Fixed.Bugs revision 1.1 1 1.1 cgd This is a list of the fixes/enhancements made to larn V11.0 in Version 12.0.
2 1.1 cgd (Version numbers consist of 2 parts: ver.subver. When the save file format
3 1.1 cgd changes, ver must be bumped. This is why the next release of Larn is 12.0
4 1.1 cgd and not 11.1. This is used in the savefile routines to check for out-of-date
5 1.1 cgd save files). This list was mainly meant to be a record of what changed,
6 1.1 cgd for my own sanity. It's included for your benefit (Warning: SPOILER!):
7 1.1 cgd
8 1.1 cgd 0. lprintf() in fileio.c (now called io.c) has been changed to use varargs
9 1.1 cgd so that its variable number of arguments usage is now portable. Pyramids
10 1.1 cgd primarily had this problem.
11 1.1 cgd
12 1.1 cgd 1. Panic handler was added to signal.c. This routine catches fatal errors
13 1.1 cgd like segmentation faults, bus errors, illegal instructions, etc., and
14 1.1 cgd trys to performs a savegame() before dumping core. This helps prevent
15 1.1 cgd the loss of a good game due to a game malfunction. Also, the name of the
16 1.1 cgd signal received is printed, instead of just its number.
17 1.1 cgd
18 1.1 cgd 2. The version number of the program is now selectable from the Makefile.
19 1.1 cgd see the symbols VER and SUBVER.
20 1.1 cgd
21 1.1 cgd 3. When at an altar, pray and donate 3000000000 gp. and ye used to receive
22 1.1 cgd a whopping amount of gold due to a wraparound problem with the signed
23 1.1 cgd ints. This has been fixed by using unsigned longs when asking for money
24 1.1 cgd amounts.
25 1.1 cgd
26 1.1 cgd 4. It was possible that when compiled with work hours checking, checkpointing
27 1.1 cgd enabled, and having "play-day-play" in the .larnopts file a segmentation
28 1.1 cgd fault would occur at its first attempt to do a checkpoint. This was due
29 1.1 cgd to an improperly declared savefilename array in tok.c. This has been fixed.
30 1.1 cgd
31 1.1 cgd 5. on level H, casting a missile weapon (mle cld ssp bal lit) off the edge of
32 1.1 cgd the level would mess up the display, as it didn't know when to stop. This
33 1.1 cgd is needless to say, fixed. Absolute bounds are now in effect for missile
34 1.1 cgd type spells, see godirect() in monster.c.
35 1.1 cgd
36 1.1 cgd 6. The create monster routine will now create monsters in random positions
37 1.1 cgd around the player. Before, the 1st one would always be created to the
38 1.1 cgd upper left.
39 1.1 cgd
40 1.1 cgd 7. If you vpr or lit at a throne, it would summon a gnome king that you
41 1.1 cgd would have to deal with. However, as each throne has only one king with it,
42 1.1 cgd successive vpr's should not create more gnome kings. Presently, successive
43 1.1 cgd vpr's will create more kings. This has been fixed.
44 1.1 cgd
45 1.1 cgd 8. The mechanism to manage spheres of annihilation has been reworked to provide
46 1.1 cgd a cleaner design and to eliminate some possible problems.
47 1.1 cgd
48 1.1 cgd 9. The spell gen (genocide monsters) has been implemented.
49 1.1 cgd
50 1.1 cgd 10. When dropping a ring of strength and having been weakened to STR=3 the
51 1.1 cgd player might end up with a negative strength. Strength is now stored
52 1.1 cgd in 2 variables, real strength, and strength bonuses. Only real strength
53 1.1 cgd can now be weakened down to a minimum of 3, so unless you have a ring of
54 1.1 cgd strength -3 or less, strengths below 3 should not occur.
55 1.1 cgd
56 1.1 cgd 11. larn -h will now print out a list of all available command line options.
57 1.1 cgd
58 1.1 cgd 12. larn -o<optsfile> now lets you specify a .larnopts file on the command
59 1.1 cgd line. This was necessary as part of the solution to number 14 below.
60 1.1 cgd
61 1.1 cgd 13. The "savefile:" statement has been aded to the .larnopts format to allow
62 1.1 cgd specifying the savefilename (full path) for the savegame operation.
63 1.1 cgd This too was needed as part of # 14 below.
64 1.1 cgd
65 1.1 cgd 14. A player id facility has been added to larn. The complaint was that
66 1.1 cgd the game used the userid to order the scoreboard, thus only one scoreboard
67 1.1 cgd entry was allowed for each userid. If the compile time symbol UIDSCORE
68 1.1 cgd is defined at compilation time (see Makefile), this will still be true.
69 1.1 cgd However, if this define is omitted, the game will create and manage a
70 1.1 cgd file called ".playerids" where names are taken from the specified
71 1.1 cgd .larnopts file (now a command line option) and assigned a unique playerid.
