readme
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Larn is a dungeon type game program. Larn is a adventure/action game similarin concept to rogue or hack, but with a much different feel. Try it, you'll like it!You will have to edit the Makefile to reflect your configuration. DefineLARNHOME as the place where the larn auxiliary files will reside, andBINDIR as the place where the larn executable should be placed. Type"make" to compile, or "make all" to compile and install ("make install"does just the install).Here's a list of what is in each of the various source files:Fixed.Bugs this is a list of the things that were changed since ver 11.0Makefile makefile script to compile the programMake.lint makefile script to run larn sources through lintREADME this is what you are now readingbill.c code for the letters of praise if player winsconfig.c data definitions for the installation dependent data -- savefilenames, where the scorefiles are, etc.create.c code to create the dungeon and all objectsdata.c data definitions for the game -- no code herediag.c code to produce diagnostic data for wizards, & savegame stuffdisplay.c code to update the display on the screenfortune.c code for the fortune cookiesglobal.c code for globally used functions that are specific to larnheader.h constant and structure definitionshelp.c code for the help screens in the game of larn.holidays data file which lists upcoming holidaysio.c code to handle file and terminal i/o.larn.help.uue larn help file (UUENCODED).larnmaze data file for pre-made mazes.larnopts a sample .larnopts option data file.lfortune data file which contains the hintsmain.c code for the main command control and parsingmonster.c code to handle attack and defense modes with monstersmoreobj.c code for the fountains, altars, thronesmovem.c code to move the monsters around the dungeonnap.c code to sleep for less than a secondobject.c code to handle objects in the dungeonregen.c code to regenerate the player and advance game timesavelev.c code to get/put a level from level storage into working level memoryscores.c code to process and manage the scoreboardsignal.c code to handle UNIX signals that are trappedstore.c code for the larn thrift shoppe, bank, trading post, lrstok.c code for the input front end and options file processingTo find out how to play the game, run it and type in a '?' to get the helpscreens. By the way, the wizards password is "pvnert(x)" and to become wizardtype in an underscore, you are then prompted for the password. Wizards arenon-scoring characters that get enlightenment, everlasting expanded awareness, and one of every object in the game. They help the author to debugthe game.Note regarding the wizard id: If you are using userid's, then WIZID must beset to the userid of the person who can become wizard. If you are usingplayer id's, WIZID must be set to the playerid (edit file .playerids if needed)of the player who can become wizard.You may want to clear out the scoreboard. The command "larn -c" will make anew scoreboard. It will prompt you for the wizards password.BUGS & FIXES:James McNamara has volunteered to maintain the latest sources, and providelatest bug fixes to anyone who asks. Both James and I will field requests forsources, for those who ask. ___ Prince of Gems (alias Noah Morgan) /. \ USENET: panda!condor!noah \ / at GenRad Inc. Bolton MA \ / vBelow is some additional info about the installation of larn:Install: Notes on the game LARN installation.Larn is copyrighted 1986 by Noah Morgan.This file (below) originally by James D. McNamara, last update 7/27/86 by nmTHIS DISTRIBUTION: You should receive six (6) shar files, which are: larn.part-1 larn.part-2 larn.part-3 larn.part-4 larn.part-5 larn.part-6I. Use /bin/sh (or your system equivalent) to "unravel" shar files larn.part-1, ..., larn.part-6. I suggest you do this directly into $LARNHOME (See Section III.). Notable files: README - The author's how-to. MANIFEST - Files you should have.III. Edit a copy of "Makefile" and leave the edited version in $LARNHOME.All the "configuration" options are tidily near the top of the "Makefile."Here are the ones you probably will want to edit:LARNHOME I specified (literally) the directory, with path from root, where "larn" will reside. This included where I put the *.c files, it is where the *.o files ended up, as well as all data and *.h files. i suspect the *.c and intallation-documentation files can be moved off, but the data and bits must all remain here for execution.BINDIR I specified (literally) the directory, with path from root, where the executable "larn" will reside. The "Makefile" will dump the "a.out", named "larn", in this directory. My BINDIR was not my LARNHOME, so $BINDIR/larn was the ONLY file dumed here. You'll probably have to chmod it for public execute, etc.OPTIONS This is how *I* specified them... they are documented in-line: OPTIONS = -DWIZZARD -DWIZID=157 -DEXTRA -DBSD -DSAVEINHOMEIV. Compile the bugger. Read "README" before you do. You have a couple of options here: make - will not install, suspect good for updates. make all - compile (and) intall make install - just install I did "make" and then "make install" -- seems to work "ok", but "make all" probably safer, if I had known. Note that "Makefile" is the default file for "make."V. Execute and have fun. If wizard code "ok", larn -c will refresh the scoreboard. Play and win (or get killed) to put somebody on the scoreboard.VI. BUGS and FIXES. Please forward any bug-fixes in these regards to me (or Noah), so I may compile a fix-list for other installers. Thanks.Regards,===============================================================================James D. McNamara CSNET: jim@bu-cs ARPANET: jim%bu-cs@csnet-relay UUCP: ...harvard!bu-cs!jim BITNET: jim%bu-cs%csnet-relay.arpa@wiscvm===============================================================================
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