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.
518 lines
10 KiB
C
518 lines
10 KiB
C
/*
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* @(#)main.c 3.27 (Berkeley) 6/15/81
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <time.h>
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#include <signal.h>
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#include <limits.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include "machdep.h"
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#include "rogue.h"
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int num_checks = 0; /* times we've gone over in checkout() */
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WINDOW *cw; /* Window that the player sees */
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WINDOW *hw; /* Used for the help command */
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WINDOW *mw; /* Used to store mosnters */
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FILE *scoreboard = NULL;
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FILE *logfi = NULL;
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main(argc, argv, envp)
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char **argv;
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char **envp;
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{
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char *env;
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struct linked_list *item;
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struct object *obj;
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int lowtime;
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time_t now;
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md_init(MD_STRIP_CTRL_KEYPAD);
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open_score();
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open_log();
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/*
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* check for print-score option
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*/
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if (argc == 2 && strcmp(argv[1], "-s") == 0)
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{
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waswizard = TRUE;
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score(0, -1, 0);
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exit(0);
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}
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#ifdef WIZARD
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/*
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* Check to see if he is a wizard
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*/
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if (argc >= 2 && argv[1][0] == '\0')
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if (strcmp(PASSWD, crypt(md_getpass("Wizard's password: "), "mT")) == 0)
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{
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wizard = TRUE;
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argv++;
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argc--;
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}
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#endif
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/* Are we using the system savefile directory? */
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#ifdef SAVEDIR
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if (argc >= 3 && !strcmp(argv[1], "-n"))
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{
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strncpy(whoami, argv[2], 79);
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whoami[79] = '\0';
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use_savedir = TRUE;
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/* look for savefile at SAVEDIR/UID-playername.r3sav */
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if (snprintf(file_name, 256, "%s/%d-%s.r3sav", SAVEDIR, md_getuid(), whoami) >= 256)
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{
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/* this shouldn't happen */
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strcpy(file_name, "rogue3.save");
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use_savedir = FALSE;
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}
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}
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#endif
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if (use_savedir == FALSE)
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{
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md_normaluser();
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/* because we don't need to create a file in the common savedir,
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* and the scorefile is already open */
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strcpy(home, md_gethomedir());
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if (strlen(home) > PATH_MAX - strlen("rogue3.save") - 1)
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*home = 0;
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strcpy(file_name, home);
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strcat(file_name, "rogue3.save");
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}
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if ((env = getenv("ROGUEOPTS")) != NULL)
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parse_opts(env);
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if (!use_savedir && (env == NULL || whoami[0] == '\0'))
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strucpy(whoami, md_getusername(), strlen(md_getusername()));
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if (env == NULL || fruit[0] == '\0')
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strcpy(fruit, "slime-mold");
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if (too_much() && !wizard && !author())
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{
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printf("Sorry, %s, but the system is too loaded now.\n", whoami);
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printf("Try again later. Meanwhile, why not enjoy a%s %s?\n",
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vowelstr(fruit), fruit);
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exit(1);
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}
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/* now start the game */
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if (use_savedir)
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{
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/* Try to restore from file_name which we just set up. */
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if (!restore(file_name, envp))
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exit(1);
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/* If restore() returns true, the system savefile doesn't exist.
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So we'll start a new game. */
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}
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else if (argc == 2)
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if (!restore(argv[1], envp)) /* Note: restore will never return */
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exit(1);
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/* If we reach this point, either
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* 1. A system savefile was specified and doesn't exist.
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* 2. No savefile was specified.
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* Either way, start a new game.