72 1.1 cgd playerid's will now be used to govern scoreboard entry posting. This
73 1.1 cgd feature makes it easy for one person to have many characters, each
74 1.1 cgd appearing on the scoreboard. Be kind to your fellow players!
75 1.1 cgd The philosophy of one score per player gives more players the opportunity
76 1.1 cgd to bask in glory for all to see!
77 1.1 cgd
78 1.1 cgd 15. It is no longer required that the player be WIZID to create the scoreboard
79 1.1 cgd or to examine the logfile. Anyone with the correct wizard's password can
80 1.1 cgd now use these command line options (password is only needed to create/clear
81 1.1 cgd the scoreboard). If you want to prevent players from zeroing the
82 1.1 cgd scoreboard, change the wizard's password. (in config.c) By the way, wizards
83 1.1 cgd may be alot of fun, but they are prevented from being placed on any
84 1.1 cgd scoreboard. (for clarification)
85 1.1 cgd
86 1.1 cgd 16. Monsters now have intelligence, that is some of them. This determines if
87 1.1 cgd the monster moves using the previously stupid movement method, or by using
88 1.1 cgd the new IMM (intelligent monster movement) algorithm. With IMM, monsters
89 1.1 cgd will move around corners, avoid pits, traps, etc. With increasing levels
90 1.1 cgd of difficulty, more monsters will be using IMM. Beware of IMM when
91 1.1 cgd aggravated! Those little beasties can really find you!
92 1.1 cgd
93 1.1 cgd 17. Added the scroll of life protection.
94 1.1 cgd
95 1.1 cgd 18. Larn now consults the file ".holiday" to check for holidays if the TIMECHECK
96 1.1 cgd option (no playing during working hours) is enabled. Before, larn knew
97 1.1 cgd nothing about holidays. It should now let people play if it is a holiday.
98 1.1 cgd The format for a .holiday entry is: "mmm dd yyyy comments . . .".
99 1.1 cgd
100 1.1 cgd 19. In nap() and napms() it is possible that with nap(0) or napms(0) there
101 1.1 cgd would be an infinite loop and the game would hang. The case of nap(0)
102 1.1 cgd is now looked for.
103 1.1 cgd
104 1.1 cgd 20. The granularity of gold piles has been increased. iarg[] has been changed
105 1.1 cgd from char's to short's, so instead of 255 x 10^n granularity we now have
106 1.1 cgd 32767 x 10^n granularity. This also means more than 255000 gp can be
107 1.1 cgd dropped in one place. Not realistic, but it prevents a worthless
108 1.1 cgd annoyance. Who said games were supposed to be realistic?
109 1.1 cgd
110 1.1 cgd 21. Termcap capability has been added to larn. If the symbol VT100 is defined
111 1.1 cgd in the makefile, the game will be compiled to use only VT100 compatible
112 1.1 cgd terminals (Much more efficient). If the symbol VT100 is omitted, the game
113 1.1 cgd will be compiled to use the termcap entry for whatever terminal you are
114 1.1 cgd using. This involves an extra layer of output interpretation, as every
115 1.1 cgd byte sent to the terminal must be inspected for control tokens.
116 1.1 cgd Only 3 termcap entries need be found for the game to be functional:
117 1.1 cgd CM (cursor movement), CE (clear to end of line), and CL (clear screen).
118 1.1 cgd For a better display, the following are optional: AL (insert line), DL
119 1.1 cgd (delete line), SO (Standout begin), SE (Standout end), and CD (clear to end
120 1.1 cgd of screen). The .larn.help file was left as is, with VT100 escape
121 1.1 cgd sequences in it. If the termcap version of larn reads it, it is translated
122 1.1 cgd for the desired terminal type. The .mail60* files have been removed, and
123 1.1 cgd their text is now included in bill.c so it can be used with any terminal.
124 1.1 cgd Note: If compiled for termcap, and using a VT100, the display will act
125 1.1 cgd a little different. This is because the VT100 does not have insert line/
126 1.1 cgd delete line codes, and the scrolling region must be simulated with vertical
127 1.1 cgd wraparound instead of scrolling. Thanks goes to Michiel Huisjes for the
128 1.1 cgd original termcap patch.
129 1.1 cgd
130 1.1 cgd 22. When playing as wizard, if you go down stairs on 10 or V3, or up stairs
131 1.1 cgd on H, 1, or V1, etc. you would be placed in a phantom zone where the display
132 1.1 cgd was really weird ([-1] subscripting), and would eventually lead to a
133 1.1 cgd segmentation fault. Stairs and volcano shafts now check for the level
134 1.1 cgd they are being used on.
135 1.1 cgd
136 1.1 cgd 23. In response to some sites having only unsigned chars (flame the
137 1.1 cgd manufacturer), the chars that were used to store positive and negative
138 1.1 cgd numbers have been changed to shorts. This includes diroffx[], diroffy[],
139 1.1 cgd iarg[][][], ivenarg[], and some others. I believe the changes are correct,
140 1.1 cgd but I have none of these machines to try it out on. (Volunteers?)
