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action.c02-May-20216.5K
bill.c29-Aug-20116.1K
config.c28-Jan-20081.4K
COPYRIGHT23-Mar-1995354
create.c19-Jun-201214.3K
data.c03-Feb-200831.2K
datfiles/09-Nov-2022
diag.c19-Jun-201211K
display.c19-Jun-201213.3K
extern.h29-Aug-20115.1K
Fixed.Bugs23-Mar-199511.6K
fortune.c12-Aug-20093.6K
global.c02-May-202115K
header.h29-Aug-200812.1K
help.c19-Jun-20122.6K
io.c26-Mar-202420.7K
larn.624-Apr-20105.2K
main.c02-May-202126.1K
Makefile16-Aug-20112.8K
monster.c02-May-202143.6K
moreobj.c02-May-20214.5K
movem.c03-Feb-201911.1K
nap.c19-Jun-2012475
object.c03-Feb-201926.6K
OWNER21-Mar-199356
pathnames.h07-Aug-20031.9K
README23-Mar-19956.3K
regen.c19-Jun-20123.7K
savelev.c19-Jun-20121.5K
scores.c02-May-202123.2K
signal.c19-Jun-20122.6K
store.c02-May-202121.9K
tok.c19-Jun-20125.5K

README

      1 $NetBSD: README,v 1.2 1995/03/23 08:33:07 cgd Exp $
      2 
      3 Larn is a dungeon type game program.  Larn is a adventure/action game similar
      4 in concept to rogue or hack, but with a much different feel. 
      5 Try it, you'll like it!
      6 
      7 You will have to edit the Makefile to reflect your configuration.  Define
      8 LARNHOME as the place where the larn auxiliary files will reside, and
      9 BINDIR as the place where the larn executable should be placed.  Type
     10 "make" to compile, or "make all" to compile and install ("make install"
     11 does just the install).
     12 
     13 Here's a list of what is in each of the various source files:
     14 
     15 Fixed.Bugs		 this is a list of the things that were changed
     16 				since ver 11.0
     17 Makefile		 makefile script to compile the program
     18 Make.lint		 makefile script to run larn sources through lint
     19 README			 this is what you are now reading
     20 bill.c          code for the letters of praise if player wins
     21 config.c        data definitions for the installation dependent data --
     22                     savefilenames, where the scorefiles are, etc.
     23 create.c        code to create the dungeon and all objects
     24 data.c          data definitions for the game -- no code here
     25 diag.c          code to produce diagnostic data for wizards, & savegame stuff
     26 display.c       code to update the display on the screen
     27 fortune.c		code for the fortune cookies
     28 global.c        code for globally used functions that are specific to larn
     29 header.h        constant and structure definitions
     30 help.c          code for the help screens in the game of larn
     31 .holidays		data file which lists upcoming holidays
     32 io.c    	    code to handle file and terminal i/o
     33 .larn.help.uue	larn help file (UUENCODED)
     34 .larnmaze		data file for pre-made mazes
     35 .larnopts		a sample .larnopts option data file
     36 .lfortune		data file which contains the hints
     37 main.c          code for the main command control and parsing
     38 monster.c       code to handle attack and defense modes with monsters
     39 moreobj.c		code for the fountains, altars, thrones
     40 movem.c         code to move the monsters around the dungeon
     41 nap.c           code to sleep for less than a second
     42 object.c        code to handle objects in the dungeon
     43 regen.c			code to regenerate the player and advance game time
     44 savelev.c	code to get/put a level from level storage into working
     45 		level memory
     46 scores.c        code to process and manage the scoreboard
     47 signal.c        code to handle UNIX signals that are trapped
     48 store.c         code for the larn thrift shoppe, bank, trading post, lrs
     49 tok.c           code for the input front end and options file processing
     50 
     51 To find out how to play the game, run it and type in a '?' to get the help
     52 screens.  By the way, the wizards password is "pvnert(x)" and to become wizard
     53 type in an underscore, you are then prompted for the password.  Wizards are
     54 non-scoring characters that get enlightenment, everlasting expanded 
     55 awareness, and one of every object in the game.  They help the author to debug
     56 the game.
