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Ang261Lib.lha
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main.c
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1994-10-22
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/* UNIX ANGBAND Version 5.0
main.c: initialization, main() function and main loop
Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research, and
not for profit purposes provided that this copyright and statement are
included in all such copies. */
/* Original copyright message follows. */
/* ANGBAND Version 4.8 COPYRIGHT (c) Robert Alan Koeneke */
/* */
/* I lovingly dedicate this game to hackers and adventurers */
/* everywhere... */
/* */
/* */
/* Designer and Programmer : Robert Alan Koeneke */
/* University of Oklahoma */
/* */
/* Assistant Programmers : Jimmey Wayne Todd */
/* University of Oklahoma */
/* */
/* Gary D. McAdoo */
/* University of Oklahoma */
/* */
/* UNIX Port : James E. Wilson */
/* UC Berkeley */
/* wilson@ernie.Berkeley.EDU */
/* ucbvax!ucbernie!wilson */
/* */
/* MSDOS Port : Don Kneller */
/* 1349 - 10th ave */
/* San Francisco, CA 94122 */
/* kneller@cgl.ucsf.EDU */
/* ...ucbvax!ucsfcgl!kneller */
/* kneller@ucsf-cgl.BITNET */
/* */
/* BRUCE ANGBAND : Christopher Stuart */
/* Monash University */
/* Melbourne, Victoria, AUSTRALIA */
/* cjs@moncsbruce.oz */
/* */
/* ANGBAND may be copied and modified freely as long as the above */
/* credits are retained. No one who-so-ever may sell or market */
/* this software in any form without the expressed written consent */
/* of the author Robert Alan Koeneke. */
/* */
#include <stdio.h>
/* include before constant, because param.h defines NULL incorrectly */
#ifndef USG
#include <sys/types.h>
#include <sys/param.h>
#include <sys/time.h>
#include <sys/resource.h>
#endif
#include "constant.h"
#include "config.h"
#include "types.h"
#include "externs.h"
#ifdef USG
#include <string.h>
#else
#include <strings.h>
#endif
#ifdef ultrix
#include <sys/stat.h>
#endif
#include <ctype.h>
#ifndef ibm032
#include <time.h>
#endif
#if defined(ultrix) || defined(USG)
void perror();
#endif
#ifdef USG
void exit();
#endif
/* Lets do all prototypes correctly.... -CWS */
#ifndef NO_LINT_ARGS
#ifdef __STDC__
static int d_check(char *);
#else
static int d_check();
#endif
static void init_m_level();
static void init_t_level();
static void char_inven_init();
#endif
#if (COST_ADJ != 100)
static void price_adjust();
#endif
int unfelt = TRUE;
int be_nasty = FALSE;
int rating = 0;
int peek = FALSE;
int player_uid;
int quests[MAX_QUESTS];
creature_type ghost;
/* Unique artifact weapon flags, even though some are in the wrong place!*/
int32 GROND, RINGIL, AEGLOS, ARUNRUTH, MORMEGIL, ANGRIST, GURTHANG,
CALRIS, ANDURIL, STING, ORCRIST, GLAMDRING, DURIN, AULE, THUNDERFIST,
BLOODSPIKE, DOOMCALLER, NARTHANC, NIMTHANC, DETHANC, GILETTAR, RILIA,
BELANGIL, BALLI, LOTHARANG, FIRESTAR, ERIRIL, CUBRAGOL, BARD, COLLUIN,
HOLCOLLETH, TOTILA, PAIN, ELVAGIL, AGLARANG, EORLINGAS, BARUKKHELED,