141 1.1 cgd
142 1.1 cgd 24. The function fullhit(n) in monster.c was supposed to return the damage
143 1.1 cgd done by n full hits on a monster. It only returned the damage for ONE hit,
144 1.1 cgd thus severely limiting the usefulness of the web and sle spells.
145 1.1 cgd
146 1.1 cgd 25. Someone said that they were getting segmentation faults when they were
147 1.1 cgd reading scrolls as the wizard. I couldn't find the problem, which may
148 1.1 cgd have had something to do with the signed char problem mentioned above.
149 1.1 cgd However, I've added a check in read_scroll() and quaff_potion() to trap
150 1.1 cgd any scroll or potion types that are not in the game.
151 1.1 cgd
152 1.1 cgd 26. "vt125" has been added to the acceptable terminal list
153 1.1 cgd (checked only if compiled with -DVT100).
154 1.1 cgd
155 1.1 cgd 27. In savegame() and restoregame(), there was a 6 hardwired into the i/o
156 1.1 cgd statements which assumed the size of struct cel was 6. On some machines
157 1.1 cgd this caused the rightmost part of each level to not be saved in a savefile.
158 1.1 cgd These 6's have been replaced with sizeof(struct cel), and should now be
159 1.1 cgd portable.
160 1.1 cgd
161 1.1 cgd 28. The option "no-beep" has been added to the .larnopts file. When specified,
162 1.1 cgd beeping is inhibited at the terminal.
163 1.1 cgd
164 1.1 cgd 29. When becoming wizard, no longer to you wear the ring of protection, and
165 1.1 cgd null scrolls and potions are no longer created.
166 1.1 cgd
167 1.1 cgd 30. Many spelling errors have been fixed, both in player messages, and in the
168 1.1 cgd code itself. A thanks goes to Mars Gralia who sent me a detailed list of
169 1.1 cgd the mistakes.
170 1.1 cgd
171 1.1 cgd 31. When a player wins a game, if getlogin() fails, a segmentation fault will
172 1.1 cgd result, because the NULL returned from getlogin() is used as a pointer.
173 1.1 cgd This call has been replaced (now using loginname already determined).
174 1.1 cgd Also, the mail creation upon winning has been rewritten, mainly to allow
175 1.1 cgd termcapping of the text.
176 1.1 cgd
177 1.1 cgd 32. The Larn Revenue Service will now always appear on level H. Before, it
178 1.1 cgd was only created if the player had outstanding taxes. In that multiple
179 1.1 cgd save files per player are now more possible, this was seen as incorrect.
180 1.1 cgd
181 1.1 cgd 33. Input buffer flushing is now in effect. If the input char queue exceeds
182 1.1 cgd 5 bytes, the excess is discarded. Also, if the player hits or gets hit
183 1.1 cgd all input bytes are flushed (within 1). This relieves the situation
184 1.1 cgd where many moves have been typed ahead of the display and the player keeps
185 1.1 cgd getting hit while the queue of moves is processed.
186 1.1 cgd
187 1.1 cgd 34. When a savefile has been altered, a warning message is displayed to the
188 1.1 cgd effect that you've cheated, and you will not be placed on the normal
189 1.1 cgd scoreboard. If you then save the game, and start 'er up again, memory
190 1.1 cgd of the cheating was lost. This has been fixed, by letting the scoreboard
191 1.1 cgd routines consult the cheating flag. Also, the I node number of the
192 1.1 cgd savefile is written into the savefile, so cp'ing, etc., will avail the
193 1.1 cgd cheater not. If high security is needed, the game should be run suid.
194 1.1 cgd This suid mode has not been made the default because most installations
195 1.1 cgd do not want to install it that way.
196 1.1 cgd
197 1.1 cgd 35. The sources have been run through lint, and most of lint's complaints have
198 1.1 cgd been taken care of. An attempt was made to adjust the code for 16 bit int
199 1.1 cgd machines. Many casts to long have been put in. I don't know if it will
200 1.1 cgd run on a 16 bitter, but it should be closer to that end.
201 1.1 cgd
202 1.1 cgd 36. When larn starts up, if it can't find the scoreboard, it will now make a
203 1.1 cgd blank one instead of complaining that there is no scoreboard. It is not
204 1.1 cgd necessary to do "larn -c" to initially create the scoreboard.
205 1.1 cgd
206 1.1 cgd 37. When listing out the logfile (larn -l), the error message "error reading
207 1.1 cgd from input file" has been fixed. Also, the date & time of a player's
208 1.1 cgd demise is now included in the logfile.
209 1.1 cgd
210 1.1 cgd 38. When casting web or sle into a mirror, the game will no longer bash the
211 1.1 cgd player. Instead, the player will either fall asleep or get stuck in his
212 1.1 cgd web.
213 1.1 cgd
214 1.1 cgd 39. Items like cookies, books, chests, swords of slashing, and Bessmann's
215 1.1 cgd flailing hammer can now be sold at the trading post.
216 1.1 cgd
217