1$NetBSD: Fixed.Bugs,v 1.2 1995/03/23 08:33:03 cgd Exp $ 2 3This 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 5changes, ver must be bumped. This is why the next release of Larn is 12.0 6and not 11.1. This is used in the savefile routines to check for out-of-date 7save files). This list was mainly meant to be a record of what changed, 8for my own sanity. It's included for your benefit (Warning: SPOILER!): 9 100. 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. 13 141. 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. 19 202. The version number of the program is now selectable from the Makefile. 21 see the symbols VER and SUBVER. 22 233. 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. 27 284. 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. 32 335. 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. 37 386. 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. 41 427. 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. 46 478. The mechanism to manage spheres of annihilation has been reworked to provide 48 a cleaner design and to eliminate some possible problems. 49 509. The spell gen (genocide monsters) has been implemented. 51 5210. 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 5811. larn -h will now print out a list of all available command line options. 59 6012. 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 6313. 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 6714. 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 8015. 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 8816. 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 9517. Added the scroll of life protection. 96 9718. 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 10219. 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 10620. 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 11221. 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 13222. 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 13823. 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 14424. 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 14825. 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 15426. "vt125" has been added to the acceptable terminal list 155 (checked only if compiled with -DVT100). 156 15727. 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 16328. The option "no-beep" has been added to the .larnopts file. When specified, 164 beeping is inhibited at the terminal. 165 16629. When becoming wizard, no longer to you wear the ring of protection, and 167 null scrolls and potions are no longer created. 168 16930. 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 17331. 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 17932. 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 18333. 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 18934. 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 19935. 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 20436. 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 20837. 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 21238. 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 21639. Items like cookies, books, chests, swords of slashing, and Bessmann's 217 flailing hammer can now be sold at the trading post. 218 219