WRATH, HARADEKKET, MUNDWINE, GONDRICAM, ZARCUTHRA, CARETH, FORASGIL,
CRISDURIAN, COLANNON, HITHLOMIR, THALKETTOTH, ARVEDUI, THRANDUIL, THENGEL,
HAMMERHAND, CELEBORN, THROR, MAEDHROS, OLORIN, ANGUIREL, OROME,
EONWE, THEODEN, ULMO, OSONDIR, TURMIL, TIL, DEATHWREAKER, AVAVIR, TARATOL;
/* Unique artifact armor flags */
int32 DOR_LOMIN, NENYA, NARYA, VILYA, BELEGENNON, FEANOR, ISILDUR, SOULKEEPER,
FINGOLFIN, ANARION, POWER, PHIAL, BELEG, DAL, PAURHACH, PAURNIMMEN, PAURAEGEN,
PAURNEN, CAMMITHRIM, CAMBELEG, INGWE, CARLAMMAS, HOLHENNETH, AEGLIN, CAMLOST,
NIMLOTH, NAR, BERUTHIEL, GORLIM, ELENDIL, THORIN, CELEGORM, THRAIN,
GONDOR, THINGOL, THORONGIL, LUTHIEN, TUOR, ROHAN, TULKAS, NECKLACE, BARAHIR,
CASPANION, RAZORBACK, BLADETURNER;
/* Initialize, restore, and get the ball rolling. -RAK- */
int
main(argc, argv)
int argc;
char *argv[];
{
int generate, i;
int result=FALSE, FIDDLE=FALSE;
#ifndef __MINT__
FILE *fp;
#endif
int new_game = FALSE;
int force_rogue_like = FALSE;
int force_keys_to = FALSE;
#ifndef __MINT__
char temphost[MAXHOSTNAMELEN+1], thishost[MAXHOSTNAMELEN+1], discard[120];
#endif
char string[80];
struct rlimit rlp;
#if !defined(MSDOS) && !defined(HPUX)
/* Disable core dumps */
getrlimit(RLIMIT_CORE,&rlp);
rlp.rlim_cur=0;
setrlimit(RLIMIT_CORE,&rlp);
#endif
/* default command set defined in config.h file */
rogue_like_commands = ROGUE_LIKE;
strcpy(py.misc.name, "\0");
#ifndef MSDOS
#ifndef SET_UID
(void) umask(0);
#endif
#endif
#ifdef SECURE
Authenticate();
#endif
#ifdef MSDOS /* -CFT */
msdos_init(); /* set up some screen stuff + get cnf file */
#endif
#ifdef NEW_FILEPATHS
/* This looks like a good spot to check for our files. - [cjh] */
get_file_paths();
#endif
/* call this routine to grab a file pointer to the highscore file */
/* and prepare things to relinquish setuid privileges */
init_scorefile();
/* Call this routine to grab a file pointer to the log files and
start the backup process before relinquishing setuid privileges */
init_files();
#ifndef MSDOS
if ((player_uid = getuid()) < 0) {
perror("Can't set permissions correctly! Getuid call failed.\n");
exit(0);
}
user_name(py.misc.name, player_uid);
#else
user_name(py.misc.name);
#endif
#if defined(SET_UID) && !defined(SECURE)
if (setuid(geteuid()) != 0) {
perror("Can't set permissions correctly! Setuid call failed.\n");
exit(0);
}
#endif
#ifdef ANNOY
if (player_uid == ANNOY)
be_nasty=TRUE;
else
be_nasty=FALSE;
#else
be_nasty=FALSE;
#endif
#if !defined(MSDOS) && !defined(__MINT__)
(void)gethostname(thishost, (sizeof thishost) - 1); /* get host */
if ((fp=my_tfopen(ANGBAND_LOAD, "r")) == NULL) {
perror("Can't get load-check.\n");
exit(0);
}
do {
if (fscanf(fp, "%s%d", temphost, &LOAD) == EOF) {
LOAD=100;
break;
}
if (temphost[0]=='#')
(void)fgets(discard, (sizeof discard)-1, fp); /* Comment */
} while (strcmp(temphost,thishost) && strcmp(temphost,"localhost"));
/* Until we've found ourselves */
fclose(fp);
#endif
/* use curses */
init_curses();
/* check for user interface option */
for (--argc, ++argv; argc > 0 && argv[0][0] == '-'; --argc, ++argv)
