xref: /openbsd/games/battlestar/init.c (revision 91f110e0)
1 /*	$OpenBSD: init.c,v 1.14 2013/08/29 20:22:10 naddy Exp $	*/
2 /*	$NetBSD: init.c,v 1.4 1995/03/21 15:07:35 cgd Exp $	*/
3 
4 /*
5  * Copyright (c) 1983, 1993
6  *	The Regents of the University of California.  All rights reserved.
7  *
8  * Redistribution and use in source and binary forms, with or without
9  * modification, are permitted provided that the following conditions
10  * are met:
11  * 1. Redistributions of source code must retain the above copyright
12  *    notice, this list of conditions and the following disclaimer.
13  * 2. Redistributions in binary form must reproduce the above copyright
14  *    notice, this list of conditions and the following disclaimer in the
15  *    documentation and/or other materials provided with the distribution.
16  * 3. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  */
32 
33 #include "extern.h"
34 
35 static int checkout(const char *);
36 static const char *getutmp(void);
37 static int wizard(const char *);
38 
39 void
40 initialize(const char *filename)
41 {
42 	const struct objs *p;
43 	char *savefile;
44 
45 	puts("Version 4.2, fall 1984.");
46 	puts("First Adventure game written by His Lordship, the honorable");
47 	puts("Admiral D.W. Riggle\n");
48 	location = dayfile;
49 	username = getutmp();
50 	if (username == NULL)
51 		errx(1, "Don't know who you are.");
52 	wordinit();
53 	if (filename == NULL) {
54 		direction = NORTH;
55 		ourtime = 0;
56 		snooze = CYCLE * 1.5;
57 		position = 22;
58 		SetBit(wear, PAJAMAS);
59 		fuel = TANKFULL;
60 		torps = TORPEDOES;
61 		for (p = dayobjs; p->room != 0; p++)
62 			SetBit(location[p->room].objects, p->obj);
63 	} else {
64 		savefile = save_file_name(filename, strlen(filename));
65 		restore(savefile);
66 		free(savefile);
67 	}
68 	wiz = wizard(username);
69 	signal(SIGINT, die);
70 }
71 
72 static const char *
73 getutmp(void)
74 {
75 	struct passwd *ptr;
76 
77 	ptr = getpwuid(getuid());
78 	if (ptr == NULL)
79 		return(NULL);
80 	else
81 		return(strdup(ptr->pw_name));
82 }
83 
84 /* Hereditary wizards.  A configuration file might make more sense. */
85 static const char *const list[] = {
86 	"riggle",
87 	"chris",
88 	"edward",
89 	"comay",
90 	"yee",
91 	"dmr",
92 	"ken",
93 	0
94 };
95 
96 static const char *const badguys[] = {
97 	"wnj",
98 	"root",
99 	"ted",
100 	0
101 };
102 
103 static int
104 wizard(const char *username)
105 {
106 	int     flag;
107 
108 	if ((flag = checkout(username)) != 0)
109 		printf("You are the Great wizard %s.\n", username);
110 	return flag;
111 }
112 
113 static int
114 checkout(const char *username)
115 {
116 	const char  *const *ptr;
117 
118 	for (ptr = list; *ptr; ptr++)
119 		if (strcmp(*ptr, username) == 0)
120 			return 1;
121 	for (ptr = badguys; *ptr; ptr++)
122 		if (strcmp(*ptr, username) == 0) {
123 			printf("You are the Poor anti-wizard %s.  Good Luck!\n",
124 			    username);
125 			if (location != NULL) {
126 				CUMBER = 3;
127 				WEIGHT = 9;	/* that'll get him! */
128 				ourclock = 10;
129 				SetBit(location[7].objects, WOODSMAN);	/* viper room */
130 				SetBit(location[20].objects, WOODSMAN);	/* laser " */
131 				SetBit(location[13].objects, DARK);	/* amulet " */
132 				SetBit(location[8].objects, ELF);	/* closet */
133 			}
134 			return 0;	/* anything else, Chris? */
135 		}
136 	return 0;
137 }
138