554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
217 lines
12 KiB
Plaintext
217 lines
12 KiB
Plaintext
This is a list of the fixes/enhancements made to larn V11.0 in Version 12.0.
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(Version numbers consist of 2 parts: ver.subver. When the save file format
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changes, ver must be bumped. This is why the next release of Larn is 12.0
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and not 11.1. This is used in the savefile routines to check for out-of-date
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save files). This list was mainly meant to be a record of what changed,
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for my own sanity. It's included for your benefit (Warning: SPOILER!):
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0. lprintf() in fileio.c (now called io.c) has been changed to use varargs
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so that its variable number of arguments usage is now portable. Pyramids
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primarily had this problem.
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1. Panic handler was added to signal.c. This routine catches fatal errors
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like segmentation faults, bus errors, illegal instructions, etc., and
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trys to performs a savegame() before dumping core. This helps prevent
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the loss of a good game due to a game malfunction. Also, the name of the
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signal received is printed, instead of just its number.
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2. The version number of the program is now selectable from the Makefile.
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see the symbols VER and SUBVER.
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3. When at an altar, pray and donate 3000000000 gp. and ye used to receive
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a whopping amount of gold due to a wraparound problem with the signed
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ints. This has been fixed by using unsigned longs when asking for money
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amounts.
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4. It was possible that when compiled with work hours checking, checkpointing
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enabled, and having "play-day-play" in the .larnopts file a segmentation
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fault would occur at its first attempt to do a checkpoint. This was due
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to an improperly declared savefilename array in tok.c. This has been fixed.
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5. on level H, casting a missile weapon (mle cld ssp bal lit) off the edge of
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the level would mess up the display, as it didn't know when to stop. This
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is needless to say, fixed. Absolute bounds are now in effect for missile
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type spells, see godirect() in monster.c.
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6. The create monster routine will now create monsters in random positions
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around the player. Before, the 1st one would always be created to the
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upper left.
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7. If you vpr or lit at a throne, it would summon a gnome king that you
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would have to deal with. However, as each throne has only one king with it,
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successive vpr's should not create more gnome kings. Presently, successive
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vpr's will create more kings. This has been fixed.
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8. The mechanism to manage spheres of annihilation has been reworked to provide
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a cleaner design and to eliminate some possible problems.
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9. The spell gen (genocide monsters) has been implemented.
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10. When dropping a ring of strength and having been weakened to STR=3 the
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player might end up with a negative strength. Strength is now stored
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in 2 variables, real strength, and strength bonuses. Only real strength
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can now be weakened down to a minimum of 3, so unless you have a ring of
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strength -3 or less, strengths below 3 should not occur.
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11. larn -h will now print out a list of all available command line options.
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12. larn -o<optsfile> now lets you specify a .larnopts file on the command
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line. This was necessary as part of the solution to number 14 below.
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13. The "savefile:" statement has been aded to the .larnopts format to allow
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specifying the savefilename (full path) for the savegame operation.
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This too was needed as part of # 14 below.
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14. A player id facility has been added to larn. The complaint was that
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the game used the userid to order the scoreboard, thus only one scoreboard
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entry was allowed for each userid. If the compile time symbol UIDSCORE
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is defined at compilation time (see Makefile), this will still be true.
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However, if this define is omitted, the game will create and manage a
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file called ".playerids" where names are taken from the specified
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.larnopts file (now a command line option) and assigned a unique playerid.
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playerid's will now be used to govern scoreboard entry posting. This
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feature makes it easy for one person to have many characters, each
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appearing on the scoreboard. Be kind to your fellow players!
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The philosophy of one score per player gives more players the opportunity
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to bask in glory for all to see!
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15. It is no longer required that the player be WIZID to create the scoreboard
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or to examine the logfile. Anyone with the correct wizard's password can
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now use these command line options (password is only needed to create/clear
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the scoreboard). If you want to prevent players from zeroing the
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scoreboard, change the wizard's password. (in config.c) By the way, wizards
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may be alot of fun, but they are prevented from being placed on any
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scoreboard. (for clarification)
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16. Monsters now have intelligence, that is some of them. This determines if
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the monster moves using the previously stupid movement method, or by using
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the new IMM (intelligent monster movement) algorithm. With IMM, monsters
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will move around corners, avoid pits, traps, etc. With increasing levels
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of difficulty, more monsters will be using IMM. Beware of IMM when
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aggravated! Those little beasties can really find you!
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17. Added the scroll of life protection.
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18. Larn now consults the file ".holiday" to check for holidays if the TIMECHECK
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option (no playing during working hours) is enabled. Before, larn knew
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nothing about holidays. It should now let people play if it is a holiday.
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The format for a .holiday entry is: "mmm dd yyyy comments . . .".
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19. In nap() and napms() it is possible that with nap(0) or napms(0) there
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would be an infinite loop and the game would hang. The case of nap(0)
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is now looked for.
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20. The granularity of gold piles has been increased. iarg[] has been changed
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from char's to short's, so instead of 255 x 10^n granularity we now have
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32767 x 10^n granularity. This also means more than 255000 gp can be
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dropped in one place. Not realistic, but it prevents a worthless
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annoyance. Who said games were supposed to be realistic?