switch (argv[0][1]) {
case 'A':
case 'a':
if (is_wizard(player_uid))
peek=TRUE;
else goto usage;
break;
case 'N':
case 'n': new_game = TRUE; break;
case 'O':
case 'o':
/* rogue_like_commands may be set in get_char(), so delay this
until after read savefile if any */
force_rogue_like = TRUE;
force_keys_to = FALSE;
break;
case 'R':
case 'r':
force_rogue_like = TRUE;
force_keys_to = TRUE;
break;
case 'S':
case 's':
init_curses();
if (isdigit((int)argv[0][2]))
display_scores(0, atoi(&argv[0][2]));
else
display_scores(0, 10);
exit_game();
case 'D':
case 'd':
if (!is_wizard(player_uid))
goto usage;
if (isdigit((int)argv[0][2]))
delete_entry(atoi(&argv[0][2]));
else
display_scores(0, 10);
exit_game();
case 'F':
case 'f':
if (is_wizard(player_uid) || to_be_wizard)
FIDDLE=TRUE;
else
goto usage;
break;
case 'W':
case 'w':
if (is_wizard(player_uid))
to_be_wizard = TRUE;
else
goto usage;
#ifndef MSDOS
if (isdigit((int)argv[0][2]))
player_uid = atoi(&argv[0][2]);
#endif
break;
case 'u':
case 'U':
if (argv[0][2]) {
strcpy(py.misc.name, &argv[0][2]);
d_check(py.misc.name);
NO_SAVE=TRUE;
} else {
goto usage;
}
break;
default:
usage:
if (is_wizard(player_uid)) {
#ifdef MSDOS
puts("Usage: angband [-afnorw] [-s<num>] [-d<num>] <file>");
#else
puts("Usage: angband [-afnor] [-s<num>] [-u<name>] [-w<uid>] [-d<num>]");
#endif
puts(" a Activate \"peek\" mode");
puts(" d<num> Delete high score number <num>");
puts(" f Enter \"fiddle\" mode");
puts(" n Start a new character");
puts(" o Use original command set");
puts(" r Use the \"rogue-like\" command set");
puts(" s<num> Show high scores. Show <num> scores, or first 10");
#ifdef MSDOS
puts(" w Start in wizard mode");
puts(" <file> Play with savefile named <file>");
#else
puts(" w<num> Start in wizard mode, as uid number <num>");
puts(" u<name> Play with character named <name>");
#endif
puts("Each option must be listed separately (ie '-r -n', not '-rn')");
}
else {
#ifdef MSDOS
puts("Usage: angband [-nor] [-s<num>] <file>");
#else
puts("Usage: angband [-nor] [-s<num>] [-u<name>]");
#endif
puts(" n Start a new character");
puts(" o Use original command set");
puts(" r Use the \"rogue-like\" command set");
puts(" s<num> Show high scores. Show <num> scores, or first 10");
#ifdef MSDOS
puts(" <file> Play with savefile named <file>");
#else
puts(" u<name> Play with character named <name>");
#endif
puts("Each option must be listed separately (ie '-r -n', not '-rn')");
}
exit(1);
}
/* catch those nasty signals */
/* must come after init_curses as some of the signal handlers use curses */
init_signals();
/* Check operating hours */
/* If not wizard No_Control_Y */
read_times();
/* Some necessary initializations */
/* all made into constants or initialized in variables.c */
#if (COST_ADJ != 100)
price_adjust();
#endif
/* Grab a random seed from the clock */
init_seeds();
/* Init monster and treasure levels for allocate */
init_m_level();
init_t_level();
/* Init the store inventories */
store_init();
#ifndef MAC
/* On Mac, if -n is passed, no savefile is used */
