Here is how you compile this baby:
1) Open up a shell.
2) CD to the circle30bplXX directory. (where 'XX' is the current patchlevel)
3) Type "sh configure".
4) CD to the src directory.
5) Edit the Makefile file and add -m68020 to MYFLAGS.
6) Edit the config.c file and replace "const char *LOGNAME = NULL;" with
"const char *LOGNAME = "log/syslog";". If you don't do this, logging
won't be working properly.
7) CD to the util directory and repeat step 5.
8) Due to a buggy/non-functional/missing implementation of HAS_RLIMIT in
ixemul.library/Geek Gadgets you need to edit sysdep.h and remove or comment
the definition of HAS_RLIMIT on line 324 saying "#define HAS_RLIMIT".
9) CD back to the src directory.
10) Type "make all".
If you want to optimize the binary executable, change MYFLAGS to correspond
with your current processor (-m68020, -m68030, -m68040 or -m68060) and FPU
(-m68881). The -m68060 option is not included in GCC 2.7.2, only in EGCS 1.1+.
Also add -O3 to MYFLAGS to activate maximum optimization and inlining. I'm not
sure -O3 is working with GCC 2.7.2, if you get compiler errors replace it with
-O2. Finally, remove -g and -O2 from CFLAGS to remove debugging information and
to avoid the above -O3 (or -O2 if you're using GCC 2.7.2) to collide with this
flag.
To run the server all you need to do is follow these five simple steps:
1) Make sure you have a TCP/IP stack running. You don't need to be connected to
the net, just leave it running.
2) Open up a shell.
3) Since the UNIX autorun kept crashing on my machine, I wrote my own autorun
script. If "sh autorun" isn't working for you, type "autorun.amiga".
4) If it says "file is not executable" when you try to run autorun.amiga, type
"protect autorun.amiga +es" and run it again.
5) To connect to it, use a telnet or MUD client and connect to localhost, port
4000. If you don't have one, use the one supplied with Geek Gadgets:
'telnet localhost 4000'. The first person to log in will be made an
implementor (level 34) with all powers.
You may want to read the README.UNIX file since most what is written in it also
complies to the Amiga Geek Gadgets environment.
If someone manages to compile it on a PowerPC processor, please contact me.
I don't own a PowerUP/G3/G4-board myself so I've not been able to test this.
If you have any questions or can't get it working, feel free to email me at
boing@amigascne.org.

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Compiling CircleMUD under RiscOS
by Gareth Duncan (garethduncan@argonet.co.uk)
You will need:
The CircleMUD source code.
!GCC, !UnixLib, drlink and make avaliable from Hensa.
Acorns sockets library avaliable form the Acorn ftp site.
A copy of !FreeNet and !FreeTerm.
1) Firstly obtain a copy of !GCC, !UnixLib, drlink, make and Acorns
sockets libary.
2) Place the directory Sockets from the sockets library inside
!UnixLib37.src.clib
3) Unpack the CircleMUD binary and start setting up the directory
structures in the src directory.
4) src
|
----------------------------------
| | | | | |
util act c h o conf
|
---------------
| | |
c h o
5) Place all the files in the correct directories according to their
name remembering to remove the directory information from the
filename.
e.g. ban/c goes in the directory c and is renamed to ban.
act/item/c goes in the directory act then c and is renamed to
item.
6) Set the type of any data files in the src directories to text.
7) Copy the acorn configure file (should be conf/h/arc) into the h
directory and rename it conf.
8) Create an obey file called !Compile in the src containing the
following lines
-- begin (don't linclude this line)
WimpSlot -min 10000K -max 10000K
dir <Obey$Dir>
make -r
-- end (don't linclude this line)
and set the wimpslot to as much memory as you can afford.
9) Place the make program in the src directory and rename the file
Makefile/arc to Makefile removing the old file already called
Makefile.
10) Unpack GCC and Unixlib placing them where you want and then
double click on them. Then run the !Compile file. Everything
should run okay. Make sure that drlink is placed inside GCC in the
bin directory. If you get any error messages check that the code
changes at the bottom of this file are present. If not alter the
code as instructed.
11) Place the module CallASWI from !UnixLib37.src.CallASWI in the bin
directory.
12) Now get a copy of the FreeNet internet stack or a recent version
of Acorns stack and FreeTerm. Make sure the FreeUser start up
script has the line
ifconfig lo0 inet 127.0.0.1 up
Then run the startup script, run FreeTerm and then open a task
window. Run the !Run file (which should be placed in the directory
above src) from the task window by typing in its file name and
then press return, the Mud should load (you should be able to just
shift drag the !Run file onto the window if you are using !Zap).
13) To log onto the mud type localhost and set the port to 4000 in
FreeTerm and then press connect
Please excuse the poor spelling and grammar in this and if you have
any trouble contact garethduncan@argonet.co.uk.
Bye.
-Gareth

