X11: Fix renaming at player selection

Due to the new player selection dialog I did, it was possible
to rename your character - but this didn't rename the lock files
and tried to load a save from the wrong name.

This is a bit of a hack, but seems to work and didn't seem to
cause problems for the tty.
This commit is contained in:
Pasi Kallinen
2017-10-31 21:18:21 +02:00
parent 72978d69fa
commit fe9762d1cc
6 changed files with 47 additions and 27 deletions

View File

@@ -20,7 +20,7 @@ VARDIR = $(HACKDIR)
POSTINSTALL= cp -n sys/unix/sysconf $(INSTDIR)/sysconf; $(CHOWN) $(GAMEUID) $(INSTDIR)/sysconf; $(CHGRP) $(GAMEGRP) $(INSTDIR)/sysconf; chmod $(VARFILEPERM) $(INSTDIR)/sysconf;
POSTINSTALL+= bdftopcf win/X11/nh10.bdf > $(INSTDIR)/nh10.pcf; (cd $(INSTDIR); mkfontdir);
CFLAGS=-O -I../include -DNOTPARMDECL
CFLAGS=-g -O -I../include -DNOTPARMDECL
CFLAGS+=-DSYSCF -DSYSCF_FILE=\"$(HACKDIR)/sysconf\"
CFLAGS+=-DCOMPRESS=\"/bin/gzip\" -DCOMPRESS_EXTENSION=\".gz\"
CFLAGS+=-DX11_GRAPHICS -DDEFAULT_WINDOW_SYS=\"X11\" -DNOTTYGRAPHICS

View File

@@ -55,6 +55,7 @@ char *argv[];
#endif
boolean exact_username;
boolean resuming = FALSE; /* assume new game */
boolean plsel_once = FALSE;
sys_early_init();
@@ -237,19 +238,6 @@ char *argv[];
(void) signal(SIGQUIT, SIG_IGN);
(void) signal(SIGINT, SIG_IGN);
}
/*
* getlock() complains and quits if there is already a game
* in progress for current character name (when locknum == 0)
* or if there are too many active games (when locknum > 0).
* When proceeding, it creates an empty <lockname>.0 file to
* designate the current game.
* getlock() constructs <lockname> based on the character
* name (for !locknum) or on first available of alock, block,
* clock, &c not currently in use in the playground directory
* (for locknum > 0).
*/
getlock();
program_state.preserve_locks = 0; /* after getlock() */
dlb_init(); /* must be before newgame() */
@@ -266,7 +254,24 @@ char *argv[];
* We'll return here if new game player_selection() renames the hero.
*/
attempt_restore:
if ((fd = restore_saved_game()) >= 0) {
/*
* getlock() complains and quits if there is already a game
* in progress for current character name (when locknum == 0)
* or if there are too many active games (when locknum > 0).
* When proceeding, it creates an empty <lockname>.0 file to
* designate the current game.
* getlock() constructs <lockname> based on the character
* name (for !locknum) or on first available of alock, block,
* clock, &c not currently in use in the playground directory
* (for locknum > 0).
*/
if (*plname) {
getlock();
program_state.preserve_locks = 0; /* after getlock() */
}
if (*plname && (fd = restore_saved_game()) >= 0) {
const char *fq_save = fqname(SAVEF, SAVEPREFIX, 1);
(void) chmod(fq_save, 0); /* disallow parallel restores */
@@ -297,12 +302,17 @@ attempt_restore:
}
if (!resuming) {
boolean neednewlock = (!*plname);
/* new game: start by choosing role, race, etc;
player might change the hero's name while doing that,
in which case we try to restore under the new name
and skip selection this time if that didn't succeed */
if (!iflags.renameinprogress) {
player_selection();
if (!iflags.renameinprogress || iflags.defer_plname || neednewlock) {
if (!plsel_once)
player_selection();
plsel_once = TRUE;
if (neednewlock && *plname)
goto attempt_restore;
if (iflags.renameinprogress) {
/* player has renamed the hero while selecting role;
if locking alphabetically, the existing lock file