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*/
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if (!use_savedir)
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md_normaluser();
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time(&now);
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lowtime = (int) now;
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env = getenv("SEED");
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if (env)
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seed = atoi(env);
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else
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seed = 0;
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if (seed > 0)
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{
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waswizard = 1; /* don't save scores if SEED specified */
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dnum = seed;
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}
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else
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dnum = lowtime + md_getpid();
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if (wizard || env)
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printf("Hello %s, welcome to dungeon #%d\n", whoami, dnum);
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else
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printf("Hello %s, just a moment while I dig the dungeon...\n", whoami);
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fflush(stdout);
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seed = dnum;
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init_player(); /* Roll up the rogue */
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init_things(); /* Set up probabilities of things */
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init_names(); /* Set up names of scrolls */
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init_colors(); /* Set up colors of potions */
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init_stones(); /* Set up stone settings of rings */
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init_materials(); /* Set up materials of wands */
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initscr(); /* Start up cursor package */
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if (COLS < 70)
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{
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endwin();
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printf("\n\nSorry, %s, but your terminal window has too few columns.\n", whoami);
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printf("Your terminal has %d columns, needs 70.\n",COLS);
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exit(1);
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}
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if (LINES < 22)
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{
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endwin();
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printf("\n\nSorry, %s, but your terminal window has too few lines.\n", whoami);
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printf("Your terminal has %d lines, needs 22.\n",LINES);
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exit(1);
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}
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setup();
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/*
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* Set up windows
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*/
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cw = newwin(LINES, COLS, 0, 0);
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mw = newwin(LINES, COLS, 0, 0);
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hw = newwin(LINES, COLS, 0, 0);
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keypad(cw,1);
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waswizard = wizard;
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new_level(); /* Draw current level */
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/*
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* Start up daemons and fuses
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*/
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start_daemon(doctor, 0, AFTER);
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fuse(swander, 0, WANDERTIME, AFTER);
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start_daemon(stomach, 0, AFTER);
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start_daemon(runners, 0, AFTER);
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/*
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* Give the rogue his weaponry. First a mace.
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = WEAPON;
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obj->o_which = MACE;
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init_weapon(obj, MACE);
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obj->o_hplus = 1;
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obj->o_dplus = 1;
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obj->o_flags |= ISKNOW;
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add_pack(item, TRUE);
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cur_weapon = obj;
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/*
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* Now a +1 bow
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = WEAPON;
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obj->o_which = BOW;
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init_weapon(obj, BOW);
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obj->o_hplus = 1;
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obj->o_dplus = 0;
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obj->o_flags |= ISKNOW;
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add_pack(item, TRUE);
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/*
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* Now some arrows
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = WEAPON;
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obj->o_which = ARROW;
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init_weapon(obj, ARROW);
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obj->o_count = 25+rnd(15);
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obj->o_hplus = obj->o_dplus = 0;
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obj->o_flags |= ISKNOW;
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add_pack(item, TRUE);
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/*
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* And his suit of armor
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = ARMOR;
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obj->o_which = RING_MAIL;
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obj->o_ac = a_class[RING_MAIL] - 1;
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obj->o_flags |= ISKNOW;
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cur_armor = obj;
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add_pack(item, TRUE);
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/*
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* Give him some food too
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*/
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item = new_item(sizeof *obj);
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obj = (struct object *) ldata(item);
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obj->o_type = FOOD;
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obj->o_count = 1;
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obj->o_which = 0;
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add_pack(item, TRUE);
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playit();
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}
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/*
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* endit:
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* Exit the program abnormally.
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*/
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void
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endit(int p)
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{
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fatal("Ok, if you want to exit that badly, I'll have to allow it\n");
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}
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/*
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* fatal:
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* Exit the program, printing a message.
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*/
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void
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fatal(char *s)
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{
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clear();
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move(LINES-2, 0);
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printw("%s", s);
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draw(stdscr);
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endwin();
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exit(0);
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}
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/*
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* rnd:
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* Pick a very random number.
