/*
main.c - setup code
XRogue: Expeditions into the Dungeons of Doom
Copyright (C) 1991 Robert Pietkivitch
All rights reserved.
Based on "Advanced Rogue"
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
All rights reserved.
Based on "Rogue: Exploring the Dungeons of Doom"
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
All rights reserved.
See the file LICENSE.TXT for full copyright and licensing information.
*/
#include <stdlib.h>
#include <string.h>
#include <curses.h>
#include <signal.h>
#include <time.h>
#include "mach_dep.h"
#include "network.h"
#include "rogue.h"
void open_records(void);
bool too_much(void);
bool author(void);
bool playtime(void);
bool betaover(void);
int
main(int argc, char *argv[], char *envp[])
{
register char *env;
time_t now;
md_init();
/*
* get home and options from environment
*/
strncpy(home, md_gethomedir(), LINELEN);
/* Get default save file */
strcpy(file_name, home);
strcat(file_name, "xrogue.sav");
/* Get default score file */
#ifdef SCOREFILE
strncpy(score_file, SCOREFILE, LINELEN);
score_file[LINELEN-1] = '\0';
#else
strcpy(score_file, md_getroguedir());
if (*score_file)
strcat(score_file,"/");
strcat(score_file, "xrogue.scr");
#endif
#ifdef SAVEDIR
/* Check for common save location */
if (argc >= 3 && strcmp(argv[1], "-n") == 0)
{
strncpy(whoami, argv[2], 79);
whoami[79] = '\0';
use_savedir = TRUE;
if (LINELEN <= snprintf(file_name, LINELEN, "%s/%d-%s.xrsav", SAVEDIR,
md_getuid(), whoami))
{
strcpy(file_name, "xrogue.sav");
use_savedir = FALSE;
}
}
#endif
if ((env = getenv("ROGUEOPTS")) != NULL)
parse_opts(env);
if (whoami[0] == '\0')
strucpy(whoami, md_getusername(), strlen(md_getusername()));
open_records();
if (!use_savedir)
md_normaluser();
/*
* check for print-score option
*/
if (argc == 2 && strcmp(argv[1], "-s") == 0)
{
waswizard = TRUE;
score((long)0, SCOREIT, (short)0);
exit_game(0);
}
/*
* Check for a network update
*/
if (argc == 2 && strcmp(argv[1], "-u") == 0) {
int errcheck, errors = 0;
unsigned long amount;
short monster;
/* Read in the amount and monster values to pass to score */
amount = netread(&errcheck, sizeof(unsigned long), stdin);
if (errcheck) errors++;
monster = (short) netread(&errcheck, sizeof(short), stdin);
if (errcheck) errors++;
/* Now do the update if there were no errors */
if (errors) exit_game(0);
else {
score((long)amount, UPDATE, (short)monster);
exit_game(0);
}
}
/*
* Check to see if he is a wizard
*/
#ifdef WIZARD
if (argc >= 2 && argv[1][0] == '\0')
if (strcmp(PASSWD, xcrypt(md_getpass("Wizard's password: "), "mT")) == 0)
{
wizard = TRUE;
argv++;
argc--;
}
#endif
if (betaover())
{
printf("Sorry, %s, but the test period of this prerelease version\n",whoami);
printf("of xrogue is over. Please acquire a new version. Sorry.\n");
exit_game(0);
}
if (!wizard && !author() && !playtime()) {
printf("Sorry, %s, but you can't play during working hours.\n", whoami);
printf("Try again later.\n");
exit_game(0);
}
if (!wizard && !author() && too_much()) {
printf("Sorry, %s, but the system is too loaded now.\n", whoami);
printf("Try again later.\n");
exit_game(0);
}
if (use_savedir)
{
/* restore() will return TRUE if a new game should be started. */
if (!restore(file_name, envp))
exit_game(0);
}
if (argc == 2)
if (!restore(argv[1], envp)) /* Note: restore will never return */
exit_game(0);
if (wizard && getenv("SEED") != NULL) {
seed = atoi(getenv("SEED"));
}
else {
seed = md_random_seed();
}
if (wizard)
printf("Hello %s, welcome to dungeon #%d\n", whoami, seed);
else
printf("Hello %s, just a moment while I dig the dungeon...\n", whoami);
fflush(stdout);
md_srand(seed);
init_things(); /* Set up probabilities of things */
init_colors(); /* Set up colors of potions */
init_stones(); /* Set up stone settings of rings */
init_materials(); /* Set up materials of wands */
init_names(); /* Set up names of scrolls */
init_misc(); /* Set up miscellaneous magic */
init_foods(); /* set up the food table */
initscr(); /* Start up cursor package */
typeahead(-1); /* turn off 3.2/4.0 curses feature */
if (COLS < MINCOLS)
{
printf("\n\nSorry, %s, but your terminal window has too few columns.\n", whoami);
printf("Your terminal has %d columns, needs 70.\n",COLS);
byebye(0);
}
if (LINES < MINLINES)
{
printf("\n\nSorry, %s, but your terminal window has too few lines.\n", whoami);
printf("Your terminal has %d lines, needs 22.\n",LINES);
byebye(0);
}
cols = COLS;
lines = LINES;
if ( cols % 2 != 0) cols -=1; /* must be even for maze code */
if (lines % 2 != 0) lines -=1; /* must be even for maze code */
/*
* Now that we have cols and lines, we can update our window
* structure for non-hardware windows.
