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How to compile Mordor 6.x
Paul Telford <paul@droflet.net>
-- INTRODUCTION --
This version of Mordor has been tested on a variety of
platforms. It should compile cleanly on:
* Linux (Intel Pentium/Itanium, z90, Alpha, SA-110 StrongARM, iPAQ PDA)
* Solaris (Sparc)
* HP-UX
* FreeBSD (Intel, Alpha)
* Compaq Tru64 Unix (Alpha)
* Intel Windows using Cygwin gcc
It has also compiled in the past on:
* Windows 9X/NT (MS VisualC++)
* Irix
Although we have no reason to believe it won't work, compilation on these
platforms has not been recently tested as we do not have ready access to
compilers on these machines. If you can provide access, or any reports of
compiling on these platforms, we would like to hear from you.
You should be able to compile this software on any Unix platform with minimal
tweaking. If you find that you are having trouble porting to your particular
machine, please contact us so that we may assist you. If you make
modifications to the source code to help it compile on a particular platform,
please return those patches to us so that they can be integrated into the
main distribution. (please use the '-u' option to diff)
-- COMPILING --
The easiest way to compile is to first check the file os.mak for any platform
specific changes you might have to make (see OPTIONS below). Then, type
'make world' to build mordor, and all associated utilities. All the
binaries will be copied to the bin/ directory EXCEPT for the engine itself.
You must manually copy the executable from mordor/ to bin/. This is to stop
you from accidentally overwriting an old version that you intended to keep.
If you only want to build the engine itself, and not the utilities, use
'make all'. Individual pieces can easily be built -- 'make editor',
'make auth' etc. or by changing into the appropriate directory and typing
'make'.
This software has been tested using gcc, and should compile with no warnings
or errors using the -Wall flag.
-- OPTIONS --
Define the following in your Makefile or project file before compiling
to enable the following options:
DMALLOC -- This is for serious debugging, or if you are interested in
looking at the memory usage of Mordor. You also need to install the
associated library funxtions. See http://www.letters.com/dmalloc for more
information.
MOBS_ALWAYS_ACTIVE -- This make creatures remain in the active list even
if they are not in a currently active room. Mostly used for testing
purposes.
FREEBSD -- This is for FreeBSD systems.
IRIX -- This is for IRIX (Silicon Graphics) systems. Mordor has been
compiled under IRIX 5.3 on a number of SGI systems.
HPUX -- This is for HP systems. We have tested using HP-UX 11.00
SUNOS -- This is for SunOS/Solaris. Tested on Solaris 2.6
FINGERACCT -- This enables the *finger command for DMs. You must have
~/bin/fing compiled properly from ~/src/finger.c. This option is not
available on Win32 at this time.
COMPRESS -- This enables file and in memory compression. It is on by
default and is recommended.
WIN32 -- Use this if you are compiling for Win95/NT. A project file for
MSVC++ is included.
WINNT -- Use this as well as WIN32 if you are compiling for NT.
CYGWIN -- Use this if you are compiling using Cygwin's gcc compiler on
Windows 9X/NT. This is the recommended option for Windows users. Do not
define WIN32 or WINNT if you use this flag. Tested under Windows 2000.
See http://www.cygwin.com for info on obtaining gcc.
Be sure to check out the online FAQ at http://mordor.nazgul.com if you
have any questions.
-- CONVERTER --
The convert utility will not be built under 'make world' as it will not be
needed by the majority of people. Build it manually using 'make convert'.
You should read and understand the README file in that directory before
using it.
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