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Compiling CircleMUD
under Microsoft Windows 95 or Windows NT
using Borland C++
Written by Mundi King <kingmundi@yahoo.com>
Here are some instructions on compiling circlemud using Borland C++ 5.01.
These instructions will not work using Turbo C++, or the 4.0 versions of
Borland C++ as those two products were geared twoards DOS and Windows 3.xx.
It will most likely work with versions 5.00, 5.02, and 5.5 of the Borland
C++ compilers.
Boot up your Windows 95 machine.
Unzip your CircleMUD package.
Goto a DOS prompt, and change to the circle \src directory.
(Type) rename conf.h.win conf.h (Enter)
** BORLAND 5.5 **
If you are using Borland C++ 5.5, a couple of extra changes need to be
made at this time. First you have to make sure the bin directory of the
tools is in your path. You can add the following line to your autoexec.bat
to have it automatically added to your path or you can type it at a DOS
prompt:
path = %path%;c:\borland\bcc55\bin
(Type) make -fmakefile.bcc55 (Enter)
** BORLAND 5.1 **
(Type) make -fmakefile.bcc (Enter)
** End Version Specifics **
Something to note here is that these makefile
assume that you have installed Borland C++ 5.x
to the C: drive. If you have installed it to
another drive you will have to open up the correct
Makefile in a text editor and find and replace
all C:\ references to the drive letter it has
been installed to.
(Type) move circle.exe ..\ (Enter)
(Type) cd .. (Enter)
(Type) circle (Enter)
The game should start loading the zones and database. You will no longer be
able to type in this DOS box.
Click on START and then on RUN.
(Type) telnet localhost 4000 (Enter)
The first one to logon becomes the Implentor.
Also remember that you are using Windows95's
built-in telnet program which is very basic.
Pat yourself on the back.
---
Mundi King 1998-07-03
Updated for 5.5: 2000-06-28

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Compiling CircleMUD under Microsoft Windows 95 or Windows NT
using CygWin (formerly GNU-Win32)
by David Goldstein (goldstei@cs.sunysb.edu)
CircleMUD compiles under version b19 or later of Cygnus Solutions'
GNU-Win32 environment without needing any special modifications. This free
pseudo-Unix environment for Windows 95 and NT includes the "bash" shell,
"gcc" family of compilers, and a full set of programs and libraries for
Windows users to compile and run programs from source code intended for Unix.
It can be downloaded from Cygnus' own servers or a number of mirror sites
through http://sourceware.cygnus.com/cygwin/download.html.
Compiling Circle under GNU-Win32 is basically the same as it would be under
another form of Unix:
1) Download and install full.exe from Cygnus' ftp server or one of the mirror
sites, if you haven't already. It is a good idea to set the environment
variables for Cygwin in your startup sequence (autoexec.bat, etc.).
Note that there are show-stopping bugs in b19.0 and b20.0. If you already
have one of these installed, be certain to upgrade to b19.1 or b20.1.
2) Again, if you haven't already done so, mount the directory containing the
bulk of the executable Cygwin programs, C:\Cygnus\B20\H-i586-cygwin\bin
by default, as /bin, by typing
mount C:\Cygnus\B20\H-i586-cygwin\bin /bin
from a DOS prompt (NOT the bash shell). You can check this by running
"mount" without any parameters, and checking for an entry for /bin. Also,
make certain that the DOS path contains all of the correct backslashes.
3) Download and uncompress the latest version of CircleMUD according to the
instructions in the main README file. (The FTP site is ftp.circlemud.org,
in the pub/CircleMUD directory). Make sure that if you have downloaded the
"zipped" version (circle30bplXX.zip, or example), that you use an unzip
program which can handle long file names to unzip it (like the Win32 version
of Info-Zip's "unzip"). Otherwise, download ther "tarred, gzipped" version
(circle30bplXX.tar.gz), and extract the files using the versions of tar and
gunzip which come with the full Cygwin package.
4) Start the "bash" shell and go to the directory where you have extracted
CircleMUD (we will assume "C:\circle30bplXX", or "/circle30bplXX" from
within bash, where 'XX' is the current patchlevel). DO NOT go into the
"src" directory yet.
5) Run the shell script "./configure". This will automatically detect
whether or not certain programs and library functions are available, and
create the files "Makefile" and "conf.h" based on the results.
If you get complains from bash that it will not run the configure script
either because it cannot find it or because of it claims the file is not
an executable, you can also try "sh configure", "sh ./configure",
"bash configure" and "bash ./configure" until one of them works.
6) NOW change to the /circle30bplXX/src directory, and type "make", and watch
CircleMUD and the additional utilies included in the Circle distribution
automatically being compiled and placed in /circle30bplXX/bin. (Remember,
'XX' is the current patchlevel number, e.g., 'circle30bpl20'.)
7) Make sure your TCP/IP stack is installed, correctly configured, and running.
If you are already using TCP/IP applications from your Windows machine such
as Netscape or telnet, then no changes should be necessary; otherwise go to
the Control Panel's "Network" settings, select "Add Protocol", and add
Microsoft's TCP/IP. Consult the documentation for Windows 95 if you have
any additional questions about how to set up TCP/IP under Windows 95. (Do
not send mail to me or Jeremy Elson on this topic. Microsoft has an
excellent tech support line, and chances are that your ISP has a decent tech
support line too.)
YOU MUST INSTALL AND CONFIGURE YOUR TCP/IP STACK, EVEN IF YOU ARE NOT
CONNECTED TO THE INTERNET.
8) Go back to /circle30bplXX, and run the MUD either directly by typing
"bin/circle", or by using the "./autorun" script.
9) Start a telnet program (SEE NOTE BELOW). Open a connection to your
own machine ("localhost", or whatever the name of your machine happens
to be) on port 4000. You should see the MUD's login screen welcoming
you and asking for your name.
VERY IMPORTANT NOTE: The standard telnet program that comes free with
Windows 95 and NT does *not* work correctly for connecting to any MUD
because it does not support telnet's line-mode interface (so you can't
see what you are typing). Note that simply turning on the "local echo"
option does not fix the problem; this prevents echo from being turned
off while you're typing your password, and screws up the display if you
try to hit the backspace key too many times.
Do not use Microsoft's telnet applet -- instead, use EWAN, CRT, zMUD, or
any other Winsock telnet application. EWAN and CRT can be downloaded
from any number of sites (for example, www.windows95.com). zMUD is an
excellent MUD client; for more information, see the official home page
at http://www.trail.com/~zugg/zmud.html.
Known errata:
1) CircleMUD cannot use the version of the crypt() function written by Andy
Piper and distributed by Sergey Okhapkin (http://miracle.geol.msu.ru/sos/).
If you have this "libcrypt.a" library installed, you need to disable it
prior to running "./configure". I do not know if another version of crypt()
will work or not. The problem manifests itself at runtime, when the program
tries to encrypt passwords, and results in a segmentation fault which will
crash the MUD.
If you have problems, read this document again. Most of the questions which
Jeremy Elson receives in email or which are posted to USENET newsgroups are
answered in this README file, or in other documents included in the CircleMUD
distribution. If you are still having problems and you're *sure* that this
your question is not answered in this document or in one of the others files
in the /circle30bplXX/doc directory, try reading the CircleMUD FAQ at
ftp://ftp.circlemud.org/pub/CircleMUD/FAQ. If all else fails, you can send me
or Jeremy Elson mail for help. Note, however, that if you ask me any question
that is answered in these documents, all we'll do is mail you the appropriate
file.
Credit where credit is due:
Some parts of this document have been derived or outright copied from other
files in the CircleMUD distribution, including the files README and README.WIN
by Jeremy Elson.
-David Goldstein
--- Additional items of note.
* Make sure /bin points somewhere useful, like your
/cygnus/cygwin-b20/H-i586-cygwin32/bin directory.
If you didn't follow the directions given in #2
above, you can do the following command:
ln -s /cygnus/cygwin-b20/H-i586-cygwin32/bin /bin
Obviously you'll need to adjust the path if you
do not keep your installation in c:\cygnus.
* Make sure /tmp exists. You can either make it a
real directory or point it at the system temp
folder with:
ln -s /windows/temp /tmp
(Information from Tony Robbins.)
-George Greer

