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Install instructions for Dungeon Crawl Stone Soup (DCSS)
--------------------------------------------------------
(Last updated on 20091025 for Dungeon Crawl Stone Soup 0.6.0.)

Getting DCSS to run
-------------------

This file describes how to compile a runtime executable of DCSS from the source
code. If you're trying to compile Crawl yourself, skip ahead to the next
section, "Building Dungeon Crawl Stone Soup".

If, however, you're having trouble getting a precompiled binary to run:

1) Check whether you've downloaded and extracted the correct version.

    Platform        Tiles?          Download package
    --------        ------          ----------------
    Windows         yes             stone_soup-VERSION-tiles-win32.zip
    Windows         no              stone_soup-VERSION-win32.zip
    Mac/OSX         yes             stone_soup-VERSION-tiles-osx.zip
                                    or stone_soup-VERSION-tiles-osx-app.dmg
    Mac/OSX         no              stone_soup-VERSION-osx.zip
                                    or stone_soup-VERSION-osx-app.dmg
    DOS             no              stone_soup-VERSION-dos.zip
    Source code     yes             stone_soup-VERSION-src.zip
                                    or stone_soup-VERSION-src.tbz2

2) Try removing/renaming your saves/ directory in case older saves aren't
   recognized anymore.


If you still can't get Crawl to run, you can ask for further help on
rec.games.roguelike.misc. Please try to be as detailed as possible about any
error messages you're getting.

The rest of the file deals with compiling from the source.


Building Dungeon Crawl Stone Soup
---------------------------------

Crawl Stone Soup is known to compile successfully on the following platforms as
of version 0.3:

- Any Unix with a recent gcc (and g++), GNU make and libncurses, including Linux
  and Mac OS X. "Recent" is defined as gcc 3.3 or newer.
- Microsoft Windows NT/2000/XP. The game will also run on Windows 9X and ME. DOS
  binaries can also be compiled on Windows NT+.

The only supported compiler is gcc (available on almost all Unixes, and as djgpp
for DOS, and MinGW for Windows).

Other platforms are unsupported, but you should be able to build Crawl on pretty
much any operating system with a modern C++ compiler (full support for the
standard C++ library, in particular <string>, the collection classes and
<algorithm> is necessary) and the curses library.


Source Code Checkout
--------------------

If you don't already have the source code downloaded (in the form of a .zip or
.tbz2 file), you can obtain the latest source code from Git. MinGW users can
obtain Git by installing msysgit (described in the MinGW section). Linux users
can just install the 'git' or 'git-core' package with whatever package manager
they use. Note that there is another package called 'git' going around which
stands for 'GNU interactive tools'. This is not what you want.

Once you have Git installed, you just need to do:

    git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref

And then to get the contributing libraries, enter the newly cloned repository
via 'cd crawl-ref' and type:

    git submodule update --init

This should get you all you need to build Crawl from source.


Optional libraries
------------------

Crawl can be built with some optional features:

* Sounds
* Regular expressions
* User Lua scripts
* Unicode characters for the map (Unix only).

Crawl Stone Soup also uses a level compiler to compile special level
definitions; to make changes to the level compiler, you'll need the flex and
bison/byacc tools (Other lex/yaccs may also work). More details are available
below.

Sounds must be enabled by editing AppHdr.h (uncomment SOUND_PLAY_COMMAND on
Unixes or WINMM_PLAY_SOUNDS on Windows).

Regular expressions require libpcre on non-Unix operating systems. On Unixes,
the standard POSIX regular expression support is adequate for Crawl's needs.

Stone Soup 0.6 includes Lua 5.1.4 in its source tree. Crawl uses Lua for dungeon
generation. In addition, Crawl has a (rudimentary) Lua interface for users to
run scripts which can do things such as conditionalise parts of the
.crawlrc/init.txt. Such user Lua scripts are enabled by default, but can be
turned off by removing -DCLUA_BINDINGS from your makefile.

Unicode support needs libncursesw and its header files; these are usually
available in your operating system's package-management system. Unicode is not
supported on Windows or DOS. Some systems, such as Mac OS X, may have Unicode
support available in libncurses itself (i.e., without a separate libncursesw).


