From 013ac7742311556022304e8b30ca170d48b3a016 Mon Sep 17 00:00:00 2001 From: "B. Watson" Date: Thu, 7 May 2015 16:32:32 -0400 Subject: initial commit --- larn/Fixed.Bugs | 218 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 218 insertions(+) create mode 100644 larn/Fixed.Bugs (limited to 'larn/Fixed.Bugs') diff --git a/larn/Fixed.Bugs b/larn/Fixed.Bugs new file mode 100644 index 0000000..e1bc278 --- /dev/null +++ b/larn/Fixed.Bugs @@ -0,0 +1,218 @@ +$NetBSD: Fixed.Bugs,v 1.2 1995/03/23 08:33:03 cgd Exp $ + +This is a list of the fixes/enhancements made to larn V11.0 in Version 12.0. +(Version numbers consist of 2 parts: ver.subver. When the save file format +changes, ver must be bumped. This is why the next release of Larn is 12.0 +and not 11.1. This is used in the savefile routines to check for out-of-date +save files). This list was mainly meant to be a record of what changed, +for my own sanity. It's included for your benefit (Warning: SPOILER!): + +0. lprintf() in fileio.c (now called io.c) has been changed to use varargs + so that its variable number of arguments usage is now portable. Pyramids + primarily had this problem. + +1. Panic handler was added to signal.c. This routine catches fatal errors + like segmentation faults, bus errors, illegal instructions, etc., and + trys to performs a savegame() before dumping core. This helps prevent + the loss of a good game due to a game malfunction. Also, the name of the + signal received is printed, instead of just its number. + +2. The version number of the program is now selectable from the Makefile. + see the symbols VER and SUBVER. + +3. When at an altar, pray and donate 3000000000 gp. and ye used to receive + a whopping amount of gold due to a wraparound problem with the signed + ints. This has been fixed by using unsigned longs when asking for money + amounts. + +4. It was possible that when compiled with work hours checking, checkpointing + enabled, and having "play-day-play" in the .larnopts file a segmentation + fault would occur at its first attempt to do a checkpoint. This was due + to an improperly declared savefilename array in tok.c. This has been fixed. + +5. on level H, casting a missile weapon (mle cld ssp bal lit) off the edge of + the level would mess up the display, as it didn't know when to stop. This + is needless to say, fixed. Absolute bounds are now in effect for missile + type spells, see godirect() in monster.c. + +6. The create monster routine will now create monsters in random positions + around the player. Before, the 1st one would always be created to the + upper left. + +7. If you vpr or lit at a throne, it would summon a gnome king that you + would have to deal with. However, as each throne has only one king with it, + successive vpr's should not create more gnome kings. Presently, successive + vpr's will create more kings. This has been fixed. + +8. The mechanism to manage spheres of annihilation has been reworked to provide + a cleaner design and to eliminate some possible problems. + +9. The spell gen (genocide monsters) has been implemented. + +10. When dropping a ring of strength and having been weakened to STR=3 the + player might end up with a negative strength. Strength is now stored + in 2 variables, real strength, and strength bonuses. Only real strength + can now be weakened down to a minimum of 3, so unless you have a ring of + strength -3 or less, strengths below 3 should not occur. + +11. larn -h will now print out a list of all available command line options. + +12. larn -o now lets you specify a .larnopts file on the command + line. This was necessary as part of the solution to number 14 below. + +13. The "savefile:" statement has been aded to the .larnopts format to allow + specifying the savefilename (full path) for the savegame operation. + This too was needed as part of # 14 below. + +14. A player id facility has been added to larn. The complaint was that + the game used the userid to order the scoreboard, thus only one scoreboard + entry was allowed for each userid. If the compile time symbol UIDSCORE + is defined at compilation time (see Makefile), this will still be true. + However, if this define is omitted, the game will create and manage a + file called ".playerids" where names are taken from the specified + .larnopts file (now a command line option) and assigned a unique playerid. + playerid's will now be used to govern scoreboard entry posting. This + feature makes it easy for one person to have many characters, each + appearing on the scoreboard. Be kind to your fellow players! + The philosophy of one score per player gives more players the opportunity + to bask in glory for all to see! + +15. It is no longer required that the player be WIZID to create the scoreboard + or to examine the logfile. Anyone with the correct wizard's password can + now use these command line options (password is only needed to create/clear + the scoreboard). If you want to prevent players from zeroing the + scoreboard, change the wizard's password. (in config.c) By the way, wizards + may be alot of fun, but they are prevented from being placed on any + scoreboard. (for clarification) + +16. Monsters now have intelligence, that is some of them. This determines if + the monster moves using the previously stupid movement method, or by using + the new IMM (intelligent monster movement) algorithm. With IMM, monsters + will move around corners, avoid pits, traps, etc. With increasing levels + of difficulty, more monsters will be using IMM. Beware of IMM when + aggravated! Those little beasties can really find you! + +17. Added the scroll of life protection. + +18. Larn now consults the file ".holiday" to check for holidays if the TIMECHECK + option (no playing during working hours) is enabled. Before, larn knew + nothing about holidays. It should now let people play if it is a holiday. + The format for a .holiday entry is: "mmm dd yyyy comments . . .". + +19. In nap() and napms() it is possible that with nap(0) or napms(0) there + would be an infinite loop and the game would hang. The case of nap(0) + is now looked for. + +20. The granularity of gold piles has been increased. iarg[] has been changed + from char's to short's, so instead