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Compiling CircleMUD using Microsoft Visual C++ v4.x
by Jeremy Elson (jelson@circlemud.org)
For help, write to help@circlemud.org
CircleMUD compiles relatively easily under Windows 95 and NT using
the Microsoft Visual C++ compiler version 4.x. These instructions won't
work for any compiler except for MSVC++ 4.0; if you have a different
compiler, take a look at the main README.WIN file for instructions.
Note MSVC++ 4.x is a commercial product and must be bought from your local
software store. It can't be downloaded from any (legal) FTP sites, and I
will not send you a copy, so please don't ask. Use the FREE GNU-Win32
package mentioned in the README.WIN file if you don't want to buy MSVC.
1) Download the latest version of CircleMUD. You can always find the latest
version at the following anonymous FTP sites:
ftp.circlemud.org:/pub/CircleMUD
ftp2.circlemud.org:/pub/CircleMUD
You can also find information at the WWW site:
http://www.circlemud.org/
The latest version will be called something ending in .zip, like
"circle30bplXX.zip". (where 'XX' is the patchlevel)
2) When you unzip the .zip archive, MAKE SURE to use an unzip program that
can handle long filenames. Old versions of pkunzip (e.g. 2.x) do NOT
handle long filenames. WinZip (http://www.winzip.com) can.
3) Open a window with an MS-DOS prompt. Note, this does not mean you are
"compiling under DOS" -- the MS-DOS prompt is just a command-line
interface to Windows 95. This step can be done by going to the Start
menu, going to the Programs submenu, and selecting "MS-DOS prompt". All
the following commands are performed at the MS-DOS prompt.
4) Use the CD command to switch to the main CircleMUD directory. For
example, type "CD \circle30bplXX", where 'XX' is the patchlevel of the
version of Circle you downloaded. Also note that the full path will
depend on where you decided to uncompress it.
5) Go to the src directory and rename conf.h.win to conf.h, and replace
the Makefile with Makefile.msvc. This can be accomplished with the
following commands:
cd src
copy conf.h.win conf.h
del Makefile
copy Makefile.msvc Makefile
6) If you have MSVC++ 4.x installed in C:\MSDEV, skip to the next step.
Otherwise, bring up the Makefile in your favorite text editor (for
example, to use the DOS EDIT command, type "EDIT MAKEFILE".) Find the
two lines that start with "CLFAGS =" and "LIB=", respectively. On BOTH
lines, change the part that says "C:\MSDEV\" to reflect where your copy
of MSVC++ 4.x is installed. Then, save the Makefile and exit the
editor. You should still be in the "src" directory.
7) Make sure that MSVC++ binary directory (i.e., the directory where
the actual programs are kept, such as NMAKE.EXE) is in your PATH. You
can see what your path is by typing PATH. Your MSVC++ binary directory
should be listed (for example, C:\MSDEV\BIN). Add MSVC's binary
directory to your path if it's not already there. If you do not know
how to change your path, contact someone who knows how to use the DOS
command prompt for help, or check the manual to learn how to use the
PATH command.
8) To compile Circle, stay in the src directory and type:
NMAKE
This will invoke Microsoft's make program and should build the entire
CircleMUD server and create a file called 'circle.exe'. If you see the
error message "Bad command or filename", then MSVC++'s binary directory
is not in your path, so your computer can't find MS's NMAKE program.
Go back to step 7.
9) Make sure your TCP/IP stack is installed, correctly configured, and
running. If you are already using TCP/IP applications from your
Windows machine such as Netscape or telnet, then no changes should be
necessary; otherwise go to the Control Panel's "Network" settings,
select "Add Protocol", and add Microsoft's TCP/IP. Consult the
documentation for Windows 95 (do not write me mail) if you have any
additional questions about how to set up TCP/IP under Windows 95.
YOU MUST INSTALL AND CONFIGURE YOUR TCP/IP STACK, EVEN IF YOU ARE NOT
CONNECTED TO THE INTERNET.
10) Go back to Circle's main directory (like in Step 4), and run the server
by typing "src\circle". You should see boot messages appearing on the
screen. Wait until the line "No connections. Going to sleep." appears
at the bottom of the screen -- this means Circle is ready to accept
connections. Go on to step 11 if you see this.
If you see "Winsock Error #10047", your TCP/IP stack is not correctly
configured; go back to Step 9.
If you see "Fatal error changing to data directory: No such file
or directory", that means you are trying to run Circle from the
"src" directory. Your current directory must be Circle's top-level
directory -- the same directory that you were in during Step 4.
11) Start a telnet program (SEE NOTE BELOW). Open a connection to your
own machine ("localhost", or whatever the name of your machine happens
to be) on port 4000. You should see the MUD's login screen welcoming
you and asking for your name.
VERY IMPORTANT NOTE: The standard telnet program that comes free with
Windows 95 and NT does *not* work correctly for connecting to any MUD
because it does not support telnet's line-mode interface (so you can't
see what you are typing). Note that simply turning on the "local echo"
option does not fix the problem; this prevents echo from being turned
off while you're typing your password, and screws up the display if you
try to hit the backspace key too many times.
Do not use Microsoft's telnet applet -- instead, use EWAN, CRT, zMUD, or
any other Winsock telnet application. EWAN and CRT can be downloaded
from any number of sites (for example, www.windows95.com). zMUD is an
excellent MUD client; for more information, see the official home page
at http://www.zuggsoft.com/zmud/zmudinfo.htm .
If you have problems, read this document again. Most of the questions
I receive in email are answered in this README file. If you're still
having problems and you're *sure* that this document doesn't answer
your question, try reading the CircleMUD FAQ at
ftp://ftp.circlemud.org/pub/CircleMUD/FAQ. If all else fails, you can
get help by sending mail to help@circlemud.org. Note, however, that
if you ask a question that is answered in this document, all I'll do
is mail it to you.
Have fun!
Jeremy Elson
jelson@circlemud.org
(To get help, write to help@circlemud.org)