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21. Termcap capability has been added to larn. If the symbol VT100 is defined
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in the makefile, the game will be compiled to use only VT100 compatible
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terminals (Much more efficient). If the symbol VT100 is omitted, the game
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will be compiled to use the termcap entry for whatever terminal you are
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using. This involves an extra layer of output interpretation, as every
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byte sent to the terminal must be inspected for control tokens.
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Only 3 termcap entries need be found for the game to be functional:
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CM (cursor movement), CE (clear to end of line), and CL (clear screen).
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For a better display, the following are optional: AL (insert line), DL
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(delete line), SO (Standout begin), SE (Standout end), and CD (clear to end
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of screen). The .larn.help file was left as is, with VT100 escape
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sequences in it. If the termcap version of larn reads it, it is translated
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for the desired terminal type. The .mail60* files have been removed, and
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their text is now included in bill.c so it can be used with any terminal.
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Note: If compiled for termcap, and using a VT100, the display will act
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a little different. This is because the VT100 does not have insert line/
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delete line codes, and the scrolling region must be simulated with vertical
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wraparound instead of scrolling. Thanks goes to Michiel Huisjes for the
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original termcap patch.
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22. When playing as wizard, if you go down stairs on 10 or V3, or up stairs
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on H, 1, or V1, etc. you would be placed in a phantom zone where the display
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was really weird ([-1] subscripting), and would eventually lead to a
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segmentation fault. Stairs and volcano shafts now check for the level
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they are being used on.
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23. In response to some sites having only unsigned chars (flame the
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manufacturer), the chars that were used to store positive and negative
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numbers have been changed to shorts. This includes diroffx[], diroffy[],
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iarg[][][], ivenarg[], and some others. I believe the changes are correct,
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but I have none of these machines to try it out on. (Volunteers?)
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24. The function fullhit(n) in monster.c was supposed to return the damage
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done by n full hits on a monster. It only returned the damage for ONE hit,
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thus severely limiting the usefulness of the web and sle spells.
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25. Someone said that they were getting segmentation faults when they were
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reading scrolls as the wizard. I couldn't find the problem, which may
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have had something to do with the signed char problem mentioned above.
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However, I've added a check in read_scroll() and quaff_potion() to trap
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any scroll or potion types that are not in the game.
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26. "vt125" has been added to the acceptable terminal list
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(checked only if compiled with -DVT100).
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27. In savegame() and restoregame(), there was a 6 hardwired into the i/o
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statements which assumed the size of struct cel was 6. On some machines
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this caused the rightmost part of each level to not be saved in a savefile.
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These 6's have been replaced with sizeof(struct cel), and should now be
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portable.
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28. The option "no-beep" has been added to the .larnopts file. When specified,
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beeping is inhibited at the terminal.
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29. When becoming wizard, no longer to you wear the ring of protection, and
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null scrolls and potions are no longer created.
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30. Many spelling errors have been fixed, both in player messages, and in the
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code itself. A thanks goes to Mars Gralia who sent me a detailed list of
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the mistakes.
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31. When a player wins a game, if getlogin() fails, a segmentation fault will
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result, because the NULL returned from getlogin() is used as a pointer.
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This call has been replaced (now using loginname already determined).
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Also, the mail creation upon winning has been rewritten, mainly to allow
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termcapping of the text.
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32. The Larn Revenue Service will now always appear on level H. Before, it
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was only created if the player had outstanding taxes. In that multiple
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save files per player are now more possible, this was seen as incorrect.
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33. Input buffer flushing is now in effect. If the input char queue exceeds
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5 bytes, the excess is discarded. Also, if the player hits or gets hit
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all input bytes are flushed (within 1). This relieves the situation
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where many moves have been typed ahead of the display and the player keeps
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getting hit while the queue of moves is processed.
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34. When a savefile has been altered, a warning message is displayed to the
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effect that you've cheated, and you will not be placed on the normal
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scoreboard. If you then save the game, and start 'er up again, memory
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of the cheating was lost. This has been fixed, by letting the scoreboard
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routines consult the cheating flag. Also, the I node number of the
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savefile is written into the savefile, so cp'ing, etc., will avail the
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cheater not. If high security is needed, the game should be run suid.
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This suid mode has not been made the default because most installations
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do not want to install it that way.
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35. The sources have been run through lint, and most of lint's complaints have
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been taken care of. An attempt was made to adjust the code for 16 bit int
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machines. Many casts to long have been put in. I don't know if it will
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run on a 16 bitter, but it should be closer to that end.
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36. When larn starts up, if it can't find the scoreboard, it will now make a
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blank one instead of complaining that there is no scoreboard. It is not
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necessary to do "larn -c" to initially create the scoreboard.
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37. When listing out the logfile (larn -l), the error message "error reading
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from input file" has been fixed. Also, the date & time of a player's
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demise is now included in the logfile.
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38. When casting web or sle into a mirror, the game will no longer bash the
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player. Instead, the player will either fall asleep or get stuck in his
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web.
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39. Items like cookies, books, chests, swords of slashing, and Bessmann's
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flailing hammer can now be sold at the trading post.
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