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      1 $NetBSD: Fixed.Bugs,v 1.2 1995/03/23 08:33:03 cgd Exp $
      2 
      3 This is a list of the fixes/enhancements made to larn V11.0 in Version 12.0.
      4 (Version numbers consist of 2 parts: ver.subver.  When the save file format
      5 changes, ver must be bumped.  This is why the next release of Larn is 12.0
      6 and not 11.1. This is used in the savefile routines to check for out-of-date
      7 save files).  This list was mainly meant to be a record of what changed,
      8 for my own sanity.  It's included for your benefit (Warning: SPOILER!):
      9 
     10 0.  lprintf() in fileio.c (now called io.c) has been changed to use varargs
     11 	so that its variable number of arguments usage is now portable.  Pyramids
     12 	primarily had this problem.
     13 
     14 1.	Panic handler was added to signal.c.  This routine catches fatal errors
     15 	like segmentation faults, bus errors, illegal instructions, etc., and
     16 	trys to performs a savegame() before dumping core.  This helps prevent
     17 	the loss of a good game due to a game malfunction.  Also, the name of the
     18 	signal received is printed, instead of just its number.
     19 
     20 2.	The version number of the program is now selectable from the Makefile.
     21 	see the symbols VER and SUBVER.
     22 
     23 3.	When at an altar, pray and donate 3000000000 gp. and ye used to receive
     24 	a whopping amount of gold due to a wraparound problem with the signed 
     25 	ints.  This has been fixed by using unsigned longs when asking for money
     26 	amounts.
     27 
     28 4.	It was possible that when compiled with work hours checking, checkpointing
     29 	enabled, and having "play-day-play" in the .larnopts file a segmentation
     30 	fault would occur at its first attempt to do a checkpoint.  This was due
     31 	to an improperly declared savefilename array in tok.c.  This has been fixed.
     32 
     33 5.	on level H, casting a missile weapon (mle cld ssp bal lit) off the edge of
     34 	the level would mess up the display, as it didn't know when to stop.  This
     35 	is needless to say, fixed.  Absolute bounds are now in effect for missile
     36 	type spells, see godirect() in monster.c.
     37 
     38 6.  The create monster routine will now create monsters in random positions
     39 	around the player.  Before, the 1st one would always be created to the
     40 	upper left.
     41 
     42 7.	If you vpr or lit at a throne, it would summon a gnome king that you
     43 	would have to deal with.  However, as each throne has only one king with it,
     44 	successive vpr's should not create more gnome kings.  Presently, successive
     45 	vpr's will create more kings.  This has been fixed.
     46 
     47 8.	The mechanism to manage spheres of annihilation has been reworked to provide
     48 	a cleaner design and to eliminate some possible problems.
     49 
     50 9.	The spell gen (genocide monsters) has been implemented.
     51 
     52 10.	When dropping a ring of strength and having been weakened to STR=3 the
     53 	player might end up with a negative strength.  Strength is now stored
     54 	in 2 variables, real strength, and strength bonuses.  Only real strength
     55 	can now be weakened down to a minimum of 3, so unless you have a ring of
     56 	strength -3 or less, strengths below 3 should not occur.
     57 
     58 11. larn -h will now print out a list of all available command line options.
     59 
     60 12. larn -o<optsfile> now lets you specify a .larnopts file on the command
     61 	line.  This was necessary as part of the solution to number 14 below.
     62 
     63 13.	The "savefile:" statement has been aded to the .larnopts format to allow
     64 	specifying the savefilename (full path) for the savegame operation.
     65 	This too was needed as part of # 14 below.
     66 
     67 14. A player id facility has been added to larn.  The complaint was that
     68 	the game used the userid to order the scoreboard, thus only one scoreboard
     69 	entry was allowed for each userid.  If the compile time symbol UIDSCORE
     70 	is defined at compilation time (see Makefile), this will still be true.
     71 	However, if this define is omitted, the game will create and manage a
     72 	file called ".playerids" where names are taken from the specified
     73 	.larnopts file (now a command line option) and assigned a unique playerid.