of 255 x 10^n granularity we now have + 32767 x 10^n granularity. This also means more than 255000 gp can be + dropped in one place. Not realistic, but it prevents a worthless + annoyance. Who said games were supposed to be realistic? + +21. Termcap capability has been added to larn. If the symbol VT100 is defined + in the makefile, the game will be compiled to use only VT100 compatible + terminals (Much more efficient). If the symbol VT100 is omitted, the game + will be compiled to use the termcap entry for whatever terminal you are + using. This involves an extra layer of output interpretation, as every + byte sent to the terminal must be inspected for control tokens. + Only 3 termcap entries need be found for the game to be functional: + CM (cursor movement), CE (clear to end of line), and CL (clear screen). + For a better display, the following are optional: AL (insert line), DL + (delete line), SO (Standout begin), SE (Standout end), and CD (clear to end + of screen). The .larn.help file was left as is, with VT100 escape + sequences in it. If the termcap version of larn reads it, it is translated + for the desired terminal type. The .mail60* files have been removed, and + their text is now included in bill.c so it can be used with any terminal. + Note: If compiled for termcap, and using a VT100, the display will act + a little different. This is because the VT100 does not have insert line/ + delete line codes, and the scrolling region must be simulated with vertical + wraparound instead of scrolling. Thanks goes to Michiel Huisjes for the + original termcap patch. + +22. When playing as wizard, if you go down stairs on 10 or V3, or up stairs + on H, 1, or V1, etc. you would be placed in a phantom zone where the display + was really weird ([-1] subscripting), and would eventually lead to a + segmentation fault. Stairs and volcano shafts now check for the level + they are being used on. + +23. In response to some sites having only unsigned chars (flame the + manufacturer), the chars that were used to store positive and negative + numbers have been changed to shorts. This includes diroffx[], diroffy[], + iarg[][][], ivenarg[], and some others. I believe the changes are correct, + but I have none of these machines to try it out on. (Volunteers?) + +24. The function fullhit(n) in monster.c was supposed to return the damage + done by n full hits on a monster. It only returned the damage for ONE hit, + thus severely limiting the usefulness of the web and sle spells. + +25. Someone said that they were getting segmentation faults when they were + reading scrolls as the wizard. I couldn't find the problem, which may + have had something to do with the signed char problem mentioned above. + However, I've added a check in read_scroll() and quaff_potion() to trap + any scroll or potion types that are not in the game. + +26. "vt125" has been added to the acceptable terminal list + (checked only if compiled with -DVT100). + +27. In savegame() and restoregame(), there was a 6 hardwired into the i/o + statements which assumed the size of struct cel was 6. On some machines + this caused the rightmost part of each level to not be saved in a savefile. + These 6's have been replaced with sizeof(struct cel), and should now be + portable. + +28. The option "no-beep" has been added to the .larnopts file. When specified, + beeping is inhibited at the terminal. + +29. When becoming wizard, no longer to you wear the ring of protection, and + null scrolls and potions are no longer created. + +30. Many spelling errors have been fixed, both in player messages, and in the + code itself. A thanks goes to Mars Gralia who sent me a detailed list of + the mistakes. + +31. When a player wins a game, if getlogin() fails, a segmentation fault will + result, because the NULL returned from getlogin() is used as a pointer. + This call has been replaced (now using loginname already determined). + Also, the mail creation upon winning has been rewritten, mainly to allow + termcapping of the text. + +32. The Larn Revenue Service will now always appear on level H. Before, it + was only created if the player had outstanding taxes. In that multiple + save files per player are now more possible, this was seen as incorrect. + +33. Input buffer flushing is now in effect. If the input char queue exceeds + 5 bytes, the excess is discarded. Also, if the player hits or gets hit + all input bytes are flushed (within 1). This relieves the situation + where many moves have been typed ahead of the display and the player keeps + getting hit while the queue of moves is processed. + +34. When a savefile has been altered, a warning message is displayed to the + effect that you've cheated, and you will not be placed on the normal + scoreboard. If you then save the game, and start 'er up again, memory + of the cheating was lost. This has been fixed, by letting the scoreboard + routines consult the cheating flag. Also, the I node number of the + savefile is written into the savefile, so cp'ing, etc., will avail the + cheater not. If high security is needed, the game should be run suid. + This suid mode has not been made the default because most installations + do not want to install it that way. + +35. The sources have been run through lint, and most of lint's complaints have + been taken care of. An attempt was made to adjust the code for 16 bit int + machines. Many casts to long have been put in. I don't know if it will + run on a 16 bitter, but it should be closer to that end. + +36. When larn starts up, if it can't find the scoreboard, it will now make a + blank one instead of complaining that there is no scoreboard. It is not + necessary to do "larn -c" to initially create the scoreboard. + +37. When listing out the logfile (larn -l), the error message "error reading + from input file" has been fixed. Also, the date & time of a player's + demise is now included in the logfile. + +38. When casting web or sle into a mirror, the game will no longer bash the + player. Instead, the player will either fall asleep or get stuck in his + web. + +39. Items like cookies, books, chests, swords of slashing, and Bessmann's + flailing hammer can now be sold at the trading post. + -- cgit v1.2.3