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Compiling CircleMUD under Microsoft Windows 95 or Windows NT
using Microsoft Visual C++ v5.x
The following information is from Rob Baumstark's web page at
http://www.connect.ab.ca/~rbmstrk/. You can contact Rob at
<shirak@connect.ab.ca>.
How to compile using MS Visual C++ 5:
1. Rename conf.h.win to conf.h in the src directory
2. Go to File|New... Create a new workspace called circle. You should
put this in the root of the circle directory, unless you want to move
circle into the workspaces directory later.
3. Go to File|New... Create a new Win32 Console App called circle in
the current workspace
4. If you didn't create this in the circle dir, move the source to the
directory where this project is. Default should be:
C:\Program Files\DevStudio\MyProjects\Circle\Circle
5. Change to file-view.
6. Right-click "Circle files", and click Add Files to Project... Select
all of the .C files
7. Right-click "Circle files", and click New Folder. Rename it to
includes, or headers
8. Right-click the new folder, and click Add Files to Folder... Select
all of the .H files. Note: You could just add the the .H files to the
project with the .C files, but this helps keep it more organized I
think.
9. Right-click "Circle files", and click settings...
10. Choose settings for all configurations, and move to the Link tab
11. Add wsock32.lib to the end of the Object/Library modules list.
12. Change the settings under the General and Debug tabs if you want
to be able to use the internal debugger.
13. SAVE THE WORKSPAVE
14. Choose Build|Build Circle.exe, or hit F7 to build it.
The circle.exe file will be placed in the circle\debug directory, unless
you turned off debug mode, in which case it will be in the circle\release
directory. By compiling in this way, instead of using the GNU Win32
thingy, or embedding the makefile that came with circlemud inside a
project, allows you to use all of MSVC++'s interesting features.

