view rogue3/main.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents 3d4252fa2ed3
children e52a8a7ad4c5
line wrap: on
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/*
 * @(#)main.c	3.27 (Berkeley) 6/15/81
 *
 * 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 "curses.h"
#include <time.h>
#include <signal.h>
#include <limits.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include "machdep.h"
#include "rogue.h"

int num_checks = 0;			/* times we've gone over in checkout() */
WINDOW *cw;                              /* Window that the player sees */
WINDOW *hw;                              /* Used for the help command */
WINDOW *mw;                              /* Used to store mosnters */
FILE   *scoreboard = NULL;
FILE   *logfi = NULL;

int
main(int argc, char *argv[], char *envp[])
{
    char *env;
    struct linked_list *item;
    struct object *obj;

    md_init(MD_STRIP_CTRL_KEYPAD);

    open_score();
    open_log();

    /*
     * check for print-score option
     */
    if (argc == 2 && strcmp(argv[1], "-s") == 0)
    {
	waswizard = TRUE;
	score(0, -1, 0);
	exit(0);
    }

#ifdef WIZARD
    /*
     * Check to see if he is a wizard
     */
    if (argc >= 2 && argv[1][0] == '\0')
	if (strcmp(PASSWD, crypt(md_getpass("Wizard's password: "), "mT")) == 0)
	{
	    wizard = TRUE;
	    argv++;
	    argc--;
	}
#endif

/* Are we using the system savefile directory? */
#ifdef SAVEDIR
    if (argc >= 3 && !strcmp(argv[1], "-n"))
    {
        strncpy(whoami, argv[2], 79);
        whoami[79] = '\0';
        use_savedir = TRUE;
        /* look for savefile at SAVEDIR/UID-playername.r3sav */
        if (snprintf(file_name, 256, "%s/%d-%s.r3sav", SAVEDIR, md_getuid(), whoami) >= 256)
        {
            /* this shouldn't happen */
            strcpy(file_name, "rogue3.save");
            use_savedir = FALSE;
        }
    }
#endif

    if (use_savedir == FALSE)
    {
        md_normaluser();
        /* because we don't need to create a file in the common savedir,
         * and the scorefile is already open */
        strcpy(home, md_gethomedir());
    
        if (strlen(home) > PATH_MAX - strlen("rogue3.save") - 1)
            *home = 0;
    
        strcpy(file_name, home);
        strcat(file_name, "rogue3.save");
    }
    
    if ((env = getenv("ROGUEOPTS")) != NULL)
	parse_opts(env);
    if (!use_savedir && (env == NULL || whoami[0] == '\0'))
	strucpy(whoami, md_getusername(), strlen(md_getusername()));
    if (env == NULL || fruit[0] == '\0')
	strcpy(fruit, "slime-mold");

    if (too_much() && !wizard && !author())
    {
	printf("Sorry, %s, but the system is too loaded now.\n", whoami);
	printf("Try again later.  Meanwhile, why not enjoy a%s %s?\n",
	    vowelstr(fruit), fruit);
	exit(1);
    }
    
    /* now start the game */
    if (use_savedir)
    {
      /* Try to restore from file_name which we just set up. */
      if (!restore(file_name, envp))
        exit(1);
      /* If restore() returns true, the system savefile doesn't exist.
         So we'll start a new game. */
    }
    else if (argc == 2)
	if (!restore(argv[1], envp)) /* Note: restore will never return */
	    exit(1);

    /* If we reach this point, either
     * 1. A system savefile was specified and doesn't exist.
     * 2. No savefile was specified.
     * Either way, start a new game.
     */
    
    if (!use_savedir)
      md_normaluser();
    
    env = getenv("SEED");

    if (env)
        seed = atoi(env);
    else
        seed = 0;

    if (seed > 0)
    {
        waswizard = 1; /* don't save scores if SEED specified */
        dnum = seed;
    }
    else
        dnum = md_random_seed();

    if (wizard || env)
	printf("Hello %s, welcome to dungeon #%d\n", whoami, dnum);
    else
	printf("Hello %s, just a moment while I dig the dungeon...\n", whoami);

