dpb@iwtpu.UUCP (Darryl Baker) (08/12/86)
References: Larn will not compile on System V because it uses a BSD ioctl FIONREAD to check how many characters are stil waiting to be read. I have not fixed this but I will if I get the time. -- ________________________________________________________________________________ From the sleepy terminal of Darryl Baker ihnp4![laidbak|iwtpu|iwvaf]!dpb
staiger@ncrcae.UUCP (Kurt Staiger) (08/14/86)
FIONREAD is included in two spots in tok.c. The simplest hack is to comment out the ioctl and ic checking in both locations and insert "fflush(stdin);" in the flushall subroutine. Essentially, this restores the typeahead problem because no checking is done but the game will compile and run under SysV. P.S. The "#include <stdio.h>" line has to be put in tok.c as well. Note this is not an "official" fix just a suggestion.
jcz@sas.UUCP (Carl Zeigler) (08/14/86)
In article <164@iwtpu.UUCP>, dpb@iwtpu.UUCP writes: > Larn will not compile on System V because it uses a BSD ioctl FIONREAD to > check how many characters are stil waiting to be read. I have not fixed this > but I will if I get the time. > -- I deleted the first call to ioctl with FIONREAD, and changed flushall to call ioctl( 0, TCFLSH, 0); works fine. -- John Carl Zeigler "Just once I'd like to meet an alien menace SAS Institute Inc. that wasn't impervious to bullets !" Cary, NC 27511 (919) 467-8000 ...!mcnc!rti-sel!sas!jcz
john@moncol.UUCP (John Ruschmeyer) (08/20/86)
In article <145@sas.UUCP> jcz@sas.UUCP (Carl Zeigler) writes: >In article <164@iwtpu.UUCP>, dpb@iwtpu.UUCP writes: > > Larn will not compile on System V because it uses a BSD ioctl FIONREAD to > > check how many characters are stil waiting to be read. I have not fixed this > > but I will if I get the time. > > -- > >I deleted the first call to ioctl with FIONREAD, >and changed flushall to call ioctl( 0, TCFLSH, 0); > >works fine. Gee, I wish I had your luck. For me, changing the call in flushall works fine, but deleting the other call just gives me a game where I can move around fine on the surface, but can only make one move in the dungeon before the game hangs. Just when I thought I had that licked, the game starts giving me SIGSEGV everytime I hit a monster. Other larn 12.0 problems: I got a "too many initializers" error from signal.c- Simple fix, you just have to remove some null initializers from the structure holding signal calls. Worse, however, (for me at least) is all the use of reverse video in the new version of larn. For you with VT-100's, this is fine, but some of us have so-called "magic cookie" terminals such as the Televideo 950. On one of these terminals, you get an ever changing amount of reverse video on screen as the screen attribute characters are written and overwritten. Here's to larn 13.0... -- Name: John Ruschmeyer US Mail: Monmouth College, W. Long Branch, NJ 07764 Phone: (201) 571-3451 UUCP: ...!vax135!petsd!moncol!john ...!princeton!moncol!john ...!pesnta!moncol!john NOMAD: ... a mass of conflicting impulses. Absorbing it unsettled me. SPOCK: That unit was Rich Rosen. from "Rosen Trek"
mwh_adev@jhunix.UUCP (JHU UNIX Development Group) (08/22/86)
> In article <145@sas.UUCP> jcz@sas.UUCP (Carl Zeigler) writes: > >In article <164@iwtpu.UUCP>, dpb@iwtpu.UUCP writes: > > > Larn will not compile on System V because it uses a BSD ioctl FIONREAD to > > > check how many characters are stil waiting to be read. I have not fixed this > > > but I will if I get the time. > > > -- > > > >I deleted the first call to ioctl with FIONREAD, > >and changed flushall to call ioctl( 0, TCFLSH, 0); > > > >works fine. > > Gee, I wish I had your luck. For me, changing the call in flushall works > fine, but deleting the other call just gives me a game where I can move > around fine on the surface, but can only make one move in the dungeon > before the game hangs. > > Just when I thought I had that licked, the game starts giving me SIGSEGV > everytime I hit a monster. > > Other larn 12.0 problems: > > I got a "too many initializers" error from signal.c- Simple fix, you just > have to remove some null initializers from the structure holding signal > calls. > > Worse, however, (for me at least) is all the use of reverse video in the > new version of larn. For you with VT-100's, this is fine, but some of us > have so-called "magic cookie" terminals such as the Televideo 950. On one > of these terminals, you get an ever changing amount of reverse video on > screen as the screen attribute characters are written and overwritten. > > Here's to larn 13.0... > > -- > Name: John Ruschmeyer > US Mail: Monmouth College, W. Long Branch, NJ 07764 > Phone: (201) 571-3451 > UUCP: ...!vax135!petsd!moncol!john ...!princeton!moncol!john > ...!pesnta!moncol!john > > NOMAD: ... a mass of conflicting impulses. Absorbing it > unsettled me. > SPOCK: That unit was Rich Rosen. > from "Rosen Trek" I have had an even worse problem. I managed to fix the buffer flushing and all that, but after I play for 5 min or so, the terminal messed up, never to recover. I have tried this on every terminal type available, but at some point during the game (5 or 10 min in) the terminal always dies. Any ideas? Paul seismo!umcp-cs!jhunix!mwh_adev mwh_adev%jhunix.BITNET@wiscvm.ARPA