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Compiling CircleMUD under Microsoft Windows 95
using Microsoft Visual C++ 6.0 w/SP2
The following information is from Michael Robinson. You can contact Mike at
<chevy67ss@geocities.com>. [1]
Compiling with MS Visual C++ 6.0:
1. In the src directory, rename conf.h.win to conf.h.
2. Go to File|New... Create a new workspace called circle. Put the root
directory path into the location field.
3. Go to File|New... Create a new Win32 Console Application called circle
and click to add it to the current workspace. Chose an empty console.
4. In fileview, right-click circle files, and click Add Files to Project...
Select all of the .c files in the src directory.
5. Expand the plus sign of Circle files, right-click the headers Folder,
and click Add Files to Folder... Select all of the .h files in the src
directory.
5. Right-click "Circle files", click settings..., and change settings to
all configurations.
6. Click the Link tab and add wsock32.lib to end of the Object/Library
modules list.
7. Save the workspace.
8. Choose Build|Build circle.exe.
9. Move the circle.exe file from the circle\debug directory to the root
directory.
=========
[1] - This appears (by 'diff') to be based on the README.MSVC5 document by Rob
Baumstark from http://www.connect.ab.ca/~rbmstrk/. You can contact Rob at his
<shirak@connect.ab.ca> e-mail address.
George Greer
greerga@circlemud.org

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Compiling CircleMUD
under OS/2 Warp Connect v3.0 or 2.1
by David Carver
To compile CircleMUD under OS/2, you must have the following:
All needed files can be found at the hobbes.nmsu.edu FTP site.
* OS/2 Warp Connect Version 3.0, or OS/2 Version 2.1 with TCP/IP installed.
You should have at least 8 megs of memory. (Circle runs quite well on an
8 meg machine).
* An HPFS formatted drive. CircleMUD needs to be uncompressed on an HPFS
drive because it uses long filenames.
* The EMX09b runtime and compilation systems. These are free and
can be downloaded by anonymous FTP at hobbes.nmsu.edu in os2/unix/emx09b
* The OS/2 port of GNU's GCC compiler. This can also be found at
hobbes.nmsu.edu in os2/unix/emx09b. Please make sure you have the most
recent version of the GCC compiler for OS/2, as files needed by CircleMUD
were not included in earlier versions of GCC for OS/2. The current version
is 2.7.0
* GNU's TAR and GZIP programs to decompress the necessary files. Again
these can be found at hobbes.nmsu.edu in os2/unix.
**** You only need this if you plan on getting some of the various
**** addons for Circle that others have coded.
* A MAKE program. Either the GNU Make, or IBM's NMAKE should work. You
can obtain the NMAKE from either IBM's Developers kit or from
hobbes.nmsu.edu in os2/16dev.
Installation:
*** IMPORTANT
***
*** You must have EMX and GCC installed and the directories in your
*** PATH and LIBPATH statements in your CONFIG.SYS. Please read the
*** EMX installation instructions included with that package for more
*** information on how to install both EMX and GCC.
Download the ZIP archive of Circle and use your favorite UNZip utility
to extract it.
After you have uncompressed the files, switch to the directory that has
the CircleMUD files in it, and then to the SRC subdirectory. Rename
the following files:
Rename 'conf.h.os2' to 'conf.h'.
Delete the old 'makefile', and rename 'makefile.os2' to 'makefile'.
To compile the MUD type the following at an OS/2 command line:
NMAKE /i
CircleMUD will be compiled and the executable will be put in your current
directory. Copy the CIRCLE.EXE file to the circle30\bin directory. Then
follow the CircleMUD instructions in README on how to start up the MUD.
NOTE: General questions about CircleMUD can be addressed to the author,
Jeremy Elson, at jelson@circlemud.org. However, all questions which
specifically deal with the OS/2 port of Circle should go to my address,
listed below.
David Carver
dcarver@cougar.colstate.cc.oh.us
dcarver@iwaynet.net