    fflush(stdout);
    seed = dnum;
    init_player();			/* Roll up the rogue */
    init_things();			/* Set up probabilities of things */
    init_names();			/* Set up names of scrolls */
    init_colors();			/* Set up colors of potions */
    init_stones();			/* Set up stone settings of rings */
    init_materials();			/* Set up materials of wands */
    initscr();				/* Start up cursor package */

    if (COLS < 70)
    {
	endwin();
	printf("\n\nSorry, %s, but your terminal window has too few columns.\n", whoami);
	printf("Your terminal has %d columns, needs 70.\n",COLS);
	exit(1);
    }
    if (LINES < 22)
    {
	endwin();
	printf("\n\nSorry, %s, but your terminal window has too few lines.\n", whoami);
	printf("Your terminal has %d lines, needs 22.\n",LINES);
	exit(1);
    }
    

    setup();
    /*
     * Set up windows
     */
    cw = newwin(LINES, COLS, 0, 0);
    mw = newwin(LINES, COLS, 0, 0);
    hw = newwin(LINES, COLS, 0, 0);
    keypad(cw,1);
    waswizard = wizard;
    new_level();			/* Draw current level */
    /*
     * Start up daemons and fuses
     */
    start_daemon(doctor, 0, AFTER);
    fuse(swander, 0, WANDERTIME, AFTER);
    start_daemon(stomach, 0, AFTER);
    start_daemon(runners, 0, AFTER);
    /*
     * Give the rogue his weaponry.  First a mace.
     */
    item = new_item(sizeof *obj);
    obj = (struct object *) ldata(item);
    obj->o_type = WEAPON;
    obj->o_which = MACE;
    init_weapon(obj, MACE);
    obj->o_hplus = 1;
    obj->o_dplus = 1;
    obj->o_flags |= ISKNOW;
    add_pack(item, TRUE);
    cur_weapon = obj;
    /*
     * Now a +1 bow
     */
    item = new_item(sizeof *obj);
    obj = (struct object *) ldata(item);
    obj->o_type = WEAPON;
    obj->o_which = BOW;
    init_weapon(obj, BOW);
    obj->o_hplus = 1;
    obj->o_dplus = 0;
    obj->o_flags |= ISKNOW;
    add_pack(item, TRUE);
    /*
     * Now some arrows
     */
    item = new_item(sizeof *obj);
    obj = (struct object *) ldata(item);
    obj->o_type = WEAPON;
    obj->o_which = ARROW;
    init_weapon(obj, ARROW);
    obj->o_count = 25+rnd(15);
    obj->o_hplus = obj->o_dplus = 0;
    obj->o_flags |= ISKNOW;
    add_pack(item, TRUE);
    /*
     * And his suit of armor
     */
    item = new_item(sizeof *obj);
    obj = (struct object *) ldata(item);
    obj->o_type = ARMOR;
    obj->o_which = RING_MAIL;
    obj->o_ac = a_class[RING_MAIL] - 1;
    obj->o_flags |= ISKNOW;
    cur_armor = obj;
    add_pack(item, TRUE);
    /*
     * Give him some food too
     */
    item = new_item(sizeof *obj);
    obj = (struct object *) ldata(item);
    obj->o_type = FOOD;
    obj->o_count = 1;
    obj->o_which = 0;
    add_pack(item, TRUE);
    playit();
}

/*
 * endit:
 *	Exit the program abnormally.
 */

void
endit(int p)
{
    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);
    endwin();
    exit(0);
}

