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.. | - | - | ||||
datfiles/ | H | - | - | 443 | 384 | |
COPYRIGHT | H A D | 26-Nov-2011 | 298 | 7 | 5 | |
Fixed.Bugs | H A D | 26-Nov-2011 | 11.5 KiB | 217 | 175 | |
Makefile | H A D | 15-Feb-2018 | 2.6 KiB | 71 | 23 | |
OWNER | H A D | 26-Nov-2011 | 56 | 4 | 3 | |
README | H A D | 26-Nov-2011 | 6.2 KiB | 149 | 118 | |
bill.c | H A D | 15-Feb-2018 | 5.9 KiB | 149 | 105 | |
config.c | H A D | 26-Nov-2011 | 1.2 KiB | 45 | 15 | |
create.c | H A D | 30-Nov-2019 | 13.7 KiB | 582 | 471 | |
data.c | H A D | 16-Mar-2012 | 31.5 KiB | 647 | 491 | |
diag.c | H A D | 30-Nov-2019 | 10.6 KiB | 406 | 336 | |
display.c | H A D | 26-Jun-2014 | 12.8 KiB | 628 | 509 | |
fortune.c | H A D | 26-Nov-2011 | 3.4 KiB | 85 | 43 | |
global.c | H A D | 30-Jul-2017 | 14.5 KiB | 856 | 677 | |
header.h | H A D | 28-Dec-2017 | 15.3 KiB | 626 | 512 | |
help.c | H A D | 26-Nov-2011 | 2.5 KiB | 119 | 93 | |
io.c | H A D | 15-Jan-2014 | 21.3 KiB | 1,030 | 705 | |
larn.6 | H A D | 25-Jul-2013 | 5.4 KiB | 135 | 134 | |
main.c | H A D | 28-Apr-2020 | 24.8 KiB | 1,279 | 1,102 | |
monster.c | H A D | 28-Jan-2018 | 42.7 KiB | 1,888 | 1,391 | |
moreobj.c | H A D | 26-Nov-2011 | 9.1 KiB | 458 | 393 | |
movem.c | H A D | 28-Jan-2018 | 10.7 KiB | 439 | 345 | |
nap.c | H A D | 26-Nov-2011 | 394 | 16 | 9 | |
object.c | H A D | 28-Jan-2018 | 26.4 KiB | 1,313 | 1,134 | |
pathnames.h | H A D | 26-Nov-2011 | 1.9 KiB | 38 | 5 | |
regen.c | H A D | 26-Nov-2011 | 3.7 KiB | 183 | 167 | |
savelev.c | H A D | 26-Nov-2011 | 1.3 KiB | 57 | 45 | |
scores.c | H A D | 26-Nov-2011 | 21.6 KiB | 789 | 578 | |
signal.c | H A D | 10-May-2015 | 4.6 KiB | 228 | 195 | |
store.c | H A D | 23-Oct-2019 | 20.5 KiB | 832 | 699 | |
tok.c | H A D | 16-Mar-2012 | 5.9 KiB | 260 | 221 |
README
1Larn is a dungeon type game program. Larn is a adventure/action game similar 2in concept to rogue or hack, but with a much different feel. 3Try it, you'll like it! 4 5You will have to edit the Makefile to reflect your configuration. Define 6LARNHOME as the place where the larn auxiliary files will reside, and 7BINDIR as the place where the larn executable should be placed. Type 8"make" to compile, or "make all" to compile and install ("make install" 9does just the install). 10 11Here's a list of what is in each of the various source files: 12 13Fixed.Bugs this is a list of the things that were changed 14 since ver 11.0 15Makefile makefile script to compile the program 16Make.lint makefile script to run larn sources through lint 17README this is what you are now reading 18bill.c code for the letters of praise if player wins 19config.c data definitions for the installation dependent data -- 20 savefilenames, where the scorefiles are, etc. 21create.c code to create the dungeon and all objects 22data.c data definitions for the game -- no code here 23diag.c code to produce diagnostic data for wizards, & savegame stuff 24display.c code to update the display on the screen 25fortune.c code for the fortune cookies 26global.c code for globally used functions that are specific to larn 27header.h constant and structure definitions 28help.c code for the help screens in the game of larn 29.holidays data file which lists upcoming holidays 30io.c code to handle file and terminal i/o 31.larn.help.uue larn help file (UUENCODED) 32.larnmaze data file for pre-made mazes 33.larnopts a sample .larnopts option data file 34.lfortune data file which contains the hints 35main.c code for the main command control and parsing 36monster.c code to handle attack and defense modes with monsters 37moreobj.c code for the fountains, altars, thrones 38movem.c code to move the monsters around the dungeon 39nap.c code to sleep for less than a second 40object.c code to handle objects in the dungeon 41regen.c code to regenerate the player and advance game time 42savelev.c code to get/put a level from level storage into working 43 level memory 44scores.c code to process and manage the scoreboard 45signal.c code to handle UNIX signals that are trapped 46store.c code