Building on Unix (Linux, *BSD, Solaris, etc.)
---------------------------------------------

Security:

If you have untrusted local users, we highly recommend you do not install Crawl
setgid or setuid. Just running "make install" will install Crawl setgid games,
do *not* do this unless you're sure you trust your users.

If you have untrusted users, the correct way to install a multiplayer Crawl is
using a chrooted game launcher such as dgamelaunch.


To install or not to install:

If only one user on the system (you) is going to be playing Crawl, you do not
need to use "make install". A simple "make" will build Crawl in the source
directory, where you can run it as "./crawl".


Prerequisites:

GNU gcc and g++, GNU make, libncurses or libcurses. You need the development
headers for ncurses - they may not be installed by default on some Unixes.

flex and bison are optional but highly recommended. Recent versions of byacc are
also fine (edit your makefile appropriately).

If you want to use Unicode, you need to link with a curses library that
understands Unicode characters, usually named libncursesw (the development
headers for libncursesw are usually in /usr/include/ncursesw.) You also need to
have a UTF-8 locale installed. You can then build Crawl with support for Unicode
by setting USE_UNICODE on the 'make' command line.


Building:

* cd to the source directory (you can safely ignore the dolinks.sh and
  domake.sh scripts).

* Most users can simply type 'make' without any extra flags, and get a working
  build as a result. If just typing 'make' works for you, then you shouldn't
  need to read any further. BSD and Solaris users may have to use 'gmake'
  instead of 'make'.

* If you want a graphical (tiled) build, then you should add 'TILES=y' to the
  'make' command-line, like so:

    make TILES=y

  Note that the graphical build requires that you have development libraries
  installed for SDL, SDL_image, libpng, zlib, and freetype. If your system
  doesn't have these installed, you can usually get them via your package
  manager (apt-get, emerge, yum, etc).

  If you would rather, you can go to the source/contrib directory and type
  'make', and the required libraries should be built for you.

* If you want to install Crawl for multiple users, you can add the savegame
  path and game data path to the 'make' command line. For instance:

    make prefix=/usr/games/crawl SAVEDIR=saves/ DATADIR=data/

  Please note that SAVEDIR and DATADIR are relative to 'prefix'.

  Of course, you should make sure that SAVEDIR and DATADIR reference the
  appropriate directories. This is not necessary if only one user is going to
  play Crawl.

* Edit AppHdr.h and check that SAVE_PACKAGE_CMD and LOAD_UNPACKAGE_CMD are set
  correctly for your system. If you do not want your saves packaged in a zip
  archive, it's safe to comment out SAVE_PACKAGE_CMD and LOAD_UNPACKAGE_CMD.

* If you're installing Crawl for multiple users, run 'make install' as root.
  Crawl will be copied into the directory specified by 'prefix' (see above). The
  save and data directories will be created if necessary, and the level layout
  and help files will be copied to the data directory.

* If you do not want players to be able to script Crawl with Lua, add
  'NO_LUA_BINDINGS=y' to the 'make' command-line.


Building on Mac OS X
--------------------

For non-graphical builds, you can use the Unix build process described above, or
you can use Xcode, as described below.

For graphical builds, we do not support the use of the Unix build process for
various reasons.

* Crawl is officially built and tested under Xcode 3.2 on OS X 10.6.1, but
  it's highly likely that other versions of Xcode will work fine.

* Make sure Xcode is installed. Xcode should be available on the Mac OS X
  install DVD if you haven't already installed it. You can also download Xcode
  from Apple's website (note that their website often has versions of Xcode
  that are newer than the versions distributed on their Mac OS X DVDs):
    http://developer.apple.com/TOOLS/Xcode/

* Open the Xcode project (Crawl.xcodeproj) under the "source"
  directory.

* Hit Build in Xcode. This should build all the necessary dependencies,
  including libpng, freetype, SDL, and SDL_image, and then finally build Crawl
  itself. The process may take quite a while, so go grab a coke or a cup of
  coffee.

* The default build configuration, Release, will build a ppc/i386 Universal
  binary suitable for play on all OS X 10.4 or newer systems. The other build
  configurations are intended for development and may not result in a binary
  that can be distributed to others.

