1$NetBSD$
2
3Larn is a dungeon type game program. Larn is a adventure/action game similar
4in concept to rogue or hack, but with a much different feel.
5Try it, you'll like it!
6
7You will have to edit the Makefile to reflect your configuration. Define
8LARNHOME as the place where the larn auxiliary files will reside, and
9BINDIR as the place where the larn executable should be placed. Type
10"make" to compile, or "make all" to compile and install ("make install"
11does just the install).
12
13Here's a list of what is in each of the various source files:
14
15Fixed.Bugs this is a list of the things that were changed
16 since ver 11.0
17Makefile makefile script to compile the program
18Make.lint makefile script to run larn sources through lint
19README this is what you are now reading
20bill.c code for the letters of praise if player wins
21config.c data definitions for the installation dependent data --
22 savefilenames, where the scorefiles are, etc.
23create.c code to create the dungeon and all objects
24data.c data definitions for the game -- no code here
25diag.c code to produce diagnostic data for wizards, & savegame stuff
26display.c code to update the display on the screen
27fortune.c code for the fortune cookies
28global.c code for globally used functions that are specific to larn
29header.h constant and structure definitions
30help.c code for the help screens in the game of larn
31.holidays data file which lists upcoming holidays
32io.c code to handle file and terminal i/o
33.larn.help.uue larn help file (UUENCODED)
34.larnmaze data file for pre-made mazes
35.larnopts a sample .larnopts option data file
36.lfortune data file which contains the hints
37main.c code for the main command control and parsing
38monster.c code to handle attack and defense modes with monsters
39moreobj.c code for the fountains, altars, thrones
40movem.c code to move the monsters around the dungeon
41nap.c code to sleep for less than a second
42object.c code to handle objects in the dungeon
43regen.c code to regenerate the player and advance game time
44savelev.c code to get/put a level from level storage into working
45 level memory
46scores.c code to process and manage the scoreboard
47signal.c code to handle UNIX signals that are trapped
48store.c code for the larn thrift shoppe, bank, trading post, lrs
49tok.c code for the input front end and options file processing
50
51To find out how to play the game, run it and type in a '?' to get the help
52screens. By the way, the wizards password is "pvnert(x)" and to become wizard
53type in an underscore, you are then prompted for the password. Wizards are
54non-scoring characters that get enlightenment, everlasting expanded
55awareness, and one of every object in the game. They help the author to debug
56the game.
57
58Note regarding the wizard id: If you are using userid's, then WIZID must be
59set to the userid of the person who can become wizard. If you are using
60player id's, WIZID must be set to the playerid (edit file .playerids if needed)
61of the player who can become wizard.
62
63You may want to clear out the scoreboard. The command "larn -c" will make a
64new scoreboard. It will prompt you for the wizards password.
65
66BUGS & FIXES:
67
68James McNamara has volunteered to maintain the latest sources, and provide
69latest bug fixes to anyone who asks. Both James and I will field requests for
70sources, for those who ask.
71
72 ___ Prince of Gems (alias Noah Morgan)
73 /. \ USENET: panda!condor!noah
74 \ / at GenRad Inc. Bolton MA
75 \ /
76 v
77
78Below is some additional info about the installation of larn:
79
80Install: Notes on the game LARN installation.
81Larn is copyrighted 1986 by Noah Morgan.
82This file (below) originally by James D. McNamara, last update 7/27/86 by nm
83
84THIS DISTRIBUTION:
85
86 You should receive six (6) shar files, which are:
87
88 larn.part-1
89 larn.part-2
90 larn.part-3
91 larn.part-4
92 larn.part-5
93 larn.part-6
94
95I. Use /bin/sh (or your system equivalent) to "unravel" shar files
96 larn.part-1, ..., larn.part-6. I suggest you do this directly
97 into $LARNHOME (See Section III.). Notable files:
98
99 README - The author's how-to.
100 MANIFEST - Files you should have.
101
102III. Edit a copy of "Makefile" and leave the edited version in $LARNHOME.
103
104All the "configuration" options are tidily near the top of the "Makefile."
105Here are the ones you probably will want to edit:
106
107LARNHOME I specified (literally) the directory, with path from root,
108 where "larn" will reside. This included where I put the *.c files,
109 it is where the *.o files ended up, as well as all data and *.h files.
110 i suspect the *.c and intallation-documentation files can be moved off,
111 but the data and bits must all remain here for execution.
112
113BINDIR I specified (literally) the directory, with path from root,
114 where the executable "larn" will reside. The "Makefile" will dump
115 the "a.out", named "larn", in this directory. My BINDIR was not
116 my LARNHOME, so $BINDIR/larn was the ONLY file dumed here. You'll
117 probably have to chmod it for public execute, etc.
118
119
120OPTIONS This is how *I* specified them... they are documented in-line:
121 OPTIONS = -DWIZZARD -DWIZID=157 -DEXTRA -DBSD -DSAVEINHOME
122
123IV. Compile the bugger. Read "README" before you do. You have a couple
124 of options here:
125
126 make - will not install, suspect good for updates.
127 make all - compile (and) intall
128 make install - just install
129
130 I did "make" and then "make install" -- seems to work "ok", but
131 "make all" probably safer, if I had known. Note that "Makefile"
132 is the default file for "make."
133
134V. Execute and have fun. If wizard code "ok", larn -c will refresh the
135 scoreboard. Play and win (or get killed) to put somebody on the
136 scoreboard.
137
138VI. BUGS and FIXES.
139
140 Please forward any bug-fixes in these regards to me (or Noah), so I may
141 compile a fix-list for other installers. Thanks.
142
143Regards,
144===============================================================================
145James D. McNamara CSNET: jim@bu-cs
146 ARPANET: jim%bu-cs@csnet-relay
147 UUCP: ...harvard!bu-cs!jim
148 BITNET: jim%bu-cs%csnet-relay.arpa@wiscvm
149===============================================================================
150
151