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*/
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int
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rnd(int range)
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{
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return range == 0 ? 0 : abs(RN) % range;
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}
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/*
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* roll:
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* roll a number of dice
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*/
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int
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roll(int number, int sides)
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{
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int dtotal = 0;
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while(number--)
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dtotal += rnd(sides)+1;
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return dtotal;
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}
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/*
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* handle stop and start signals
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*/
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void
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tstp(int p)
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{
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#ifdef SIGTSTP
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signal(SIGTSTP, SIG_IGN);
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#endif
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mvcur(0, COLS - 1, LINES - 1, 0);
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endwin();
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fflush(stdout);
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#ifdef SIGTSTP
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signal(SIGTSTP, SIG_DFL);
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kill(0, SIGTSTP);
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signal(SIGTSTP, tstp);
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#endif
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nonl();
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crmode();
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noecho();
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clearok(curscr, TRUE);
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touchwin(cw);
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draw(cw);
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flush_type(); /* flush input */
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}
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void
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setup()
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{
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#ifdef SIGHUP
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signal(SIGHUP, auto_save);
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#endif
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signal(SIGILL, auto_save);
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#ifdef SIGTRAP
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signal(SIGTRAP, auto_save);
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#endif
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#ifdef SIGIOT
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signal(SIGIOT, auto_save);
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#endif
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#ifdef SIGEMT
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signal(SIGEMT, auto_save);
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#endif
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signal(SIGFPE, auto_save);
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#ifdef SIGBUS
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signal(SIGBUS, auto_save);
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#endif
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signal(SIGSEGV, auto_save);
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#ifdef SIGSYS
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signal(SIGSYS, auto_save);
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#endif
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#ifdef SIGPIPE
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signal(SIGPIPE, auto_save);
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#endif
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signal(SIGTERM, auto_save);
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signal(SIGINT, quit);
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#ifdef SIGQUIT
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signal(SIGQUIT, endit);
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#endif
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#ifdef SIGTSTP
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signal(SIGTSTP, tstp);
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#endif
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if (!author())
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{
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#ifdef SIGALRM
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signal(SIGALRM, checkout);
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alarm(CHECKTIME * 60);
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#endif
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num_checks = 0;
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}
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nonl();
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crmode(); /* Cbreak mode */
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noecho(); /* Echo off */
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}
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/*
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* playit:
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* The main loop of the program. Loop until the game is over,
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* refreshing things and looking at the proper times.
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*/
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void
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playit()
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{
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char *opts;
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/*
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* set up defaults for slow terminals
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*/
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if (baudrate() < 1200)
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{
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terse = TRUE;
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jump = TRUE;
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}
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/*
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* parse environment declaration of options
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*/
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if ((opts = getenv("ROGUEOPTS")) != NULL)
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parse_opts(opts);
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oldpos = hero;
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oldrp = roomin(&hero);
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while (playing)
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command(); /* Command execution */
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endit(-1);
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}
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/*
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* see if the system is being used too much for this game
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*/
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int
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too_much()
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{
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double avec[3];
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#ifdef MAXLOAD
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if (md_loadav(avec) == 0)
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return (avec[2] > (MAXLOAD / 10.0));
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#endif
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#ifdef MAXUSERS
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return (md_ucount() > MAXUSERS);
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#endif
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return 0;
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}
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/*
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* see if a user is an author of the program
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*/
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int
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author()
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{
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switch (md_getuid())
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{
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case AUTHORUID:
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return TRUE;
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default:
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return FALSE;
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}
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}
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void
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checkout(int p)
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{
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static char *msgs[] = {
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"The load is too high to be playing. Please leave in %d minutes",
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"Please save your game. You have %d minutes",
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"Last warning. You have %d minutes to leave",
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};
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int checktime;
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#ifdef SIGALRM
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signal(SIGALRM, checkout);
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#endif
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if (too_much())
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{
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if (num_checks >= 3)
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fatal("Sorry. You took to long. You are dead\n");
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checktime = CHECKTIME / (num_checks + 1);
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if (num_checks < 3)
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chmsg(msgs[num_checks++], checktime);
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#ifdef SIGALRM
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alarm(checktime * 60);
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#endif
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}
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else
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{
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if (num_checks)
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{
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chmsg("The load has dropped back down. You have a reprieve.");
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num_checks = 0;
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}
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#ifdef SIGALRM
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alarm(CHECKTIME * 60);
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#endif
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}
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}
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/*
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* checkout()'s version of msg. If we are in the middle of a shell, do a
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* printf instead of a msg to avoid the refresh.
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*/
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void
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chmsg(char *fmt, ...)
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{
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va_list args;
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if (in_shell)
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{
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va_start(args, fmt);
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vprintf(fmt, args);
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va_end(args);
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putchar('\n');
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fflush(stdout);
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}
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else
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{
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va_start(args, fmt);
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doadd(fmt, args);
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va_end(args);
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endmsg();
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}
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}
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