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Compiling CircleMUD under UNIX
by Jeremy Elson (jelson@circlemud.org)
For help, write to help@circlemud.org
Compiling CircleMUD is easy using almost any variant of UNIX (for
example: Linux/MkLinux, Solaris, SunOS, IRIX, HP/UX, Ultrix, OSF, and
NetBSD/OpenBSD/FreeBSD/BSDI, just to name a few). If you have any type
of UNIX system, these instructions are for you. If not, check the main
README file to get a list of other operating systems that can be used to
compile and run CircleMUD.
Current versions of Circle use the GNU 'autoconf' package to
automatically determine most of the important characteristics of your
system, so chances are good that Circle will compile correctly on any
UNIX system -- even one that we have never seen before. However, if you
do have problems, please drop us a note at help@circlemud.org so that we
can try to make Circle work with every UNIX variant that we can.
1) Download the latest version of CircleMUD. You can always find the
latest version at the following anonymous FTP sites:
ftp.circlemud.org:/pub/CircleMUD/3.x
ftp2.circlemud.org:/pub/CircleMUD/3.x
You can also find information at the WWW site:
http://www.circlemud.org/
The latest version will be called something ending in .tar.gz, like
"circle30bplXX.tar.gz". (where 'XX' is the patchlevel)
2) Unpack the archive. If you have the .tar.gz version, uncompress it
using gzip (GNU unzip) and the tar archiver. (Both of these utilities
can be downloaded from ftp.gnu.ai.mit.edu:/pub/gnu if you don't have
them.) To unpack the archive on a UNIX system, type:
gzip -dc circle30xxxx.tar.gz | tar xvf -
3) Configure CircleMUD for your system. Circle must be configured using
the 'configure' program which attempts to guess correct values for
various system-dependent variables used during compilation. It uses
those values to create a 'Makefile' and a header file called 'conf.h'.
From Circle's root directory, type
./configure
If you're using 'csh' on an old version of System V, csh might try to
execute 'configure' itself, giving you a message like "Permission denied"
when you try to run "./configure". If so, type "sh ./configure" instead.
'configure' can take several minutes if you're using a slow computer.
'configure' will attempt to use the 'gcc' compiler if it exists; if not,
it will try 'cc'. If you want to use a different compiler, set the
'CC' environment variable to the name of the compiler you wish to use.
For example, if you want to use the 'xlc' compiler, and your shell is
csh or tcsh:
setenv CC xlc
./configure
Or, if you want to use the 'xlc' compiler, and your shell is sh or bash:
CC=xlc ./configure
This will tell 'configure' to use the 'xlc' compiler instead of 'gcc'.
4) Build the CircleMUD server. This must be done from the 'src' directory.
Type:
cd src; make all
This will build CircleMUD proper as well as its 10 or so ancillary
utilities, which can take anywhere from 5 minutes to an hour depending
on the speed of your computer.
Note that in the future, when you need to recompile Circle as you make
changes to the code, it is NOT necessary to run 'configure' again (it
should only be run once, after the first time you unpack Circle from
its .tar file). If you move the source code to a different computer,
you should reconfigure it by deleting the file 'config.cache' and
running 'configure' again.
The first time you try to compile Circle, you will be asked to read the
CircleMUD license. Please read it!
5) Go back to Circle's root directory (by typing "cd ..") and run the
CircleMUD server. The easiest way to do this the first time is
to use the 'autorun' script, which can be run in the background by
typing:
./autorun &
Make sure to do this in Circle's root directory, not the src directory
that you used for the previous step. A file called 'syslog' will start
growing in the same directory that contains Circle's log messages.
If you're using 'csh' on an old version of System V, csh might try to
execute 'autorun' itself, giving you a message like "Permission denied"
when you try to run "./autorun". If so, type "sh ./autorun &" instead.
6) Wait until the line 'No connections. Going to sleep.' appears in the
syslog. This indicates that the server is ready and waiting for
connections. It shouldn't take more than about 30 seconds for the MUD
to reach this state, though performance will vary depending on how fast
your computer is.
If a file appears called 'syslog.CRASH', the MUD has terminated
(probably abnormally). Check the contents of syslog.CRASH to see
what error was encountered.
7) Type 'telnet localhost 4000' to connect. The first person to log in
will be made an implementor (level 34) with all powers.
Jeremy Elson (jelson@circlemud.org)
(write to help@circlemud.org for help)

