Mercurial > hg > early-roguelike
view rogue4/main.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
---|---|
date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | 1b73a8641b37 |
children | 3d4252fa2ed3 |
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/* * # # * # # # # # ## # # # * # * * @(#)main.c 4.26 (Berkeley) 2/4/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 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 <curses.h> #include <signal.h> #include <limits.h> #include <string.h> #include <time.h> #include "rogue.h" /* * main: * The main program, of course */ int main(int argc, char *argv[], char *envp[]) { register char *env; int lowtime; md_init(); #ifndef DUMP #ifdef SIGQUIT signal(SIGQUIT, exit); #endif signal(SIGILL, exit); #ifdef SIGTRAP signal(SIGTRAP, exit); #endif #ifdef SIGIOT signal(SIGIOT, exit); #endif #ifdef SIGEMT signal(SIGEMT, exit); #endif signal(SIGFPE, exit); #ifdef SIGBUS signal(SIGBUS, exit); #endif signal(SIGSEGV, exit); #ifdef SIGSYS signal(SIGSYS, exit); #endif #endif #ifdef WIZARD /* * Check to see if he is a wizard */ if (argc >= 2 && argv[1][0] == '\0') if (strcmp(PASSWD, xcrypt(md_getpass("Wizard's password: "), "mT")) == 0) { wizard = TRUE; player.t_flags |= SEEMONST; argv++; argc--; } #endif #ifdef SAVEDIR if (argc >= 3 && !strcmp(argv[1], "-n")) { strncpy(whoami, argv[2], MAXSTR - 1); whoami[MAXSTR - 1] = '\0'; /* insurance */ use_savedir = TRUE; /* look for savefile at SAVEDIR/UID-playername.r4sav */ if (snprintf(file_name, 256, "%s/%d-%s.r4sav", SAVEDIR, md_getuid(), whoami) >= 256) { /* Name is too long- this shouldn't happen */ strcpy(file_name, "rogue4.save"); use_savedir = FALSE; } } #endif /* * get home and options from environment */ strncpy(home, md_gethomedir(), PATH_MAX); if (!use_savedir) { strcpy(file_name, home); strcat(file_name, "/rogue4.save"); } if ((env = getenv("ROGUEOPTS")) != NULL) parse_opts(env); if (!use_savedir && (env == NULL || whoami[0] == '\0')) strucpy(whoami, md_getusername(md_getuid()), strlen(md_getusername(md_getuid()))); if (env == NULL || fruit[0] == '\0') strcpy(fruit, "slime-mold"); /* * check for print-score option */ open_log(); /* do first, open_score might drop needed permissions */ open_score(); if (argc == 2 && strcmp(argv[1], "-s") == 0) { noscore = TRUE; score(0, -1, 0); exit(0); } init_check(); /* check for legal startup */ 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 */ { endwin(); exit(1); } } if (!use_savedir) md_normaluser(); lowtime = (int) time(NULL); #ifdef WIZARD noscore = wizard; #endif if (getenv("SEED") != NULL) { dnum = atoi(getenv("SEED")); noscore = TRUE; } else dnum = lowtime + getpid(); #ifdef WIZARD if (wizard) printf("Hello %s, welcome to dungeon #%d", whoami, dnum); else #endif printf("Hello %s, just a moment while I dig the dungeon...\n\n",whoami); fflush(stdout); seed = dnum; init_player(); /* Set up initial player stats */ 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) { printf("\n\nSorry, but your terminal window has too few columns.\n"); printf("Your terminal has %d columns, needs 70.\n",COLS); endwin(); exit(1); } if (LINES < 22) { printf("\n\nSorry, but your terminal window has too few lines.\n"); printf("Your terminal has %d lines, needs 22.\n",LINES); endwin(); exit(1); } if ((whoami == NULL) || (*whoami == '\0') || (strcmp(whoami,"dosuser")==0)) { echo(); mvaddstr(23,2,"Rogue's Name? "); wgetnstr(stdscr,whoami,MAXSTR); noecho(); } if ((whoami == NULL) || (*whoami == '\0')) strcpy(whoami,"Rodney"); setup(); /* * Set up windows */ hw = newwin(LINES, COLS, 0, 0); keypad(stdscr,1); 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); playit(); } /* * endit: * Exit the program abnormally. */ void endit(int a) { 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); refresh(); endwin(); (void) exit(0); } /* * rnd: * Pick a very random number. */ int rnd(int range) { return range == 0 ? 0 : abs((int) RN) % 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; } /* * tstp: * Handle stop and start signals */ void tstp(int a) { register int y, x; register int oy, ox; getyx(curscr, oy, ox); mvcur(0, COLS - 1, LINES - 1, 0); endwin(); clearok(curscr, TRUE); fflush(stdout); #ifdef SIGTSTP signal(SIGTSTP, SIG_DFL); kill(0, SIGTSTP); signal(SIGTSTP, tstp); #endif crmode(); nonl(); noecho(); clearok(curscr, TRUE); wrefresh(curscr); getyx(curscr, y, x); mvcur(y, x, oy, ox); fflush(stdout); curscr->_cury = oy; curscr->_curx = ox; } /* * 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; /* * 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(0); } /* * quit: * Have player make certain, then exit. */ void quit(int a) { register int oy, ox; /* * Reset the signal in case we got here via an interrupt */ if (signal(SIGINT, quit) != quit) mpos = 0; getyx(curscr, oy, ox); msg("really quit?"); if (readchar() == 'y') { signal(SIGINT, leave); clear(); mvprintw(LINES - 2, 0, "You quit with %d gold pieces", purse); move(LINES - 1, 0); refresh(); writelog(purse, 1, 0); score(purse, 1, 0); printf("[Press return to exit]\n"); fflush(NULL); getchar(); exit(0); } else { move(0, 0); clrtoeol(); status(); move(oy, ox); refresh(); mpos = 0; count = 0; } } /* * leave: * Leave quickly, but curteously */ void leave(int sig) { /* if (!_endwin) {*/ mvcur(0, COLS - 1, LINES - 1, 0); endwin(); /* } */ putchar('\n'); exit(0); } /* * shell: * Let him escape for a while */ void shell(void) { /* * Set the terminal back to original mode */ move(LINES-1, 0); refresh(); endwin(); putchar('\n'); putchar('\n'); in_shell = TRUE; after = FALSE; md_shellescape(); noecho(); nonl(); crmode(); in_shell = FALSE; clearok(stdscr, TRUE); touchwin(stdscr); }