view rogue3/main.c @ 112:ee250e3646fd

Don't truncate player name in savefile name or log message. The player name is stored in whoami[], which is length 80 in most games (1024 in rogue5). Only the first 10 chars were used to create file_name, because that buffer is the same length. Increasing the size of file_name to 256 permits using all of whoami. The name is also no longer truncated to 20 chars when writing the log. All games should now be able to handle 79-character names without collisions. Anything more would break save compatibility.
author John "Elwin" Edwards
date Sun, 23 Mar 2014 21:27:14 -0700
parents 88ab59f06dfc
children 12e070d1a780
line wrap: on
line source

/*
 * @(#)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;

main(argc, argv, envp)
char **argv;
char **envp;
{
    char *env;
    struct linked_list *item;
    struct object *obj;
    int lowtime;
    time_t now;

    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();
    
    time(&now);
    lowtime = (int) now;

    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 = lowtime + md_getpid();

    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())
    {
#ifdef SIGALRM
	signal(SIGALRM, checkout);
	alarm(CHECKTIME * 60);
#endif
	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;
#ifdef SIGALRM
    signal(SIGALRM, checkout);
#endif
    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);
#ifdef SIGALRM
	alarm(checktime * 60);
#endif
    }
    else
    {
	if (num_checks)
	{
	    chmsg("The load has dropped back down.  You have a reprieve.");
	    num_checks = 0;
	}
#ifdef SIGALRM
	alarm(CHECKTIME * 60);
#endif
    }
}

/*
 * 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();
    }
}