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MAIN.C
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MAIN.C
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/*
* ### ### ### # # #####
* # # # # # # # # #
* # # # # # # # # #
* ### # # # # # ###
* # # # # # ## # # #
* # # # # # # # # #
* # # ### ### ### #####
*
* Exploring the Dungeons of Doom
* Copyright (C) 1981 by Michael Toy, Ken Arnold, and Glenn Wichman
* main.c 1.4 (A.I. Design) 11/28/84
* All rights reserved
* Copyright (C) 1983 by Mel Sibony, Jon Lane (AI Design update for the IBMPC)
*/
#include "rogue.h"
#include "curses.h"
#define is_key(s) ((*s=='-')||(*s=='/'))
#define is_char(c1,c2) ((c1==c2)||((c1+'a'-'A')==c2))
int bwflag = FALSE;
char do_force = FALSE;
#ifdef LOGFILE
int log_read, log_write;
#endif
/*
* Permanent stack data
*/
struct sw_regs *regs;
/*
* main:
* The main program, of course
*/
main(argc, argv)
int argc;
char **argv;
{
register char *curarg, *savfile=0;
struct sw_regs _treg;
long junk = 0L;
int sl;
regs = &_treg;
dmaout(&junk,2,0,4);
clock_on();
epyx_yuck();
init_ds();
setenv(ENVFILE);
protect(find_drive());
/*
* Parse the screen environment variable. if the string starts with
* "bw", then we force black and white mode. If it ends with "fast"
* then we disable retrace checking
*/
if (strncmp(s_screen, "bw", 2) == 0)
bwflag = TRUE;
if ((sl = strlen(s_screen)) >= 4
&& strncmp(&s_screen[sl - 4], "fast", 4) == 0)
do_force = TRUE;
dnum = 0;
#ifdef PROTECTED
while (--argc && goodchk == 0xD0D) {
#else
while (--argc) {
#endif
curarg = *(++argv);
if (*curarg == '-' || *curarg == '/')
{
switch(curarg[1])
{
case 'R': case 'r':
savfile = s_save;
break;
case 's': case 'S':
winit();
noscore = TRUE;
is_saved = TRUE;
score(0,0,0);
fatal("");
break;
#ifdef LOGFILE
case 'l':
log_write = -1;
dnum = 100;
break;
case 'k':
log_read = -1;
dnum = 100;
break;
#endif LOGFILE
}
}
else if (savfile == 0)
savfile = curarg;
}
if (savfile == 0) {
savfile = 0;
winit();
if (bwflag)
forcebw();
if (no_check == 0)
no_check = do_force;
credits();
if (dnum == 0)
dnum = srand();
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 */
setup();
drop_curtain();
new_level(); /* Draw current level */
/*
* Start up daemons and fuses
*/
daemon(doctor, 0);
fuse(swander, 0, WANDERTIME);
daemon(stomach, 0);
daemon(runners, 0);
msg("Hello %s%s.", whoami, noterse(". Welcome to the Dungeons of Doom"));
raise_curtain();
}
playit(savfile);
}
/*
* endit:
* Exit the program abnormally.
*/
endit()
{
fatal("Ok, if you want to exit that badly, I'll have to allow it\n");
}
#define RN (((seed = seed*11109L+13849L) >> 16) & 0xffff)
/*
* Random number generator -
* adapted from the FORTRAN version
* in "Software Manual for the Elementary Functions"
* by W.J. Cody, Jr and William Waite.
*/
long
ran()
{
seed *= 125;
seed -= (seed/2796203) * 2796203;
return seed;
}
/*
* rnd:
* Pick a very random number.
*/
rnd(range)
register int range;
{
return range < 1 ? 0 : ((ran() + ran())&0x7fffffffl) % range;
}
/*
* roll:
* Roll a number of dice
*/
roll(number, sides)
register int number, sides;
{
register int dtotal = 0;
while (number--)
dtotal += rnd(sides)+1;
return dtotal;
}
/*
* playit:
* The main loop of the program. Loop until the game is over,
* refreshing things and looking at the proper times.
*/
playit(sname,bw)
char *sname;
int bw;
{
if (sname) {
extern int iscuron;
int ov, oc;
restore(sname);
if (bwflag)
forcebw();
if (no_check == 0)
no_check = do_force;
setup();
iscuron = TRUE;
cursor(FALSE);
} else {
oldpos.x = hero.x;
oldpos.y = hero.y;
oldrp = roomin(&hero);
}
#ifdef ME
is_me = (strcmp(ME, whoami) == 0 || strcmp("Mr. Mctesq", whoami) == 0);
#endif
while (playing)
command(); /* Command execution */
endit();
}
/*
* quit:
* Have player make certain, then exit.
*/
quit()
{
int oy, ox;
register byte answer;
static qstate = FALSE;
/*
* if they try to interupt with a control C while in
* this routine blow them away!
*/
if (qstate == TRUE)
leave();
qstate = TRUE;
mpos = 0;
getyx(eatme,oy, ox);
move(0,0);
clrtoeol();
move(0,0);
if (!terse)
addstr("Do you wish to ");
str_attr("end your quest now (%Yes/%No) ?");
look(FALSE);
answer = readchar();
if (answer == 'y' || answer == 'Y') {
#ifdef DEMO
demo(1);
#else
clear();
move(0,0);
printw("You quit with %u gold pieces\n", purse);
score(purse, 1, 0);
fatal("");
} else {
move(0, 0);
clrtoeol();
status();
move(oy, ox);
mpos = 0;
count = 0;
#endif DEMO
}
qstate = FALSE;
}
/*
* leave:
* Leave quickly, but courteously
*/
leave()
{
look(FALSE);
move(LINES - 1, 0);
clrtoeol();
move(LINES - 2, 0);
clrtoeol();
move(LINES - 2, 0);
fatal("Ok, if you want to leave that badly\n");
}
/*
* fatal: exit with a message
*/
fatal(msg,arg)
char *msg;
int arg;
{
endwin();
printw(msg, arg);
exit(0);
}