b91a81ab9f
Reviewed by <hubertf>.
494 lines
13 KiB
C
494 lines
13 KiB
C
/* $NetBSD: machdep.c,v 1.13 2005/02/15 12:56:20 jsm Exp $ */
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/*
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* Copyright (c) 1988, 1993
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Timothy C. Stoehr.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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#if 0
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static char sccsid[] = "@(#)machdep.c 8.1 (Berkeley) 5/31/93";
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#else
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__RCSID("$NetBSD: machdep.c,v 1.13 2005/02/15 12:56:20 jsm Exp $");
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#endif
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#endif /* not lint */
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/*
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* machdep.c
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*
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* This source herein may be modified and/or distributed by anybody who
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* so desires, with the following restrictions:
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* 1.) No portion of this notice shall be removed.
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* 2.) Credit shall not be taken for the creation of this source.
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* 3.) This code is not to be traded, sold, or used for personal
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* gain or profit.
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*
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*/
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/* Included in this file are all system dependent routines. Extensive use
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* of #ifdef's will be used to compile the appropriate code on each system:
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*
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* UNIX: all UNIX systems.
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* UNIX_BSD4_2: UNIX BSD 4.2 and later, UTEK, (4.1 BSD too?)
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* UNIX_SYSV: UNIX system V
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* UNIX_V7: UNIX version 7
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*
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* All UNIX code should be included between the single "#ifdef UNIX" at the
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* top of this file, and the "#endif" at the bottom.
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*
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* To change a routine to include a new UNIX system, simply #ifdef the
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* existing routine, as in the following example:
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*
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* To make a routine compatible with UNIX system 5, change the first
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* function to the second:
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*
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* md_function()
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* {
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* code;
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* }
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*
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* md_function()
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* {
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* #ifdef UNIX_SYSV
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* sys5code;
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* #else
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* code;
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* #endif
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* }
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*
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* Appropriate variations of this are of course acceptible.
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* The use of "#elseif" is discouraged because of non-portability.
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* If the correct #define doesn't exist, "UNIX_SYSV" in this case, make it up
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* and insert it in the list at the top of the file. Alter the CFLAGS
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* in you Makefile appropriately.
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*
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*/
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#ifdef UNIX
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <sys/file.h>
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#include <sys/stat.h>
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#include <pwd.h>
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#ifdef UNIX_BSD4_2
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#include <sys/time.h>
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#endif
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#ifdef UNIX_SYSV
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#include <time.h>
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#endif
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#include <signal.h>
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#include <stdlib.h>
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#include <termios.h>
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#include <unistd.h>
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#include "rogue.h"
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#include "pathnames.h"
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/* md_slurp:
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*
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* This routine throws away all keyboard input that has not
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* yet been read. It is used to get rid of input that the user may have
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* typed-ahead.
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*
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* This function is not necessary, so it may be stubbed. The might cause
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* message-line output to flash by because the game has continued to read
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* input without waiting for the user to read the message. Not such a
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* big deal.
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*/
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void
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md_slurp()
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{
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(void)fpurge(stdin);
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}
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/* md_heed_signals():
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*
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* This routine tells the program to call particular routines when
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* certain interrupts/events occur:
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*
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* SIGINT: call onintr() to interrupt fight with monster or long rest.
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* SIGQUIT: call byebye() to check for game termination.
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* SIGHUP: call error_save() to save game when terminal hangs up.
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*
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* On VMS, SIGINT and SIGQUIT correspond to ^C and ^Y.
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*
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* This routine is not strictly necessary and can be stubbed. This will
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* mean that the game cannot be interrupted properly with keyboard
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* input, this is not usually critical.
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*/
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void
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md_heed_signals()
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{
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signal(SIGINT, onintr);
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signal(SIGQUIT, byebye);
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signal(SIGHUP, error_save);
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}
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/* md_ignore_signals():
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*
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* This routine tells the program to completely ignore the events mentioned
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* in md_heed_signals() above. The event handlers will later be turned on
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* by a future call to md_heed_signals(), so md_heed_signals() and
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* md_ignore_signals() need to work together.
