Setting up 3.5.0 as trunk

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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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The README.Cygwin that comes with CircleMUD is outdated. Below is current and
works as of December 2006.
Compiling CircleMUD
under Microsoft Windows using CygWin
CircleMUD 3.1 compiles under Cygwin without needing any special modifications.
This free pseudo-Unix environment for Windows 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: http://cygwin.com/
Compiling Circle under Cygwin is basically the same as it would be under
another form of Unix:
1) Download from: http://cygwin.com/setup.exe
Select open.
Install from Internet
Select "just me" "dos"
Choose a mirror site.
Leave selected package as default.
Select the following from devel: autoconf, gcc, make, and patchutils
Click Next.
Install, follow prompts.
2) Download and uncompress the latest version of CircleMUD. TBA is now
recommending everyone use CWG (CircleMUD With Goodies) Buddha since it comes
pre-packaged with many important features like OLC and Trigedit. Join the
forum and download Buddha at: http://cwg.lazuras.org/ The forums will
also be a great resource for any problems that come up. Once you download
and uncompress Buddha (I use winRAR) read through the /doc directory.
3) Start the Cygwin "bash" shell by double clicking the Cygwin Icon. This will
open a telnet looking window that mimics a *nix server where you can run the
MUD. Go to the directory where you extracted CircleMUD by using the "cd" change
directory command and "dir" directory listing to find the correct files. For
example "C:\circle". "cd c:/circle" "dir" in the listed files you should see
one called configure. DO NOT go into the SRC directory yet.
4) Run the configure script by typing "./configure". This will automatically
detect what programs and library functions are available, and create the
files "Makefile" and "conf.h" based on the results.
If you get complaints from bash that it will not run the configure script
either because it cannot find it or because 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.
5) NOW change to the /circle/src directory "cd src", and type "make", and watch
CircleMUD and the additional utilies included in the Circle distribution
automatically being compiled and placed in /circle/bin.
6) Go back to /circle, and run the MUD either directly by typing
"bin/circle", or by using the "./autorun &" script.
7) Start a telnet program. Open a connection to your own machine "localhost"
on port 4000. You should see the MUD's login screen welcoming you. The
first person to login will be promoted to IMP.
If you have problems, read this document again. Most of the questions received
in email or which are posted to USENET newsgroups are answered in this file, or
in other documents included in the CircleMUD distribution. If you are still
having problems and you're *sure* that your question is not answered in this
document or in one of the others files in the /circle/doc directory, try
reading the through the CircleMUD website at: http://www.circlemud.org
It really can not be stressed enough: READ EVERYTHING.
Credit where credit is due:
Some parts of this document have been derived or outright copied from other
files in the CircleMUD distribution by:
Jeremy Elson
David Goldstein
Tony Robbins
George Greer
Rumble
Rumble@@builderacademy.net
The Builder Academy
builderacademy.net 9091

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Compiling CircleMUD using Microsoft Visual C++ v4.x
by Jeremy Elson
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
(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

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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
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
(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
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
(To get help, write to help@circlemud.org)