* If you'd like users to be able to script Crawl with Lua, you can edit
  AppHdr.h, uncomment
        // #define CLUA_BINDINGS
  and rebuild to compile with Lua support. See the section on Lua for more
  information.


Building on Windows (MinGW)
---------------------------

NOTE: You cannot build Windows binaries on Windows 9x/ME using MinGW. On 9x/ME, 
you can use the Cygwin build instructions, or build a binary on a Windows 
NT/2k/XP system (the binary will run on 9x), or build a DOS binary.

* To install MinGW, you have two options. You can install via the installer
  provided by the MinGW project (http://www.mingw.org), but this is not
  officially supported by the Crawl team. If you have problems with it, we will
  not help you until you get a supported version of MinGW, which can be obtained
  from the msysgit project. msysgit is a full MinGW setup that even includes Git
  (which happens to be the source code management system used by the Crawl team).
  To get msysgit, be sure to download the 'netinstall' from here:

    http://code.google.com/p/msysgit/downloads/list

  NOTE: Do NOT get any of the versions that do not have 'netinstall' in the
        filename. The 'netinstall' is the only one used by the Crawl team.

* Start msys by running 'c:\msysgit\msys.bat'. Now you're in a MinGW build
  environment.

* cd to the the Crawl source directory. For instance, if you have the crawl
  sources in c:\crawl\source, you would type 'cd /c/crawl/source'.

* Build Crawl by running 'make'. If you want a graphical build, you will need to
  add 'TILES=y' on the 'make' command line.

* When the process finishes, you should be able to run crawl right from the
  sources directory by typing './crawl'


Building on Windows (cygwin)
----------------------------

* Get Cygwin from http://www.cygwin.com/. When installing, ensure that the
  following packages are selected: gcc, g++, make, flex, bison,
  libncurses-devel. If you'd like to build from git, install the git-core
  package. You may also want to install diff, patch, and other such tools.

* Once Cygwin is installed, open a Cygwin bash shell (use the Start
  menu or desktop icon, do not double-click bash.exe in Explorer).

* cd to the the Crawl source directory. For instance, if you have the crawl
  sources in c:\crawl\source, you would type 'cd /cygdrive/c/crawl/source'.

* Follow the Linux build instructions to build Crawl.


Building for DOS (djgpp)
------------------------

* Install djgpp from http://www.delorie.com/djgpp/. Don't forget to
  include C++ support when the Zip picker asks for what you want. You
  may also have to download GNU make as a separate package. It's
  important to follow the install instructions carefully, because bad
  installs can produce rather confusing error messages.

* Make sure gxx and make are in your PATH.

* If you want to modify the level compiler, install the djgpp flex,
  bison and m4 packages and set DOYACC := y in makefile.dos.

* cd to the Crawl source directory.

* Build Crawl by running
        make -f makefile.dos

* When the build is done, crawl.exe should be in the source directory.


Building Tiles versions
-----------------------

* On most platforms, you can simply type:
    make TILES=y

* If you compiled the ASCII binary before, you'll need to run 'make clean'
  before running 'make'.

* All platforms require the same prerequisites listed in the other sections
  above for building each of these platforms.

* All platforms additionally require the development versions of the following
  software packages installed.

    * SDL (http://www.libsdl.org/download-1.2.php)
    * SDL_image (http://www.libsdl.org/projects/SDL_image/)
    * libpng (http://www.libpng.org/pub/png/libpng.html)
    * Freetype 2 (http://www.freetype.org/download.html)

  On Linux, these can be installed via a package manager (apt-get, emerge,
  yum, etc).

  On Mac OS X, these will be compiled automatically when you build the Xcode
  project.

  On Windows (MinGW or Cygwin), these will be compiled as needed when you run
  'make TILES=y'.

* If you want both ASCII and Tiles binaries you need to compile them
  separately, rename one of them, and copy them into the same Crawl
  directory.


*****************************************************************************
Data files
----------

Crawl looks for several data files when starting up. They include:

* Special level and vault layout (dat/*.des) files.
* Core Lua code (dat/clua/*.lua).
* Descriptions for monsters and game features (dat/descript/*.txt).
* Definitions for monster dialogue and randart names (dat/database/*.txt).