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*
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* This function should be implemented or the user risks interrupting
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* critical sections of code, which could cause score file, or saved-game
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* file, corruption.
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*/
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void
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md_ignore_signals()
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{
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signal(SIGQUIT, SIG_IGN);
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signal(SIGINT, SIG_IGN);
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signal(SIGHUP, SIG_IGN);
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}
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/* md_get_file_id():
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*
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* This function returns an integer that uniquely identifies the specified
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* file. It need not check for the file's existence. In UNIX, the inode
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* number is used.
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*
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* This function is used to identify saved-game files.
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*/
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int
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md_get_file_id(fname)
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const char *fname;
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{
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struct stat sbuf;
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if (stat(fname, &sbuf)) {
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return(-1);
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}
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return((int) sbuf.st_ino);
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}
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/* md_link_count():
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*
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* This routine returns the number of hard links to the specified file.
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*
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* This function is not strictly necessary. On systems without hard links
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* this routine can be stubbed by just returning 1.
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*/
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int
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md_link_count(fname)
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const char *fname;
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{
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struct stat sbuf;
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stat(fname, &sbuf);
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return((int) sbuf.st_nlink);
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}
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/* md_gct(): (Get Current Time)
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*
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* This function returns the current year, month(1-12), day(1-31), hour(0-23),
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* minute(0-59), and second(0-59). This is used for identifying the time
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* at which a game is saved.
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*
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* This function is not strictly necessary. It can be stubbed by returning
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* zeros instead of the correct year, month, etc. If your operating
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* system doesn't provide all of the time units requested here, then you
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* can provide only those that it does, and return zeros for the others.
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* If you cannot provide good time values, then users may be able to copy
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* saved-game files and play them.
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*/
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void
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md_gct(rt_buf)
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struct rogue_time *rt_buf;
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{
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struct tm *t;
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time_t seconds;
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time(&seconds);
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t = localtime(&seconds);
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rt_buf->year = t->tm_year;
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rt_buf->month = t->tm_mon + 1;
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rt_buf->day = t->tm_mday;
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rt_buf->hour = t->tm_hour;
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rt_buf->minute = t->tm_min;
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rt_buf->second = t->tm_sec;
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}
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/* md_gfmt: (Get File Modification Time)
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*
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* This routine returns a file's date of last modification in the same format
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* as md_gct() above.
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*
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* This function is not strictly necessary. It is used to see if saved-game
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* files have been modified since they were saved. If you have stubbed the
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* routine md_gct() above by returning constant values, then you may do
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* exactly the same here.
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* Or if md_gct() is implemented correctly, but your system does not provide
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* file modification dates, you may return some date far in the past so
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* that the program will never know that a saved-game file being modified.
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* You may also do this if you wish to be able to restore games from
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* saved-games that have been modified.
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*/
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void
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md_gfmt(fname, rt_buf)
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const char *fname;
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struct rogue_time *rt_buf;
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{
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struct stat sbuf;
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time_t seconds;
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struct tm *t;
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stat(fname, &sbuf);
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seconds = (long) sbuf.st_mtime;
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t = localtime(&seconds);
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rt_buf->year = t->tm_year;
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rt_buf->month = t->tm_mon + 1;
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rt_buf->day = t->tm_mday;
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rt_buf->hour = t->tm_hour;
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rt_buf->minute = t->tm_min;
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rt_buf->second = t->tm_sec;
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}
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/* md_df: (Delete File)
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*
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* This function deletes the specified file, and returns true (1) if the
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* operation was successful. This is used to delete saved-game files
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* after restoring games from them.
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*
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* Again, this function is not strictly necessary, and can be stubbed
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* by simply returning 1. In this case, saved-game files will not be
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* deleted and can be replayed.
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*/
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boolean
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md_df(fname)
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const char *fname;
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{
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if (unlink(fname)) {
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return(0);
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}
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return(1);
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}
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/* md_gln: (Get login name)
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*
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* This routine returns the login name of the user. This string is
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* used mainly for identifying users in score files.
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*
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* A dummy string may be returned if you are unable to implement this
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* function, but then the score file would only have one name in it.