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/* ************************************************************************
* Copyright (C) 1995 by Jeremy Elson *
* All Rights Reserved *
************************************************************************ */
CircleMUD License
CircleMUD was created by:
Jeremy Elson
Department of Computer Science
Johns Hopkins University
Baltimore, MD 21218 USA
jelson@circlemud.org
CircleMUD is licensed software. This file contains the text of the CircleMUD
license. If you wish to use the CircleMUD system in any way, or use any of
its source code, you must read this license and are legally bound to comply
with it.
CircleMUD is a derivative work based on the DikuMUD system written by Hans
Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian
Hammer. DikuMUD is also licensed software; you are legally bound to comply
with the original DikuMUD license as well as the CircleMUD license if you
wish to use CircleMUD.
Use of the CircleMUD code in any capacity implies that you have read,
understood, and agreed to abide by the terms and conditions set down by this
license and the DikuMUD license. If you use CircleMUD without complying with
the license, you are breaking the law.
Using CircleMUD legally is easy. In short, the license requires three things:
1) You must not use CircleMUD to make money or be compensated in any way.
2) You must give the authors credit for their work.
3) You must comply with the DikuMUD license.
That's it -- those are the main conditions set down by this license.
Unfortunately, past experience has shown that many people are not willing
to follow the spirit of the license, so the remainder of this document will
clearly define those conditions in an attempt to prevent people from
circumventing them.
The first condition says that you must not use CircleMUD to make money in
any way or be otherwise compensated. CircleMUD was developed in people's
uncompensated spare time and was given to you free of charge, and you must
not use it to make money. CircleMUD must not in any way be used to
facilitate your acceptance of fees, donations, or other compensation.
Examples include, but are not limited to the following:
-- If you run CircleMUD, you must not require any type of fee or donation
in exchange for being able to play CircleMUD. You must not solicit,
offer or accept any kind of donation from your players in exchange for
enhanced status in the game such as increased levels, character stats,
gold, or equipment.
-- You must not solicit or accept money or other donations in exchange for
running CircleMUD. You must not accept money or other donations from
your players for purposes such as hardware upgrades for running
CircleMUD.
-- You must not sell CircleMUD. You must not accept any type of fee in
exchange for distributing or copying CircleMUD.
-- If you are a CircleMUD administrator, You must not accept any type of
reimbursement for money spent out of pocket for running CircleMUD, i.e.,
for equipment expenses or fees incurred from service providers.
The second part of the license states that you must give credit to the
creators of CircleMUD. A great deal of work went into the creation of
CircleMUD, and it was given to you completely free of charge; claiming that
you wrote the MUD yourself is a slap in the face to everyone who worked to
bring you a high quality product while asking for nothing but credit for
their work in return.
Specifically, the following are required:
-- The text in the 'credits' file distributed with CircleMUD must be
preserved. You may add your own credits to the file, but the existing
text must not be removed, abridged, truncated, or changed in any way.
This file must be displayed when the 'credits' command is used from
within the MUD.
-- The "CIRCLEMUD" help entry must be maintained intact and unchanged, and
displayed in its entirety when the 'help circlemud' command is used.
-- The login sequence must contain the names of the DikuMUD and CircleMUD
creators. The 'login sequence' is defined as the text seen by players
between the time they connect to the MUD and when they start to play
the game itself.
-- This license must be distributed AS IS with all copies or portions of
the CircleMUD that you distribute, if any, including works derived from
CircleMUD.
-- You must not remove, change, or modify any notices of copyright,
licensing or authorship found in any CircleMUD source code files.
-- Claims that any of the above requirements are inapplicable to a particular
MUD for reasons such as "our MUD is totally rewritten" or similar are
completely invalid. If you can write a MUD completely from scratch then
you are encouraged to do so by all means, but use of any part of the
CircleMUD or DikuMUD source code requires that their respective licenses
be followed, including the crediting requirements.
The third part of the license simply states that you must comply with the
DikuMUD license. This is required because CircleMUD is a DikuMUD derivative.
The DikuMUD license is included below.
You are allowed to use, modify and redistribute all CircleMUD source code
and documentation as long as such use does not violate any of the rules
set down by this license.
--Jeremy Elson
CircleMUD 3 -- Copyright (C) 1994-2001, The CircleMUD Group
Other portions copyright by authors as noted in ChangeLog and source code.
===========================================================================
Everything below this line is the original, unmodified DikuMUD license.
You must comply with the CircleMUD license above, as well as the DikuMUD
license below.
---------------------------------------------------------------------------
/* ************************************************************************
* Copyright (C) 1990, 1991 *
* All Rights Reserved *
************************************************************************* */
DikuMud License
Program & Concept created by
Sebastian Hammer
Prss. Maries Alle 15, 1
1908 Frb. C.
DENMARK
(email quinn@freja.diku.dk)
Michael Seifert
Nr. Soeg. 37C, 1, doer 3
1370 Copenhagen K.
DENMARK
(email seifert@freja.diku.dk)
Hans Henrik St{rfeldt
Langs} 19
3500 V{rl|se
DENMARK
(email bombman@freja.diku.dk)
Tom Madsen
R|de Mellemvej 94B, 64
2300 Copenhagen S.
DENMARK
(email noop@freja.diku.dk)
Katja Nyboe
Kildeg}rdsvej 2
2900 Hellerup
31 62 82 84
DENMARK
(email katz@freja.diku.dk)
This document contains the rules by which you can use, alter or publish
parts of DikuMud. DikuMud has been created by the above five listed persons
in their spare time, at DIKU (Computer Science Instutute at Copenhagen
University). You are legally bound to follow the rules described in this
document.
Rules:
!! DikuMud is NOT Public Domain, shareware, careware or the like !!
You may under no circumstances make profit on *ANY* part of DikuMud in
any possible way. You may under no circumstances charge money for
distributing any part of dikumud - this includes the usual $5 charge
for "sending the disk" or "just for the disk" etc.
By breaking these rules you violate the agreement between us and the
University, and hence will be sued.
You may not remove any copyright notices from any of the documents or
sources given to you.
This license must *always* be included "as is" if you copy or give
away any part of DikuMud (which is to be done as described in this
document).
If you publish *any* part of dikumud, we as creators must appear in the
article, and the article must be clearly copyrighted subject to this
license. Before publishing you must first send us a message, by
snail-mail or e-mail, and inform us what, where and when you are
publishing (remember to include your address, name etc.)
If you wish to setup a version of DikuMud on any computer system, you
must send us a message , by snail-mail or e-mail, and inform us where
and when you are running the game. (remember to include
your address, name etc.)
Any running version of DikuMud must include our names in the login
sequence. Furthermore the "credits" command shall always cointain
our name, addresses, and a notice which states we have created DikuMud.
You are allowed to alter DikuMud, source and documentation as long as
you do not violate any of the above stated rules.
Regards,
The DikuMud Group
Note:
We hope you will enjoy DikuMud, and encourage you to send us any reports
on bugs (when you find 'it'). Remember that we are all using our spare
time to write and improve DikuMud, bugs, etc. - and changes will take their
time. We have so far put extremely many programming hours into this project.
If you make any major improvements on DikuMud we would be happy to
hear from you. As you will naturally honor the above rules, you will receive
new updates and improvements made to the game.