     74 	playerid's will now be used to govern scoreboard entry posting.  This
     75 	feature makes it easy for one person to have many characters, each
     76 	appearing on the scoreboard.  Be kind to your fellow players!
     77 	The philosophy of one score per player gives more players the opportunity
     78 	to bask in glory for all to see!
     79 
     80 15. It is no longer required that the player be WIZID to create the scoreboard
     81 	or to examine the logfile.  Anyone with the correct wizard's password can
     82 	now use these command line options (password is only needed to create/clear
     83 	the scoreboard).  If you want to prevent players from zeroing the 
     84 	scoreboard, change the wizard's password. (in config.c) By the way, wizards
     85 	may be alot of fun, but they are prevented from being placed on any
     86 	scoreboard. (for clarification)
     87 
     88 16. Monsters now have intelligence, that is some of them.  This determines if
     89 	the monster moves using the previously stupid movement method, or by using
     90 	the new IMM (intelligent monster movement) algorithm.  With IMM, monsters
     91 	will move around corners, avoid pits, traps, etc.  With increasing levels
     92 	of difficulty, more monsters will be using IMM.  Beware of IMM when 
     93 	aggravated!  Those little beasties can really find you!
     94 
     95 17. Added the scroll of life protection.
     96 
     97 18. Larn now consults the file ".holiday" to check for holidays if the TIMECHECK
     98 	option (no playing during working hours) is enabled.  Before, larn knew
     99 	nothing about holidays.  It should now let people play if it is a holiday.
    100 	The format for a .holiday entry is: "mmm dd yyyy comments . . .".
    101 
    102 19. In nap() and napms() it is possible that with nap(0) or napms(0) there
    103 	would be an infinite loop and the game would hang.  The case of nap(0)
    104 	is now looked for.
    105 
    106 20. The granularity of gold piles has been increased.  iarg[] has been changed
    107 	from char's to short's, so instead of 255 x 10^n granularity we now have
    108 	32767 x 10^n granularity.  This also means more than 255000 gp can be
    109 	dropped in one place.  Not realistic, but it prevents a worthless
    110 	annoyance.  Who said games were supposed to be realistic?
    111 
    112 21. Termcap capability has been added to larn.  If the symbol VT100 is defined
    113 	in the makefile, the game will be compiled to use only VT100 compatible
    114 	terminals (Much more efficient).  If the symbol VT100 is omitted, the game
    115 	will be compiled to use the termcap entry for whatever terminal you are
    116 	using.  This involves an extra layer of output interpretation, as every
    117 	byte sent to the terminal must be inspected for control tokens.
    118 	Only 3 termcap entries need be found for the game to be functional:
    119 	CM (cursor movement), CE (clear to end of line), and CL (clear screen).
    120 	For a better display, the following are optional: AL (insert line), DL
    121 	(delete line), SO (Standout begin), SE (Standout end), and CD (clear to end
    122 	of screen).  The .larn.help file was left as is, with VT100 escape
    123 	sequences in it.  If the termcap version of larn reads it, it is translated
    124 	for the desired terminal type.  The .mail60* files have been removed, and
    125 	their text is now included in bill.c so it can be used with any terminal.
    126 	Note:  If compiled for termcap, and using a VT100, the display will act
    127 	a little different.  This is because the VT100 does not have insert line/
    128 	delete line codes, and the scrolling region must be simulated with vertical
    129 	wraparound instead of scrolling.  Thanks goes to Michiel Huisjes for the
    130 	original termcap patch.
    131 
    132 22. When playing as wizard, if you go down stairs on 10 or V3, or up stairs
    133 	on H, 1, or V1, etc. you would be placed in a phantom zone where the display
    134 	was really weird ([-1] subscripting), and would eventually lead to a
    135 	segmentation fault.  Stairs and volcano shafts now check for the level
    136 	they are being used on.
    137 
    138 23. In response to some sites having only unsigned chars (flame the
    139 	manufacturer), the chars that were used to store positive and negative
    140 	numbers have been changed to shorts.  This includes diroffx[], diroffy[],
    141 	iarg[][][], ivenarg[], and some others.  I believe the changes are correct,
    142 	but I have none of these machines to try it out on. (Volunteers?)