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This is directions for compiling & linking CircleMUD for OpenVMS.
Additional documentation can be found at.
http://www.ourservers.net/openvms_ports/
I have personally tested this port on both VAX and Alpha with OpenVMS v7.0
and DEC C v7.0 and Multinet TCP/IP using UCX emulation.
To build this, you need the following:
.1) DEC C compiler. I have tested with DEC C v7.0 and can help out
with problems with earlier versions of DEC C. If you don't have
the DEC C compiler I suggest you get a copy through the OpenVMS
Hobbyist program at http://www.montagar.com/hobbyist.
.2) A TCP/IP stack for OpenVMS that supports UCX emulation. I have
personally only tested out Multinet v4.1B and Multinet v4.2.
If you are using a TCP/IP stack that dosen't support UCX
emulation I would suggest getting a copy of Multinet though the
OpenVMS hobbyist program at http://www.montagar.com/hobbyist.
.3) A copy of the CircleMUD distribution file.
This can be found at ftp://ftp.circlemud.org/3.x/
Now, you have everything, do the following...
.1) Unpack the CircleMUD file you got from "www.circlemud.org"
.2) Go to the SRC directory and locate the BUILD_CIRCLEMUD.COM file.
The BUILD_CIRCLEMUD.COM file accepts the following parameters.
P1 ALL Just Build "Everything".
CIRCLE Just Build [.BIN]CIRCLE.EXE.
UTILS Just Build The CircleMUD Utilities.
P2 DEBUG Build CircleMUD With Debugging Information.
NODEBUG Build CircleMUD Without Debugging Information.
The default is "ALL" and "NODEBUG".
The "BUILD_CIRCLEMUD.COM" script checks some filenames to make
sure that they are correct as some of them are unpacked different
between the TAR file distribution and the ZIP file distribution.
It also checks for "CONF.H" and if not found copies "CONF.H_VMS"
to "CONF.H" for you.
So if you just want to build "everything" without debugging
information you could use...
$ @BUILD_CIRCLEMUD ALL NODEBUG
OR
$ @BUILD_CIRCLEMUD
The EXE's will be placed in the CircleMUD BIN directory.
Now, define the logical CIRCLEMUD_BIN to point to the "BIN" directory of
the CircleMUD directory like this...
$ DEFINE/SYSTEM/EXEC CIRCLEMUD_BIN DISK$WORK:[CIRCLE30BPL16.BIN]
To run CircleMUD, just execute the "VMS_AUTORUN.COM" file in the CircleMUD
root directory.
To customize how CircleMUD runs, edit the "VMS_CIRCLEMUD.COM" file in the
BIN directory.
To customize CircleMUD features (like player killing etc) edit the "CONFIG.C"
file in the SRC directory.
To edit the CircleMUD login message, edit the GREETINGS.; file found in the
TEXT directory under the LIB directory.
For the CircleMUD utilities, execute the file VMS_MUD_UTILS.COM in the
BIN directory and it will create the VMS symbols for the utilities.
If you have any problems, questions, comments, feel free to e-mail me at
byer@mail.ourservers.net and I'll try my best to answer them all.

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Compiling CircleMUD
under Microsoft Windows 95 or Windows NT
using Watcom v.11
The following information is from Joe Osburn <joeos19@idt.net>.
Circle apparently compiles under 95/NT using Watcom's compiler with
the following changes:
1- Copy conf.h.win to conf.h
2- Rename all the act.* files to other names; the IDE in Watcom apparently
doesn't like files that start with act.*
3- In Watcom make a new project that is a Windows 95 character mode
executable; add all of Circle's .c files to it.
4- Remove the line that says "#define chdir _chdir" from sysdep.h
If you have any further information, patches, or more detailed instructions,
please mail them to us at bugs@circlemud.org.

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Compiling CircleMUD
under Microsoft Windows 95 and NT
by Jeremy Elson (jelson@circlemud.org)
For help, write to help@circlemud.org
There are a number of different compilers available for Microsoft Windows
95 and NT that can be used to compile CircleMUD. Each compiler works
differently, so each compiler has a different set of instructions.
For up-to-date information on compiling CircleMUD under Windows, check out
Rob Baumstark's page at http://shirak.circlemud.net/
We currently have instructions for using the following compilers:
1. Cygnus CYGWIN (Formerly Cygnus GNU-Win32). This is a FREE
compiler for Microsoft Windows 95 and NT! If you don't own a
compiler, you can just download this one off the net and get
Circle up and running in no time. Read the file README.CYGWIN
(submitted by David Goldstein <goldstei@cs.sunysb.edu>).
Please note however that the CYGWIN system is not recommended
for those unfamiliar with the Unix environment.
2. Microsoft Visual C++ version 4.x -- read the file README.MSVC4
3. Microsoft Visual C++ version 5.x -- read the file README.MSVC5
4. Borland C++ -- read the file README.BORLAND
5. Watcom C++ v.11 -- read the file README.WATCOM
It should be possible to compile CircleMUD using other compilers that are
not listed here, or other versions of these compilers -- as long as they
support long filenames, etc. However, we don't have instructions handy
for those compilers. Rob's page (http://www.connect.ab.ca/~rbmstrk) has
a lot of useful information about compiling under Windows; try looking
there for tips.
However, it not easy (and maybe even impossible) to compile at all
under Windows 3.x or DOS because they lack a number of features that
Circle requires such as the Win32 API and long filenames. It is
theoretically possible to compile under Windows 3.x by finding 3.x API
equivalents to the Win32 API calls, and changing all the filenames in
the entire distribution to fit the 8.3 DOS/Win3.x filenaming standard,
but I will never do this.
Have fun!
Jeremy Elson
jelson@circlemud.org
(To get help, write to help@circlemud.org)

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Getting To Know Your "lib" Directory
------------------------------------------------------------------------------
etc/ Files maintained by the game which you should never touch while
the game is running.
house/ Crash-save files for player houses.
misc/ Miscellaneous database files such as fight messages, invalid names,
and socials.
plralias/ All of your player's aliases are stored here in the same
three letter encoding scheme as the plrobjs/ directory.
plrobjs/ The hierarchy containing player object files (i.e. crash files,
rent files, cryo-rent files, etc.).
text/ Files meant to be directly read by players such as MOTD (message of
the day), help files, and the immortal handbook. You can change
these files while the game is running, and then have the mud re-read
them using the 'reboot' command.
world/ The hierarchy of the world files (mobiles, objects, shops, rooms,
and zones).