All these files are in the source tree under source/dat.

Crawl will also look for documentation files when players invoke the help
system. These files are available under the docs directory.

Your built Crawl binary must be able to find these files, or it will not start.

If Crawl is built without an explicit DATA_DIR_PATH (this is the most common
setup), it will search for its data files under the current directory, and if it
can't find them there, one level above the current directory. In short, it uses
these search paths: ., ./dat, ./docs, .., ../dat, ../docs.


*****************************************************************************

The level compiler
------------------

Crawl uses a level compiler to read the level design (.des) files in the
source/dat directory.

If you're using one of standard makefile, the steps described in this section
are performed automatically:

The level compiler source is in the source/util directory (levcomp.lpp and
levcomp.ypp). The steps involved in building the level compiler are:

* Run flex on levcomp.lpp to produce the levcomp.lex.cc lexer.
* Run bison on levcomp.ypp to produce the levcomp.tab.cc parser and
  levcomp.tab.h
* Compile the resulting C++ source files and levcomp.cc and link the
  object files into the Crawl executable.

For convenience on systems that don't have flex/bison, pre-generated
intermediate files are provided under source/prebuilt. The makefiles
provided with the Crawl source distribution will use these
pre-generated files automatically if flex/bison is not available.


*****************************************************************************
Optional Libraries (Lua and PCRE)
---------------------------------

Lua
---

Security on multiuser systems (Unix):

Enabling Lua user scripts is unsuitable for Crawl installed setuid or setgid -
we have not audited the user scripting interface for security. If you're not
planning to install Crawl setuid/setgid (not running set[ug]id is a good idea in
general), you can enable the Lua user-script bindings safely.

As of 0.3, the Lua source is included with Crawl. The only step needed to enable
user-scripts is to uncomment CLUA_BINDINGS in AppHdr.h.


PCRE
----
As of 0.6.0, PCRE 7.9 source is included with Crawl.  It is enabled by default.
The sources in contrib/pcre are identical to the 7.9 distro except for the use 
of a custom-made Makefile instead of the automake system that was in place 
previously.

On Unixes, you're better served by the existing POSIX regular expression
support. If you want PCRE, your package management system is again your best
bet. Remember to install development headers, not just the plain library.


Unicode (Unix only)
-------------------

Modern Unixes may support Unicode terminals (particularly xterms). If you have a
terminal that can display Unicode characters, and an ncurses library that can
handle Unicode (libncursesw, and its devel headers), you can build Crawl to
display Unicode in the map: set 'USE_UNICODE=y' when running 'make'.

NOTE: You may have libncursesw, but not have the header files; check that you
have the header files installed as well, or you'll get a lot of errors. Crawl
expects the ncursesw headers to be in /usr/include/ncursesw.

After compiling Crawl with Unicode support, you still need to add the line
"char_set = unicode" in your .crawlrc to tell Crawl to use Unicode. You may also
need to set the locale in your terminal if the encoding does not default to
UTF-8. To check this, run "locale charmap", which should say "UTF-8". If your
encoding is not UTF-8, you can force it to UTF-8 on most systems by doing
"export LC_ALL=en_US.UTF-8" or the equivalent, depending on your language locale
and what shell you're using.

Crawl tries to use en_US.UTF-8 as its default Unicode locale. If you do not have
this locale installed, but do have some other UTF-8 locale, you can tell Crawl
to use your preferred UTF-8 locale by setting UNICODE_LOCALE=${foo}.UTF-8 on
the 'make' command line, where ${foo} is your locale name.

You may not want to embed the locale in Crawl itself, but have Crawl use the
locale as set in the environment LC_* variables. In such cases, you can omit the
UNICODE_LOCALE option from the 'make' command line. Crawl will then use the
locale as set in your environment.

If you're playing Crawl on a remote machine, the remote Crawl should be built
with Unicode support, it needs to have a UTF-8 locale installed, *and* your
local terminal (where you're running telnet/ssh) needs to be able to decode
UTF-8.