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moneytech

lrogue2's Issues

only one score entry in l2rogue2.scores

Expected:
"Top ten highscores" shows more than one entry - 10 total (as long as all the slots are all filled up of course).

Observed:
Only one highscore is shown in 68a4fdf. It's the best one but can't see number two, three, etc.

Steps:
Start the game a few times and quit it with different amounts of gold.
Notice how the score list never grows beyond one entry. (it should instead have all of your best attempts sorted highest to lowest)

separate build directory

I wondered if it would be possible or wise to have all the *.o files and the lrogue2 elf binary created in ./build or ./bin by default, which would be then ignored all at once in .gitignore rather than having those files in the same place as the source code. I find it easier to browse files when those are separate. This is not a big deal or anything but something that came up for me.

don't delete the save file

Expected:
Save files are not deleted.

Actual:
When you load a savefile by running lrogue2 file it deletes the file.

I know that it's how the original behaved but I think after lifting the save check there's not much point in still having this. Save files can be easily backed up and restored. In practice in - my experience - this behaviour is a nuisance rather than something that helps in any way.

scores broken again

Steps:

  1. Start the game (built from 46f78d4)
  2. Pick up some gold
  3. Quit
  4. Run rogue -s
  5. Notice how your score was not saved

show possible monsters per level (feature)?

Years ago I wrote a patch which upon a keypress would show all the possible monsters on the level. Similar to how pressing = shows you your rings - E (for "enemies") showed what monsters you could expect on the level. It was a bit more convenient than looking it up. Lost the code since unfortunately. Of course one could just memorise the monsters. While this would change how the game works - it's not changing core gameplay, I think it's still in the same spirit.

m or M (for "monsters") could work too but they seem to be already used - not quite sure for what but can look it up.

Let me know if you plan on adding stuff like this - if this is interesting/useful and within scope of the project - or if preferring to keep the game the way it was as long as it runs.

lrogue2 -s segfaults

Expected:
lrogue2 -s or lrogue2 -s lrogue2.scores prints the highscore list as suggested here.

Observed:

% lrogue2 -s
Segmentation fault (core dumped)
                                %
% lrogue2 -s ./lrogue2.scores
Segmentation fault (core dumped)
                                %

exiting help dialog doesn't redraw level

Expected:
When you press ? for help and then Space or Escape - the level still looks the same way as before pressing it.

Observed:
Pressing the ? doesn't redraw the level upon exiting out of the help dialog.

Steps:

  1. Start the game
  2. Press ? then Space
  3. Notice how everything is "gone" but appears again if you go to another room or go downstairs.

don't prevent save-scumming?

I think save-scumming adds replay value because it lets you:

  • try out strats on the same game-state
  • create snapshots of interesting situations
  • yet another thing you can do with the game

At the same time I get that it's not intended by the original devs. That there is a wizard mode (not quite the same though). That part of the appeal of the game is that each run is different from beginning to the end. That it can make competing for score pointless.

Still - it should probably be up to the player whether they want to "cheat" or not, I think.

I removed these in my working-tree as a quick way to allow for save-scumming:

% git diff -U0
diff --git a/src/save.c b/src/save.c
index 5f1f078..6ce02b1 100644
--- a/src/save.c
+++ b/src/save.c
@@ -127,3 +126,0 @@ void restore(char *fname) {
-       if (new_file_id != saved_file_id) {
-               clean_up("sorry, saved game is not in the same file");
-       }
@@ -161,3 +157,0 @@ void restore(char *fname) {
-       if ((!wizard) && !md_df(fname)) {
-               clean_up("cannot delete file");
-       }

Do you think it's wise to have the save-check removed by default?

Do you plan on adding so called "quality of life improvements" or just wanted to clean up some compiler errors to make sure it runs?

question mark on quaffing and eating seems broken

Expected:
When picking up a potion then pressing q and ? it should show the potions in the inventory.
Same thing goes for eating, zapping, wearing and throwing.

Observed:
It shows nothing or it shows a list of scrolls instead of potions.

Steps:
Eating:

  1. Start the game
  2. Press e then ?
  3. Notice that your food is not listed. Same goes for any food you find.

Quaffing:

  1. Find a potion in the dungeon.
  2. Press q then ?
  3. Notice that the potion is not listed

Listing scrolls seems to work as expected.

average HP

It's activated by pressing CTRL + A

Any idea how it's useful in gameplay?

Tried to figure it out by looking at the source code but not sure I understand it.

Is it a D&D thing?

can't build after recent update

Hope you don't mind me creating these issues. When I try to build e5de255 I get:

% make
cc -Wno-constant-conversion -DUNIX -std=c99 -g3 -ggdb -Iinclude -c src/machdep.c -o src/machdep.o
src/machdep.c: In function ‘md_gct’:
src/machdep.c:202:18: error: storage size of ‘tzp’ isn’t known
  202 |  struct timezone tzp;
      |                  ^~~
src/machdep.c: At top level:
cc1: note: unrecognized command-line option ‘-Wno-constant-conversion’ may have been intended to silence earlier diagnostics
make: *** [makefile:18: src/machdep.o] Error 1

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