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*/
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const char *
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md_gln()
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{
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struct passwd *p;
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if (!(p = getpwuid(getuid())))
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return((char *)NULL);
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return(p->pw_name);
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}
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/* md_sleep:
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*
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* This routine causes the game to pause for the specified number of
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* seconds.
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*
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* This routine is not particularly necessary at all. It is used for
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* delaying execution, which is useful to this program at some times.
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*/
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void
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md_sleep(nsecs)
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int nsecs;
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{
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(void) sleep(nsecs);
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}
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/* md_getenv()
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*
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* This routine gets certain values from the user's environment. These
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* values are strings, and each string is identified by a name. The names
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* of the values needed, and their use, is as follows:
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*
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* ROGUEOPTS
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* A string containing the various game options. This need not be
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* defined.
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* HOME
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* The user's home directory. This is only used when the user specifies
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* '~' as the first character of a saved-game file. This string need
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* not be defined.
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* SHELL
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* The user's favorite shell. If not found, "/bin/sh" is assumed.
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*
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* If your system does not provide a means of searching for these values,
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* you will have to do it yourself. None of the values above really need
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* to be defined; you can get by with simply always returning zero.
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* Returning zero indicates that their is no defined value for the
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* given string.
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*/
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char *
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md_getenv(name)
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const char *name;
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{
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char *value;
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value = getenv(name);
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return(value);
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}
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/* md_malloc()
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*
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* This routine allocates, and returns a pointer to, the specified number
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* of bytes. This routines absolutely MUST be implemented for your
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* particular system or the program will not run at all. Return zero
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* when no more memory can be allocated.
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*/
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char *
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md_malloc(n)
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int n;
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{
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char *t;
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t = malloc(n);
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return(t);
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}
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/* md_gseed() (Get Seed)
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*
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* This function returns a seed for the random number generator (RNG). This
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* seed causes the RNG to begin generating numbers at some point in it's
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* sequence. Without a random seed, the RNG will generate the same set
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* of numbers, and every game will start out exactly the same way. A good
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* number to use is the process id, given by getpid() on most UNIX systems.
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*
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* You need to find some single random integer, such as:
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* process id.
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* current time (minutes + seconds) returned from md_gct(), if implemented.
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*
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* It will not help to return "get_rand()" or "rand()" or the return value of
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* any pseudo-RNG. If you don't have a random number, you can just return 1,
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* but this means your games will ALWAYS start the same way, and will play
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* exactly the same way given the same input.
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*/
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int
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md_gseed()
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{
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time_t seconds;
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time(&seconds);
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return((int) seconds);
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}
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/* md_exit():
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*
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* This function causes the program to discontinue execution and exit.
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* This function must be implemented or the program will continue to
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* hang when it should quit.
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*/
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void
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md_exit(status)
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int status;
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{
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exit(status);
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}
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/* md_lock():
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*
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* This function is intended to give the user exclusive access to the score
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* file. It does so by flock'ing the score file. The full path name of the
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* score file should be defined for any particular site in rogue.h. The
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* constants _PATH_SCOREFILE defines this file name.
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*
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* When the parameter 'l' is non-zero (true), a lock is requested. Otherwise
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* the lock is released.
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*/
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void
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md_lock(l)
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boolean l;
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{
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static int fd;
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short tries;
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if (l) {
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setegid(egid);
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if ((fd = open(_PATH_SCOREFILE, O_RDONLY)) < 1) {
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setegid(gid);
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message("cannot lock score file", 0);
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return;
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}
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setegid(gid);
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for (tries = 0; tries < 5; tries++)
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if (!flock(fd, LOCK_EX|LOCK_NB))
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return;
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} else {
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(void)flock(fd, LOCK_NB);
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(void)close(fd);
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}
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}
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/* md_shell():
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*
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* This function spawns a shell for the user to use. When this shell is
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* terminated, the game continues. Since this program may often be run
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* setuid to gain access to privileged files, care is taken that the shell
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* is run with the user's REAL user id, and not the effective user id.
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* The effective user id is restored after the shell completes.
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*/
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void
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md_shell(shell)
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const char *shell;
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{
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int w;
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if (!fork()) {
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execl(shell, shell, (char *) 0);
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}
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wait(&w);
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}
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#endif
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