/*
 * rnd:
 *	Pick a very random number.
 */

int
rnd(int range)
{
    return range == 0 ? 0 : abs(RN) % range;
}

/*
 * roll:
 *	roll a number of dice
 */

int
roll(int number, int sides)
{
    int dtotal = 0;

    while(number--)
	dtotal += rnd(sides)+1;
    return dtotal;
}
/*
 * handle stop and start signals
 */

void
tstp(int p)
{
#ifdef SIGTSTP
    signal(SIGTSTP, SIG_IGN);
#endif
    mvcur(0, COLS - 1, LINES - 1, 0);
    endwin();
    fflush(stdout);
#ifdef SIGTSTP
    signal(SIGTSTP, SIG_DFL);
    kill(0, SIGTSTP);
    signal(SIGTSTP, tstp);
#endif
    nonl();
    crmode();
    noecho();
    clearok(curscr, TRUE);
    touchwin(cw);
    draw(cw);
    flush_type();	/* flush input */
}

void
setup()
{
#ifdef SIGHUP
    signal(SIGHUP, auto_save);
#endif
    signal(SIGILL, auto_save);
#ifdef SIGTRAP
    signal(SIGTRAP, auto_save);
#endif
#ifdef SIGIOT
    signal(SIGIOT, auto_save);
#endif
#ifdef SIGEMT
    signal(SIGEMT, auto_save);
#endif
    signal(SIGFPE, auto_save);
#ifdef SIGBUS
    signal(SIGBUS, auto_save);
#endif
    signal(SIGSEGV, auto_save);
#ifdef SIGSYS
    signal(SIGSYS, auto_save);
#endif
#ifdef SIGPIPE
    signal(SIGPIPE, auto_save);
#endif
    signal(SIGTERM, auto_save);
    signal(SIGINT, quit);
#ifdef SIGQUIT
    signal(SIGQUIT, endit);
#endif
#ifdef SIGTSTP
    signal(SIGTSTP, tstp);
#endif

    if (!author())
    {
	md_start_checkout_timer(CHECKTIME * 60);
	num_checks = 0;
    }

    nonl();
    crmode();				/* Cbreak mode */
    noecho();				/* Echo off */
}

/*
 * playit:
 *	The main loop of the program.  Loop until the game is over,
 * refreshing things and looking at the proper times.
 */

void
playit()
{
    char *opts;

    /*
     * set up defaults for slow terminals
     */


    if (baudrate() < 1200)
    {
	terse = TRUE;
	jump = TRUE;
    }

    /*
     * parse environment declaration of options
     */
    if ((opts = getenv("ROGUEOPTS")) != NULL)
	parse_opts(opts);


    oldpos = hero;
    oldrp = roomin(&hero);
    while (playing)
	command();			/* Command execution */
    endit(-1);
}

/*
 * see if the system is being used too much for this game
 */
int
too_much()
{
    double avec[3];

#ifdef MAXLOAD
    if (md_loadav(avec) == 0)
    	return (avec[2] > (MAXLOAD / 10.0));
#endif
#ifdef MAXUSERS
    return (md_ucount() > MAXUSERS);
#endif
    return 0;
}

/*
 * see if a user is an author of the program
 */
int
author()
{
    switch (md_getuid())
    {
	case AUTHORUID:
	    return TRUE;
	default:
	    return FALSE;
    }
}

void
checkout(int p)
{
    static char *msgs[] = {
	"The load is too high to be playing.  Please leave in %d minutes",
	"Please save your game.  You have %d minutes",
	"Last warning.  You have %d minutes to leave",
    };
    int checktime;
    if (too_much())
    {
	if (num_checks >= 3)
	    fatal("Sorry.  You took to long.  You are dead\n");
	checktime = CHECKTIME / (num_checks + 1);
	if (num_checks < 3)
		chmsg(msgs[num_checks++], checktime);
	md_start_checkout_timer(checktime * 60);
    }
    else
    {
	if (num_checks)
	{
	    chmsg("The load has dropped back down.  You have a reprieve.");
	    num_checks = 0;
	}
	md_start_checkout_timer(CHECKTIME * 60);
    }
}

/*
 * checkout()'s version of msg.  If we are in the middle of a shell, do a
 * printf instead of a msg to avoid the refresh.
 */
void
chmsg(char *fmt, ...)
{
    va_list args;

    if (in_shell)
    {
	va_start(args, fmt);
	vprintf(fmt, args);
	va_end(args);
	putchar('\n');
	fflush(stdout);
    }
    else
    {
        va_start(args, fmt);
        doadd(fmt, args);
        va_end(args);
	endmsg();
    }
}