Mercurial > hg > early-roguelike
view rogue3/main.c @ 87:f871cb0539d3
Don't set the player's ISRUN flag.
rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or
holding. This is apparently supposed to indicate that the player can
move again. What it actually does is make it harder for monsters to
hit the player, until the flag is reset.
As this behavior makes little sense and seems like a cheat, it has
been deemed a bug and removed.
author | John "Elwin" Edwards |
---|---|
date | Tue, 13 Aug 2013 09:19:56 -0700 |
parents | 2dcd75e6a736 |
children | 88ab59f06dfc |
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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; 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, 80, "%s%d-%.10s.r3sav", SAVEDIR, md_getuid(), whoami) >= 80) { /* 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(); } }