/* If -n is not passed, the calling routine will know savefile name,
hence, this code is not necessary */
#endif
(void) sprintf(savefile, "%s/%d%s", ANGBAND_SAV, player_uid, py.misc.name);
/* This restoration of a saved character may get ONLY the monster memory. In
this case, get_char returns false. It may also resurrect a dead character
(if you are the wizard). In this case, it returns true, but also sets the
parameter "generate" to true, as it does not recover any cave details. */
if (FIDDLE) {
if (get_char(&generate))
save_char();
exit_game();
}
result = get_char(&generate);
/* enter wizard mode before showing the character display, but must wait
until after get_char in case it was just a resurrection */
if (to_be_wizard)
if (!enter_wiz_mode())
exit_game();
if ((new_game == FALSE) && result) {
change_name();
/* could be restoring a dead character after a signal or HANGUP */
if (py.misc.chp < 0)
death = TRUE;
} else { /* Create character */
/* Unique Weapons, Armour and Rings */
GROND=0;
RINGIL=0;
AEGLOS=0;
ARUNRUTH=0;
MORMEGIL=0;
ANGRIST=0;
GURTHANG=0;
CALRIS=0;
ANDURIL=0;
STING=0;
ORCRIST=0;
GLAMDRING=0;
DURIN=0;
AULE=0;
THUNDERFIST=0;
BLOODSPIKE=0;
DOOMCALLER=0;
NARTHANC=0;
NIMTHANC=0;
DETHANC=0;
GILETTAR=0;
RILIA=0;
BELANGIL=0;
BALLI=0;
LOTHARANG=0;
FIRESTAR=0;
ERIRIL=0;
CUBRAGOL=0;
BARD=0;
COLLUIN=0;
HOLCOLLETH=0;
TOTILA=0;
PAIN=0;
ELVAGIL=0;
AGLARANG=0;
EORLINGAS=0;
BARUKKHELED=0;
WRATH=0;
HARADEKKET=0;
MUNDWINE=0;
GONDRICAM=0;
ZARCUTHRA=0;
CARETH=0;
FORASGIL=0;
CRISDURIAN=0;
COLANNON=0;
HITHLOMIR=0;
THALKETTOTH=0;
ARVEDUI=0;
THRANDUIL=0;
THENGEL=0;
HAMMERHAND=0;
CELEGORM=0;
THROR=0;
MAEDHROS=0;
OLORIN=0;
ANGUIREL=0;
OROME=0;
EONWE=0;
THEODEN=0;
ULMO=0;
OSONDIR=0;
TURMIL=0;
TIL=0;
DEATHWREAKER=0;
AVAVIR=0;
TARATOL=0;
DOR_LOMIN=0;
BELEGENNON=0;
FEANOR=0;
ISILDUR=0;
SOULKEEPER=0;
FINGOLFIN=0;
ANARION=0;
BELEG=0;
DAL=0;
PAURHACH=0;
PAURNIMMEN=0;
PAURAEGEN=0;
PAURNEN=0;
CAMMITHRIM=0;
CAMBELEG=0;
HOLHENNETH=0;
AEGLIN=0;
CAMLOST=0;
NIMLOTH=0;
NAR=0;
BERUTHIEL=0;
GORLIM=0;
THORIN=0;
CELEBORN=0;
GONDOR=0;
THINGOL=0;
THORONGIL=0;
LUTHIEN=0;
TUOR=0;
ROHAN=0;
CASPANION=0;
RAZORBACK=0;
BLADETURNER=0;
NARYA=0;
NENYA=0;
VILYA=0;
POWER=0;
PHIAL=0;
INGWE=0;
CARLAMMAS=0;
TULKAS=0;
NECKLACE=0;
BARAHIR=0;
ELENDIL=0;
THRAIN=0;
for (i=0; i<MAX_QUESTS; i++) quests[i]=0;
quests[SAURON_QUEST]=99;
/* Unique Monster Flags */
for (i=0; i<MAX_CREATURES; i++)
u_list[i].exist=0, u_list[i].dead=0;
create_character();
/* if we're creating a new character, change the savefile name */
(void) sprintf(savefile, "%s/%d%s", ANGBAND_SAV, player_uid, py.misc.name);
char_inven_init();
py.flags.food = 7500;
py.flags.food_digested = 2;
if (class[py.misc.pclass].spell == MAGE)
{ /* Magic realm */
clear_screen(); /* makes spell list easier to read */
calc_spells(A_INT);
calc_mana(A_INT);
}
else if (class[py.misc.pclass].spell == PRIEST)
{ /* Clerical realm*/
calc_spells(A_WIS);
clear_screen(); /* force out the 'learn prayer' message */
calc_mana(A_WIS);
}
if (!_new_log())
{
(void) sprintf(string, "Can't get at log file \"%s\".", ANGBAND_LOG);
