xref: /dragonfly/games/larn/Fixed.Bugs (revision 86d7f5d305c6adaa56ff4582ece9859d73106103)
1This is a list of the fixes/enhancements made to larn V11.0 in Version 12.0.
2(Version numbers consist of 2 parts: ver.subver.  When the save file format
3changes, ver must be bumped.  This is why the next release of Larn is 12.0
4and not 11.1. This is used in the savefile routines to check for out-of-date
5save files).  This list was mainly meant to be a record of what changed,
6for my own sanity.  It's included for your benefit (Warning: SPOILER!):
7
80.  lprintf() in fileio.c (now called io.c) has been changed to use varargs
9          so that its variable number of arguments usage is now portable.  Pyramids
10          primarily had this problem.
11
121.        Panic handler was added to signal.c.  This routine catches fatal errors
13          like segmentation faults, bus errors, illegal instructions, etc., and
14          trys to performs a savegame() before dumping core.  This helps prevent
15          the loss of a good game due to a game malfunction.  Also, the name of the
16          signal received is printed, instead of just its number.
17
182.        The version number of the program is now selectable from the Makefile.
19          see the symbols VER and SUBVER.
20
213.        When at an altar, pray and donate 3000000000 gp. and ye used to receive
22          a whopping amount of gold due to a wraparound problem with the signed
23          ints.  This has been fixed by using unsigned longs when asking for money
24          amounts.
25
264.        It was possible that when compiled with work hours checking, checkpointing
27          enabled, and having "play-day-play" in the .larnopts file a segmentation
28          fault would occur at its first attempt to do a checkpoint.  This was due
29          to an improperly declared savefilename array in tok.c.  This has been fixed.
30
315.        on level H, casting a missile weapon (mle cld ssp bal lit) off the edge of
32          the level would mess up the display, as it didn't know when to stop.  This
33          is needless to say, fixed.  Absolute bounds are now in effect for missile
34          type spells, see godirect() in monster.c.
35
366.  The create monster routine will now create monsters in random positions
37          around the player.  Before, the 1st one would always be created to the
38          upper left.
39
407.        If you vpr or lit at a throne, it would summon a gnome king that you
41          would have to deal with.  However, as each throne has only one king with it,
42          successive vpr's should not create more gnome kings.  Presently, successive
43          vpr's will create more kings.  This has been fixed.
44
458.        The mechanism to manage spheres of annihilation has been reworked to provide
46          a cleaner design and to eliminate some possible problems.
47
489.        The spell gen (genocide monsters) has been implemented.
49
5010.       When dropping a ring of strength and having been weakened to STR=3 the
51          player might end up with a negative strength.  Strength is now stored
52          in 2 variables, real strength, and strength bonuses.  Only real strength
53          can now be weakened down to a minimum of 3, so unless you have a ring of
54          strength -3 or less, strengths below 3 should not occur.
55
5611. larn -h will now print out a list of all available command line options.
57
5812. larn -o<optsfile> now lets you specify a .larnopts file on the command
59          line.  This was necessary as part of the solution to number 14 below.
60
6113.       The "savefile:" statement has been aded to the .larnopts format to allow
62          specifying the savefilename (full path) for the savegame operation.
63          This too was needed as part of # 14 below.
64
6514. A player id facility has been added to larn.  The complaint was that
66          the game used the userid to order the scoreboard, thus only one scoreboard
67          entry was allowed for each userid.  If the compile time symbol UIDSCORE
68          is defined at compilation time (see Makefile), this will still be true.
69          However, if this define is omitted, the game will create and manage a
70          file called ".playerids" where names are taken from the specified
71          .larnopts file (now a command line option) and assigned a unique playerid.
72          playerid's will now be used to govern scoreboard entry posting.  This
73          feature makes it easy for one person to have many characters, each
74          appearing on the scoreboard.  Be kind to your fellow players!
75          The philosophy of one score per player gives more players the opportunity
76          to bask in glory for all to see!
77
7815. It is no longer required that the player be WIZID to create the scoreboard
79          or to examine the logfile.  Anyone with the correct wizard's password can
80          now use these command line options (password is only needed to create/clear
81          the scoreboard).  If you want to prevent players from zeroing the
82          scoreboard, change the wizard's password. (in config.c) By the way, wizards
83          may be alot of fun, but they are prevented from being placed on any
84          scoreboard. (for clarification)
85
8616. Monsters now have intelligence, that is some of them.  This determines if
87          the monster moves using the previously stupid movement method, or by using
88          the new IMM (intelligent monster movement) algorithm.  With IMM, monsters
89          will move around corners, avoid pits, traps, etc.  With increasing levels
90          of difficulty, more monsters will be using IMM.  Beware of IMM when
91          aggravated!  Those little beasties can really find you!
92
9317. Added the scroll of life protection.
94
9518. Larn now consults the file ".holiday" to check for holidays if the TIMECHECK
96          option (no playing during working hours) is enabled.  Before, larn knew
97          nothing about holidays.  It should now let people play if it is a holiday.
98          The format for a .holiday entry is: "mmm dd yyyy comments . . .".
99
10019. In nap() and napms() it is possible that with nap(0) or napms(0) there
101          would be an infinite loop and the game would hang.  The case of nap(0)
102          is now looked for.
103
10420. The granularity of gold piles has been increased.  iarg[] has been changed
105          from char's to short's, so instead of 255 x 10^n granularity we now have
106          32767 x 10^n granularity.  This also means more than 255000 gp can be
107          dropped in one place.  Not realistic, but it prevents a worthless
108          annoyance.  Who said games were supposed to be realistic?