    143 
    144 24. The function fullhit(n) in monster.c was supposed to return the damage
    145 	done by n full hits on a monster.  It only returned the damage for ONE hit,
    146 	thus severely limiting the usefulness of the web and sle spells.
    147 
    148 25. Someone said that they were getting segmentation faults when they were
    149 	reading scrolls as the wizard.  I couldn't find the problem, which may
    150 	have had something to do with the signed char problem mentioned above.
    151 	However, I've added a check in read_scroll() and quaff_potion() to trap
    152 	any scroll or potion types that are not in the game.
    153 
    154 26. "vt125" has been added to the acceptable terminal list
    155 	(checked only if compiled with -DVT100).
    156 
    157 27. In savegame() and restoregame(), there was a 6 hardwired into the i/o
    158 	statements which assumed the size of struct cel was 6.  On some machines
    159 	this caused the rightmost part of each level to not be saved in a savefile.
    160 	These 6's have been replaced with sizeof(struct cel), and should now be
    161 	portable.
    162 
    163 28. The option "no-beep" has been added to the .larnopts file.  When specified,
    164 	beeping is inhibited at the terminal.
    165 
    166 29. When becoming wizard, no longer to you wear the ring of protection, and
    167 	null scrolls and potions are no longer created.
    168 
    169 30. Many spelling errors have been fixed, both in player messages, and in the
    170 	code itself.  A thanks goes to Mars Gralia who sent me a detailed list of
    171 	the mistakes.
    172 
    173 31. When a player wins a game, if getlogin() fails, a segmentation fault will
    174 	result, because the NULL returned from getlogin() is used as a pointer.
    175 	This call has been replaced (now using loginname already determined).
    176 	Also, the mail creation upon winning has been rewritten, mainly to allow
    177 	termcapping of the text.
    178 
    179 32. The Larn Revenue Service will now always appear on level H.  Before, it
    180 	was only created if the player had outstanding taxes.  In that multiple
    181 	save files per player are now more possible, this was seen as incorrect.
    182 
    183 33. Input buffer flushing is now in effect.  If the input char queue exceeds
    184 	5 bytes, the excess is discarded.  Also, if the player hits or gets hit
    185 	all input bytes are flushed (within 1).  This relieves the situation
    186 	where many moves have been typed ahead of the display and the player keeps
    187 	getting hit while the queue of moves is processed.
    188 
    189 34. When a savefile has been altered, a warning message is displayed to the
    190 	effect that you've cheated, and you will not be placed on the normal
    191 	scoreboard.  If you then save the game, and start 'er up again, memory 
    192 	of the cheating was lost.  This has been fixed, by letting the scoreboard
    193 	routines consult the cheating flag.  Also, the I node number of the
    194 	savefile is written into the savefile, so cp'ing, etc., will avail the
    195 	cheater not.  If high security is needed, the game should be run suid.
    196 	This suid mode has not been made the default because most installations
    197 	do not want to install it that way.
    198 
    199 35. The sources have been run through lint, and most of lint's complaints have
    200 	been taken care of.  An attempt was made to adjust the code for 16 bit int
    201 	machines.  Many casts to long have been put in.  I don't know if it will
    202 	run on a 16 bitter, but it should be closer to that end.
    203 
    204 36. When larn starts up, if it can't find the scoreboard, it will now make a
    205 	blank one instead of complaining that there is no scoreboard.  It is not
    206 	necessary to do "larn -c" to initially create the scoreboard.
    207 
    208 37. When listing out the logfile (larn -l), the error message "error reading
    209 	from input file" has been fixed.  Also, the date & time of a player's
    210 	demise is now included in the logfile.
    211 
    212 38. When casting web or sle into a mirror, the game will no longer bash the
    213 	player.  Instead, the player will either fall asleep or get stuck in his
    214 	web.
    215 
    216 39. Items like cookies, books, chests, swords of slashing, and Bessmann's
    217 	flailing hammer can now be sold at the trading post.
    218 
    219