for the larn thrift shoppe, bank, trading post, lrs 47tok.c code for the input front end and options file processing 48 49To find out how to play the game, run it and type in a '?' to get the help 50screens. By the way, the wizards password is "pvnert(x)" and to become wizard 51type in an underscore, you are then prompted for the password. Wizards are 52non-scoring characters that get enlightenment, everlasting expanded 53awareness, and one of every object in the game. They help the author to debug 54the game. 55 56Note regarding the wizard id: If you are using userid's, then WIZID must be 57set to the userid of the person who can become wizard. If you are using 58player id's, WIZID must be set to the playerid (edit file .playerids if needed) 59of the player who can become wizard. 60 61You may want to clear out the scoreboard. The command "larn -c" will make a 62new scoreboard. It will prompt you for the wizards password. 63 64BUGS & FIXES: 65 66James McNamara has volunteered to maintain the latest sources, and provide 67latest bug fixes to anyone who asks. Both James and I will field requests for 68sources, for those who ask. 69 70 ___ Prince of Gems (alias Noah Morgan) 71 /. \ USENET: panda!condor!noah 72 \ / at GenRad Inc. Bolton MA 73 \ / 74 v 75 76Below is some additional info about the installation of larn: 77 78Install: Notes on the game LARN installation. 79Larn is copyrighted 1986 by Noah Morgan. 80This file (below) originally by James D. McNamara, last update 7/27/86 by nm 81 82THIS DISTRIBUTION: 83 84 You should receive six (6) shar files, which are: 85 86 larn.part-1 87 larn.part-2 88 larn.part-3 89 larn.part-4 90 larn.part-5 91 larn.part-6 92 93I. Use /bin/sh (or your system equivalent) to "unravel" shar files 94 larn.part-1, ..., larn.part-6. I suggest you do this directly 95 into $LARNHOME (See Section III.). Notable files: 96 97 README - The author's how-to. 98 MANIFEST - Files you should have. 99 100III. Edit a copy of "Makefile" and leave the edited version in $LARNHOME. 101 102All the "configuration" options are tidily near the top of the "Makefile." 103Here are the ones you probably will want to edit: 104 105LARNHOME I specified (literally) the directory, with path from root, 106 where "larn" will reside. This included where I put the *.c files, 107 it is where the *.o files ended up, as well as all data and *.h files. 108 i suspect the *.c and intallation-documentation files can be moved off, 109 but the data and bits must all remain here for execution. 110 111BINDIR I specified (literally) the directory, with path from root, 112 where the executable "larn" will reside. The "Makefile" will dump 113 the "a.out", named "larn", in this directory. My BINDIR was not 114 my LARNHOME, so $BINDIR/larn was the ONLY file dumed here. You'll 115 probably have to chmod it for public execute, etc. 116 117 118OPTIONS This is how *I* specified them... they are documented in-line: 119 OPTIONS = -DWIZZARD -DWIZID=157 -DEXTRA -DBSD -DSAVEINHOME 120 121IV. Compile the bugger. Read "README" before you do. You have a couple 122 of options here: 123 124 make - will not install, suspect good for updates. 125 make all - compile (and) intall 126 make install - just install 127 128 I did "make" and then "make install" -- seems to work "ok", but 129 "make all" probably safer, if I had known. Note that "Makefile" 130 is the default file for "make." 131 132V. Execute and have fun. If wizard code "ok", larn -c will refresh the 133 scoreboard. Play and win (or get killed) to put somebody on the 134 scoreboard. 135 136VI. BUGS and FIXES. 137 138 Please forward any bug-fixes in these regards to me (or Noah), so I may 139 compile a fix-list for other installers. Thanks. 140 141Regards, 142=============================================================================== 143James D. McNamara CSNET: jim@bu-cs 144 ARPANET: jim%bu-cs@csnet-relay 145 UUCP: ...harvard!bu-cs!jim 146 BITNET: jim%bu-cs%csnet-relay.arpa@wiscvm 147=============================================================================== 148 149