*/
setup();
/*
* Set up windows
*/
cw = newwin(lines, cols, 0, 0);
mw = newwin(lines, cols, 0, 0);
hw = newwin(lines, cols, 0, 0);
msgw = newwin(4, cols, 0, 0);
if (cw == NULL || hw == NULL || mw == NULL || msgw == NULL) {
exit_game(EXIT_CLS | EXIT_ENDWIN);
}
keypad(cw, TRUE);
keypad(hw, TRUE);
init_player(); /* Roll up the rogue */
waswizard = wizard;
draw(cw);
/* A super wizard doesn't have to get equipped */
/* Check if "" option is TRUE and get environment flag */
if (wizard && strcmp(getenv("SUPER"),"YES") == 0 ||
def_attr == TRUE) {
level = 1;
new_level(NORMLEV);
}
else
new_level(STARTLEV); /* Draw current level */
/*
* Start up daemons and fuses
*/
start_daemon(doctor, &player, AFTER);
fuse(swander, NULL, WANDERTIME, AFTER);
/* Give characters their innate abilities */
if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
fuse(spell_recovery, NULL, SPELLTIME, AFTER);
if (player.t_ctype == C_DRUID || player.t_ctype == C_MONK)
fuse(chant_recovery, NULL, SPELLTIME, AFTER);
if (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN)
fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
start_daemon(stomach, NULL, AFTER);
if (player.t_ctype == C_THIEF ||
player.t_ctype == C_ASSASSIN ||
player.t_ctype == C_MONK)
start_daemon(trap_look, NULL, AFTER);
/* Does this character have any special knowledge? */
switch (player.t_ctype) {
case C_ASSASSIN:
/* Assassins automatically recognize poison */
p_know[P_POISON] = TRUE;
when C_FIGHTER:
/* Fighters automatically recognize skill */
p_know[P_SKILL] = TRUE;
}
/* Choose an initial quest item */
if (!wizard) {
if (def_attr == FALSE)
quest_item = rnd(MAXRELIC);
}
mpos = 0;
draw(cw);
msg("You have been quested to retrieve the %s....",
rel_magic[quest_item].mi_name);
mpos = 0;
playit();
}
/*
* endit:
* Exit the program abnormally.
*/
void
endit(int sig)
{
NOOP(sig);
fatal("Ok, if you want to exit that badly, I'll have to allow it\n");
}
/*
* fatal:
* Exit the program, printing a message.
*/
void
fatal(char *s)
{
clear();
move(lines-2, 0);
printw("%s", s);
draw(stdscr);
printf("\n"); /* So the curser doesn't stop at the end of the line */
exit_game(EXIT_ENDWIN);
}
/*
* rnd:
* Pick a very random number.
*/
int
rnd(int range)
{
return( md_rand(range) );
}
/*
* roll:
* roll a number of dice
*/
int
roll(int number, int sides)
{
register int dtotal = 0;
while(number--)
dtotal += rnd(sides)+1;
return dtotal;
}
void
setup(void)
{
md_setup();
}
/*
* playit:
* The main loop of the program. Loop until the game is over,
* refreshing things and looking at the proper times.
*/
void
playit(void)
{
register char *opts;
/*
* parse environment declaration of options
*/
if ((opts = getenv("ROGUEOPTS")) != NULL)
parse_opts(opts);
player.t_oldpos = hero;
oldrp = roomin(&hero);
after = TRUE;
command(); /* Command execution */
endit(-1);
}
/*
* see if the system is being used too much for this game
*/
bool
too_much(void)
{
/* we no longer do load checking or user counts */
return(FALSE);
}
/*
* author:
* See if a user is an author of the program
*/
bool
author(void)
{
switch (md_getuid()) {
case 0: /* always OK for root to play */
return TRUE;
default:
return FALSE;
}
}
/*
* playtime:
* Returns TRUE when it is a good time to play rogue
*/
bool
playtime(void)
{
/* we no longer do playtime checking */
return TRUE;
}
/*
* betaover:
* Returns TRUE if the test period of this version of the game is over
*/
bool
betaover(void)
{
return(FALSE);
}
void
exit_game(int flag)
{
int i;
if (flag & EXIT_CLS) /* Clear Screen */
{
wclear(cw);
draw(cw);
}
if (flag & EXIT_ENDWIN) /* Shutdown Curses */
{
keypad(cw,FALSE);
keypad(hw,FALSE);
delwin(cw);
delwin(mw);
delwin(hw);
delwin(msgw);
if (!isendwin())
endwin();
}
o_free_list(player.t_pack);
t_free_list(mlist);
t_free_list(rlist);
t_free_list(tlist);
o_free_list(lvl_obj); /* Free up previous objects (if any) */
for (i = 0; i < MAXROOMS; i++)
{
r_free_list(rooms[i].r_exit); /* Free up the exit lists */
_r_free_fire_list(&rooms[i].r_fires);
}
for(i=0; i<MAXSCROLLS; i++)
{
if (s_names[i] != NULL)
free( s_names[i] );
if (s_guess[i] != NULL)
free( s_guess[i] );
}
for(i=0; i<MAXPOTIONS; i++)
{
if (p_guess[i] != NULL)
free( p_guess[i] );
}
for(i=0; i<MAXRINGS; i++)
{
if (r_guess[i] != NULL)
free( r_guess[i] );
}
for(i=0; i<MAXSTICKS; i++)
{
if (ws_guess[i] != NULL)
free( ws_guess[i] );
}
exit(0);
}
void
open_records(void)
{
if (scorefi == NULL)
scorefi = fopen(score_file, "rb+");
if (scorefi == NULL)
scorefi = fopen(score_file, "wb+");
/* If opening fails, that will be handled when trying to write. */
#ifdef LOGFILE
if (logfile == NULL)
logfile = fopen(LOGFILE, "a");
#endif
return;
}