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hcontrol
players
plrmail
badsites
board.immort
time

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/etc directory
-----------------------------------------------------------------------------
These files are maintained by the game; you should never try to modify them
while the game is running. If you know what you're doing, you can safely
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This directory is to save objects in player houses.

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*.objs

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#!/bin/sh
echo "Purging $1"
cd $1
date >> deleted
../../../bin/delobjs ../../etc/players *.objs >> ../deleted
cd ..

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#!/bin/sh
echo "Purging old rent files, please wait..."
purgedir A-E
purgedir F-J
purgedir K-O
purgedir P-T
purgedir U-Z
rm -f ZZZ/*
echo "Done."

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#!/bin/sh
../../bin/listrent A-E/* | fgrep -i $1
../../bin/listrent F-J/* | fgrep -i $1
../../bin/listrent K-O/* | fgrep -i $1
../../bin/listrent P-T/* | fgrep -i $1
../../bin/listrent U-Z/* | fgrep -i $1

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CircleMUD - World Files
Contained in this lovely archive is the present shape of the world
for Circle. Everything should be in the form of ASCII flags for easy
addition and removal of flags. All of the shop files are in the
CircleMUD style (and they make good examples since there is a bit of
everything, from wandering shops through to shops that dislike certain
alignments or classes).
Feedback on the world is more than welcome. This includes
listing things that people like and things that people do not
like. Why do you like it or dislike it?
The zone files have been formatted into a consistent format
with comments and ordering. This allows readers of the files to
have a much quicker grasp of what is going on in the file. All
of the world files have been indented with three (3) characters
to begin all paragraphs. This makes the overall format of the
world much more similar.
If you are comparing the world to the CircleMUD 2.x world, you
will notice that some areas have been removed, others have been
added, and some have been shifted about a little bit.
Also, please note the 'zone.lst' file in this directory, which
shows all of the zone numbers that are currently in use, and what
is using them. Finally, full credit should be in all of the zone
files (please leave it there in case you ever release your mud code
and world), and can also be found in 'info.hlp' under 'AREAS ZONES'
which gives a current list of zones used in CircleMUD. Please ensure
that all credits in there remain, and if you add new areas, please
credit them properly.
Furry/Alex Fletcher
<furry@circlemud.org>

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It's here. It's been a long time coming (9 years and a day in fact[1]),
but it has finally arrived.
CircleMUD 3.1 is now made officially available for your consumption.
This is the final[2] release that all of the beta patchlevels over the
last several years have been building towards.
Some brief history on the CircleMUD 3.x releases:
After the highly successful release of CircleMUD 2.20, steps were quickly
made towards overhauling the codebase from ground up, extending what could
be done, and removing bugs and loopholes all over the place. This
culminated in an "internal" release of CircleMUD 3.0, which over the
course of a few months led to a release of Patch Level 4 on September 24,
1994, a little less than a year after the 2.20 release. A mere 8+ years
later, many additions, 20 patchlevels, many new bugs, and something called
"documentation", the beta testing period is over, and we have made a full
and proper release!
The changes are too numerous to list[3], but some highlights of
differences from CircleMUD 2.20[4] include an entirely new world, new shop
structure, several new core members for the development team, and coherent[5]
documentation on the world and core components of the source code.
Work will begin shortly on the CircleMUD 4.x series, with a release
expected in late 2010[6].
Don't run with scissors, but make your way to:
ftp://ftp.circlemud.org/pub/CircleMUD/3.x/
Special thanks to all of those on the CircleMUD Mailing List and everyone
who submitted bug reports over the last decade, we couldn't have done it
without you.[7]
Best Regards,
The CircleMUD Development Team, 2002
<cdev@circlemud.org>
Jeremy Elson <jelson@circlemud.org> Since Jul 16, 1993
Chris Epler <cepler@circlemud.org> Since Late , 1994
Alex Fletcher <furry@circlemud.org> Since Feb 23, 1995
George Greer <greerga@circlemud.org> Since Oct 14, 1997
Daniel A. Koepke <dkoepke@circlemud.org> Since Jul 11, 1999
[1] CircleMUD 2.20 was released on November 17, 1993. CircleMUD 3.1 was
released November 18, 2002.
[2] We, the CircleMUD Group, reserve the right to all and any future "final"
CircleMUD releases.
[3] But they're listed in the Changelog file anyhow, just in case you're
really curious.
[4] Everyone compares to their last full version, why can't we?
[5] Well, we'd like to think so at least.
[6] We're hoping to time it with the discovery of a monolith around Jupiter.
[7] And had you not submitted so many damned bug reports, we would have had
this finished almost a decade ago!