/* 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 #include #include #include #include #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