view xrogue/main.c @ 155:1af259ac4ed2

arogue7, xrogue: fix save/restore of alchemy jugs. state.c now saves the fuse that refills alchemy jugs, using the method of numbering objects previously applied to Advanced Rogue 5. Alchemy jugs that are empty when the game is saved will continue to function after it is restored. Savefile compatibility should not be affected.
author John "Elwin" Edwards
date Fri, 29 May 2015 17:34:04 -0400
parents cadff8f047a1
children f54901b9c39b
line wrap: on
line source

/*
    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);

main(argc, argv, envp)
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 = (int) time(&now) + getpid();
    }
    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, (VOID *)NULL, WANDERTIME, AFTER);
    /* Give characters their innate abilities */
    if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
            fuse(spell_recovery, (VOID *)NULL, SPELLTIME, AFTER);
    if (player.t_ctype == C_DRUID    || player.t_ctype == C_MONK)
            fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER);
    if (player.t_ctype == C_CLERIC   || player.t_ctype == C_PALADIN)
            fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER);
    start_daemon(stomach, (VOID *)NULL, AFTER);
    if (player.t_ctype == C_THIEF    ||
        player.t_ctype == C_ASSASSIN ||
        player.t_ctype == C_MONK)
            start_daemon(trap_look, (VOID *)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.
 */

/*UNUSED*/
void
endit(sig)
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.
 */

fatal(s)
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.
 */

rnd(range)
register int range;
{
    return( md_rand(range) );
}

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

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

    while(number--)
        dtotal += rnd(sides)+1;
    return dtotal;
}

setup()
{
	md_setup();
}

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

playit()
{
    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
 */

too_much()
{
    /* we no longer do load checking or user counts */
    return(FALSE);
}

/*
 * author:
 *      See if a user is an author of the program
 */

author()
{
        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
 */

playtime()
{
        /* we no longer do playtime checking */

        return TRUE;
}

/*
 * betaover:
 *      Returns TRUE if the test period of this version of the game is over
 */

betaover()
{
     return(FALSE);
}


exit_game(flag)
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;
}