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There are many common errors that can be created by changing things in the
code or having builders try inappropriate things. Here are a few, this is list
will be continually developed, if you have any additions or corrections please
stop by the Builder Academy: builderacademy.net 9091
--Rumble
1. Errant Rooms (show error)
2. SYSERR: Object # (oedit-s-desc) doesn't have drink type as last alias.
3. SYSERR: Mob # both Aggressive and Aggressive_to_Alignment.
4. SYSERR: Object # (oedit-s-desc) has out of range level #.
5. SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
6. SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
7. SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
8. Char is already equipped: (medit-s-desc), (oedit-s-desc)
1: Errant Rooms
------------
1: [ 1233] Rumble's Room
The most common are exits to 0 (the void). This happens when a builder
modifies a room exit but does not include an exit room vnum. These errant
rooms are listed by the command 'show error' The fix is simple, remove the
exit by purge exit in redit exit menu or by using 'dig <direction> -1'
2: SYSERR: Object # (oedit-s-desc) doesn't have drink type as last alias.
Another common error is caused by how shop code handles drink containers
poorly. In order for shops to display a jug as a jug of <drink type> they
must have the drink type as the last alias. It is good practice to put the
drink type as the first and last word of an objects namelist (older verions
of CircleMUD expect it first).
i.e. a shot of whisky should have the namelist: whisky shot whisky
a cup of slime mold juice namelist should be: juice cup slime juice
3: SYSERR: Mob # both Aggressive and Aggressive_to_Alignment.
Another harmless error. If your mob is aggressive there is no need to also
make it aggressive to certain alignments since AGGR means it will attack any
player it can see. Choose to make it aggressive to an alignment or aggressive
to all.
4: SYSERR: Object # (oedit-s-desc) has out of range level #.
A simple one. Limit spell levels to the levels available, on TBA that would
be 1-34.
5: SYSERR: Object # (oedit-s-desc) has negative weight (-2147483644).
SYSERR: Object # (oedit-s-desc) has out of range level #2147483647.
These are really annoying. This happens when you use numbers larger than
necessary. This will actually crash many older versions of CircleMUD. Just do
not do it. Use realistic numbers.
6: SYSERR: Object # (oedit-s-desc) uses 'UNDEFINED' spell #.
There is no spell zero. Either select a spell or put -1 for none.
7: SYSERR: Object # (oedit-s-desc) contains (5) more than maximum (3).
When making a drink container you will set how much it initially contains
on creation and the max it can hold if a player were to fill it. Common sense
tells us that you can not create a container that initially holds more than
the max you set. To simplify the max must always be greater than or equal to
the initial amount.
8: Char is already equipped: (medit-s-desc), (oedit-s-desc)
This happens when someone tries to equip a mob with one or more object in
a single location. HELP ZEDIT-EQUIP for all the possible object equipping
locations. All you have to do to fix this is pick a different equip location
that is not used.

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