109
11021. Termcap capability has been added to larn.  If the symbol VT100 is defined
111          in the makefile, the game will be compiled to use only VT100 compatible
112          terminals (Much more efficient).  If the symbol VT100 is omitted, the game
113          will be compiled to use the termcap entry for whatever terminal you are
114          using.  This involves an extra layer of output interpretation, as every
115          byte sent to the terminal must be inspected for control tokens.
116          Only 3 termcap entries need be found for the game to be functional:
117          CM (cursor movement), CE (clear to end of line), and CL (clear screen).
118          For a better display, the following are optional: AL (insert line), DL
119          (delete line), SO (Standout begin), SE (Standout end), and CD (clear to end
120          of screen).  The .larn.help file was left as is, with VT100 escape
121          sequences in it.  If the termcap version of larn reads it, it is translated
122          for the desired terminal type.  The .mail60* files have been removed, and
123          their text is now included in bill.c so it can be used with any terminal.
124          Note:  If compiled for termcap, and using a VT100, the display will act
125          a little different.  This is because the VT100 does not have insert line/
126          delete line codes, and the scrolling region must be simulated with vertical
127          wraparound instead of scrolling.  Thanks goes to Michiel Huisjes for the
128          original termcap patch.
129
13022. When playing as wizard, if you go down stairs on 10 or V3, or up stairs
131          on H, 1, or V1, etc. you would be placed in a phantom zone where the display
132          was really weird ([-1] subscripting), and would eventually lead to a
133          segmentation fault.  Stairs and volcano shafts now check for the level
134          they are being used on.
135
13623. In response to some sites having only unsigned chars (flame the
137          manufacturer), the chars that were used to store positive and negative
138          numbers have been changed to shorts.  This includes diroffx[], diroffy[],
139          iarg[][][], ivenarg[], and some others.  I believe the changes are correct,
140          but I have none of these machines to try it out on. (Volunteers?)
141
14224. The function fullhit(n) in monster.c was supposed to return the damage
143          done by n full hits on a monster.  It only returned the damage for ONE hit,
144          thus severely limiting the usefulness of the web and sle spells.
145
14625. Someone said that they were getting segmentation faults when they were
147          reading scrolls as the wizard.  I couldn't find the problem, which may
148          have had something to do with the signed char problem mentioned above.
149          However, I've added a check in read_scroll() and quaff_potion() to trap
150          any scroll or potion types that are not in the game.
151
15226. "vt125" has been added to the acceptable terminal list
153          (checked only if compiled with -DVT100).
154
15527. In savegame() and restoregame(), there was a 6 hardwired into the i/o
156          statements which assumed the size of struct cel was 6.  On some machines
157          this caused the rightmost part of each level to not be saved in a savefile.
158          These 6's have been replaced with sizeof(struct cel), and should now be
159          portable.
160
16128. The option "no-beep" has been added to the .larnopts file.  When specified,
162          beeping is inhibited at the terminal.
163
16429. When becoming wizard, no longer to you wear the ring of protection, and
165          null scrolls and potions are no longer created.
166
16730. Many spelling errors have been fixed, both in player messages, and in the
168          code itself.  A thanks goes to Mars Gralia who sent me a detailed list of
169          the mistakes.
170
17131. When a player wins a game, if getlogin() fails, a segmentation fault will
172          result, because the NULL returned from getlogin() is used as a pointer.
173          This call has been replaced (now using loginname already determined).
174          Also, the mail creation upon winning has been rewritten, mainly to allow
175          termcapping of the text.
176
17732. The Larn Revenue Service will now always appear on level H.  Before, it
178          was only created if the player had outstanding taxes.  In that multiple
179          save files per player are now more possible, this was seen as incorrect.
180
18133. Input buffer flushing is now in effect.  If the input char queue exceeds
182          5 bytes, the excess is discarded.  Also, if the player hits or gets hit
183          all input bytes are flushed (within 1).  This relieves the situation
184          where many moves have been typed ahead of the display and the player keeps
185          getting hit while the queue of moves is processed.
186
18734. When a savefile has been altered, a warning message is displayed to the
188          effect that you've cheated, and you will not be placed on the normal
189          scoreboard.  If you then save the game, and start 'er up again, memory
190          of the cheating was lost.  This has been fixed, by letting the scoreboard
191          routines consult the cheating flag.  Also, the I node number of the
192          savefile is written into the savefile, so cp'ing, etc., will avail the
193          cheater not.  If high security is needed, the game should be run suid.
194          This suid mode has not been made the default because most installations
195          do not want to install it that way.
196
19735. The sources have been run through lint, and most of lint's complaints have
198          been taken care of.  An attempt was made to adjust the code for 16 bit int
199          machines.  Many casts to long have been put in.  I don't know if it will
200          run on a 16 bitter, but it should be closer to that end.
201
20236. When larn starts up, if it can't find the scoreboard, it will now make a
203          blank one instead of complaining that there is no scoreboard.  It is not
204          necessary to do "larn -c" to initially create the scoreboard.
205
20637. When listing out the logfile (larn -l), the error message "error reading
207          from input file" has been fixed.  Also, the date & time of a player's
208          demise is now included in the logfile.
209
21038. When casting web or sle into a mirror, the game will no longer bash the
211          player.  Instead, the player will either fall asleep or get stuck in his
212          web.
213
21439. Items like cookies, books, chests, swords of slashing, and Bessmann's
215          flailing hammer can now be sold at the trading post.
216
217