msg_print(string);
exit_game();
}
/* prevent ^c quit from entering score into scoreboard,
and prevent signal from creating panic save until this point,
all info needed for save file is now valid */
character_generated = 1;
generate = TRUE;
}
if (force_rogue_like)
rogue_like_commands = force_keys_to;
magic_init();
/* Begin the game */
clear_screen();
prt_stat_block();
if (generate)
generate_cave();
/* Loop till dead, or exit */
while(!death)
{
dungeon(); /* Dungeon logic */
#ifndef MAC
/* check for eof here, see inkey() in io.c */
/* eof can occur if the process gets a HANGUP signal */
if (eof_flag)
{
(void) strcpy(died_from, "(end of input: saved)");
if (!save_char())
{
(void) strcpy(died_from, "unexpected eof");
}
/* should not reach here, by if we do, this guarantees exit */
death = TRUE;
}
#endif
good_item_flag = FALSE;
if (!death) generate_cave(); /* New level */
}
exit_game(); /* Character gets buried. */
/* should never reach here, but just in case */
return (0);
}
/* Init players with some belongings -RAK- */
static void
char_inven_init()
{
register int i, j;
inven_type inven_init;
/* this is needed for bash to work right, it can't hurt anyway */
for (i = 0; i < INVEN_ARRAY_SIZE; i++)
invcopy(&inventory[i], OBJ_NOTHING);
for (i = 0; i < 5; i++)
{
j = player_init[py.misc.pclass][i];
invcopy(&inven_init, j);
store_bought(&inven_init);
if (inven_init.tval == TV_SWORD || inven_init.tval == TV_HAFTED
|| inven_init.tval == TV_BOW)
inven_init.ident |= ID_SHOW_HITDAM;
(void) inven_carry(&inven_init);
}
/* weird place for it, but why not? */
for (i = 0; i < 64; i++)
spell_order[i] = 99;
}
/* Initializes M_LEVEL array for use with PLACE_MONSTER -RAK- */
static void
init_m_level()
{
register int i, k;
for (i = 0; i <= MAX_MONS_LEVEL; i++)
m_level[i] = 0;
k = MAX_CREATURES - WIN_MON_TOT;
for (i = 0; i < k; i++)
m_level[c_list[i].level]++;
for (i = 1; i <= MAX_MONS_LEVEL; i++)
m_level[i] += m_level[i-1];
}
/* Initializes T_LEVEL array for use with PLACE_OBJECT -RAK- */
static void
init_t_level()
{
register int i, l;
int tmp[MAX_OBJ_LEVEL+1];
for (i = 0; i <= MAX_OBJ_LEVEL; i++)
t_level[i] = 0;
for (i = 0; i < MAX_DUNGEON_OBJ; i++)
t_level[object_list[i].level]++;
for (i = 1; i <= MAX_OBJ_LEVEL; i++)
t_level[i] += t_level[i-1];
/* now produce an array with object indexes sorted by level, by using
the info in t_level, this is an O(n) sort! */
/* this is not a stable sort, but that does not matter */
for (i = 0; i <= MAX_OBJ_LEVEL; i++)
tmp[i] = 1;
for (i = 0; i < MAX_DUNGEON_OBJ; i++)
{
l = object_list[i].level;
sorted_objects[t_level[l] - tmp[l]] = i;
tmp[l]++;
}
}
#if (COST_ADJ != 100)
/* Adjust prices of objects -RAK- */
static void
price_adjust()
{
register int i;
/* round half-way cases up */
for (i = 0; i < MAX_OBJECTS; i++)
object_list[i].cost = ((object_list[i].cost * COST_ADJ) + 50) / 100;
}
#endif
static int
d_check(a)
char *a;
{
while (*a)
if (iscntrl(*a)) {
msg_print("Yuch! No control characters, Thankyou!");
exit_game();
} else a++;
return (0);
}