     57 
     58 Note regarding the wizard id:  If you are using userid's, then WIZID must be
     59 set to the userid of the person who can become wizard.  If you are using
     60 player id's, WIZID must be set to the playerid (edit file .playerids if needed)
     61 of the player who can become wizard.
     62 
     63 You may want to clear out the scoreboard.  The command "larn -c" will make a
     64 new scoreboard.  It will prompt you for the wizards password.
     65 
     66 BUGS & FIXES:
     67 
     68 James McNamara has volunteered to maintain the latest sources, and provide
     69 latest bug fixes to anyone who asks.  Both James and I will field requests for
     70 sources, for those who ask.
     71 
     72 			  ___	Prince of Gems (alias Noah Morgan)
     73 			 /.  \	USENET: panda!condor!noah
     74 			 \   /	at GenRad Inc.  Bolton MA
     75 			  \ /
     76 			   v
     77 
     78 Below is some additional info about the installation of larn:
     79 
     80 Install: Notes on the game LARN installation.
     81 Larn is copyrighted 1986 by Noah Morgan.
     82 This file (below) originally by James D. McNamara, last update 7/27/86 by nm
     83 
     84 THIS DISTRIBUTION:
     85 
     86 	You should receive six (6) shar files, which are:
     87 
     88 	larn.part-1
     89 	larn.part-2
     90 	larn.part-3
     91 	larn.part-4
     92 	larn.part-5
     93 	larn.part-6
     94 
     95 I.	Use /bin/sh (or your system equivalent) to "unravel" shar files
     96 	larn.part-1, ..., larn.part-6.  I suggest you do this directly
     97 	into $LARNHOME (See Section III.).  Notable files:
     98 
     99 	README	-	The author's how-to.
    100 	MANIFEST -	Files you should have.
    101 
    102 III.	Edit a copy of "Makefile" and leave the edited version in $LARNHOME.
    103 
    104 All the "configuration" options are tidily near the top of the "Makefile."
    105 Here are the ones you probably will want to edit:
    106 
    107 LARNHOME	I specified (literally) the directory, with path from root,
    108 	where "larn" will reside.  This included where I put the *.c files,
    109 	it is where the *.o files ended up, as well as all data and *.h files.
    110 	i suspect the *.c and intallation-documentation files can be moved off,
    111 	but the data and bits must all remain here for execution.
    112 
    113 BINDIR		I specified (literally) the directory, with path from root,
    114 	where the executable "larn" will reside.  The "Makefile" will dump
    115 	the "a.out", named "larn", in this directory.  My BINDIR was not
    116 	my LARNHOME, so $BINDIR/larn was the ONLY file dumed here.  You'll
    117 	probably have to chmod it for public execute, etc.
    118 
    119 
    120 OPTIONS		This is how *I* specified them... they are documented in-line:
    121 	OPTIONS = -DWIZZARD -DWIZID=157 -DEXTRA -DBSD -DSAVEINHOME
    122 
    123 IV.	Compile the bugger.  Read "README" before you do.  You have a couple
    124 	of options here:
    125 
    126 	make			- will not install, suspect good for updates.
    127 	make all		- compile (and) intall
    128 	make install		- just install
    129 
    130 	I did "make" and then "make install" -- seems to work "ok", but
    131 	"make all" probably safer, if I had known.  Note that "Makefile"
    132 	is the default file for "make."
    133 
    134 V.	Execute and have fun.  If wizard code "ok", larn -c will refresh the
    135 	scoreboard.  Play and win (or get killed) to put somebody on the
    136 	scoreboard.
    137 
    138 VI.	BUGS and FIXES.
    139 
    140 	Please forward any bug-fixes in these regards to me (or Noah), so I may
    141 	compile a fix-list for other installers.  Thanks.
    142 
    143 Regards,
    144 ===============================================================================
    145 James D. McNamara                    CSNET:   jim@bu-cs
    146                                      ARPANET: jim%bu-cs@csnet-relay
    147                                      UUCP:    ...harvard!bu-cs!jim
    148                                      BITNET:  jim%bu-cs%csnet-relay.arpa@wiscvm
    149 ===============================================================================
    150 
    151