3 Larn is a dungeon type game program. Larn is a adventure/action game similar
4 in concept to rogue or hack, but with a much different feel.
5 Try it, you'll like it!
7 You will have to edit the Makefile to reflect your configuration. Define
8 LARNHOME as the place where the larn auxiliary files will reside, and
9 BINDIR as the place where the larn executable should be placed. Type
10 "make" to compile, or "make all" to compile and install ("make install"
11 does just the install).
13 Here's a list of what is in each of the various source files:
15 Fixed.Bugs this is a list of the things that were changed
17 Makefile makefile script to compile the program
18 Make.lint makefile script to run larn sources through lint
19 README this is what you are now reading
20 bill.c code for the letters of praise if player wins
21 config.c data definitions for the installation dependent data --
22 savefilenames, where the scorefiles are, etc.
23 create.c code to create the dungeon and all objects
24 data.c data definitions for the game -- no code here
25 diag.c code to produce diagnostic data for wizards, & savegame stuff
26 display.c code to update the display on the screen
27 fortune.c code for the fortune cookies
28 global.c code for globally used functions that are specific to larn
29 header.h constant and structure definitions
30 help.c code for the help screens in the game of larn
31 .holidays data file which lists upcoming holidays
32 io.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
37 main.c code for the main command control and parsing
38 monster.c code to handle attack and defense modes with monsters
39 moreobj.c code for the fountains, altars, thrones
40 movem.c code to move the monsters around the dungeon
41 nap.c code to sleep for less than a second
42 object.c code to handle objects in the dungeon
43 regen.c code to regenerate the player and advance game time
44 savelev.c code to get/put a level from level storage into working
46 scores.c code to process and manage the scoreboard
47 signal.c code to handle UNIX signals that are trapped
48 store.c code for the larn thrift shoppe, bank, trading post, lrs
49 tok.c code for the input front end and options file processing
51 To find out how to play the game, run it and type in a '?' to get the help
52 screens. By the way, the wizards password is "pvnert(x)" and to become wizard
53 type in an underscore, you are then prompted for the password. Wizards are
54 non-scoring characters that get enlightenment, everlasting expanded
55 awareness, and one of every object in the game. They help the author to debug
58 Note regarding the wizard id: If you are using userid's, then WIZID must be
59 set to the userid of the person who can become wizard. If you are using
60 player id's, WIZID must be set to the playerid (edit file .playerids if needed)
61 of the player who can become wizard.
63 You may want to clear out the scoreboard. The command "larn -c" will make a
64 new scoreboard. It will prompt you for the wizards password.
68 James McNamara has volunteered to maintain the latest sources, and provide
69 latest bug fixes to anyone who asks. Both James and I will field requests for
70 sources, for those who ask.
72 ___ Prince of Gems (alias Noah Morgan)
73 /. \ USENET: panda!condor!noah
74 \ / at GenRad Inc. Bolton MA
78 Below is some additional info about the installation of larn:
80 Install: Notes on the game LARN installation.
81 Larn is copyrighted 1986 by Noah Morgan.
82 This file (below) originally by James D. McNamara, last update 7/27/86 by nm
86 You should receive six (6) shar files, which are:
95 I. 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:
99 README - The author's how-to.
100 MANIFEST - Files you should have.
102 III. Edit a copy of "Makefile" and leave the edited version in $LARNHOME.
104 All the "configuration" options are tidily near the top of the "Makefile."
105 Here are the ones you probably will want to edit:
107 LARNHOME 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.
113 BINDIR 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.
120 OPTIONS This is how *I* specified them... they are documented in-line:
121 OPTIONS = -DWIZZARD -DWIZID=157 -DEXTRA -DBSD -DSAVEINHOME
123 IV. Compile the bugger. Read "README" before you do. You have a couple
126 make - will not install, suspect good for updates.
127 make all - compile (and) intall
128 make install - just install
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."
134 V. 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
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.
144 ===============================================================================
145 James 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 ===============================================================================