Files
nethack/outdated/sys/mac/macmain.c
nhmall 6c0ae092c6 distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.

For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.

This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.

Details:

    gb.bases            -> svb.bases
    gb.bbubbles         -> svb.bbubbles
    gb.branches         -> svb.branches
    gc.context          -> svc.context
    gd.disco            -> svd.disco
    gd.dndest           -> svd.dndest
    gd.doors            -> svd.doors
    gd.doors_alloc      -> svd.doors_alloc
    gd.dungeon_topology -> svd.dungeon_topology
    gd.dungeons         -> svd.dungeons
    ge.exclusion_zones  -> sve.exclusion_zones
    gh.hackpid          -> svh.hackpid
    gi.inv_pos          -> svi.inv_pos
    gk.killer           -> svk.killer
    gl.lastseentyp      -> svl.lastseentyp
    gl.level            -> svl.level
    gl.level_info       -> svl.level_info
    gm.mapseenchn       -> svm.mapseenchn
    gm.moves            -> svm.moves
    gm.mvitals          -> svm.mvitals
    gn.n_dgns           -> svn.n_dgns
    gn.n_regions        -> svn.n_regions
    gn.nroom            -> svn.nroom
    go.oracle_cnt       -> svo.oracle_cnt
    gp.pl_character     -> svp.pl_character
    gp.pl_fruit         -> svp.pl_fruit
    gp.plname           -> svp.plname
    gp.program_state    -> svp.program_state
    gq.quest_status     -> svq.quest_status
    gr.rooms            -> svr.rooms
    gs.sp_levchn        -> svs.sp_levchn
    gs.spl_book         -> svs.spl_book
    gt.timer_id         -> svt.timer_id
    gt.tune             -> svt.tune
    gu.updest           -> svu.updest
    gx.xmax             -> svx.xmax
    gx.xmin             -> svx.xmin
    gy.ymax             -> svy.ymax
    gy.ymin             -> svy.ymin

Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
          gf.ftrap, gl.light_base, gt.timer_base
2024-07-13 14:57:50 -04:00

293 lines
8.4 KiB
C

/* NetHack 3.6 macmain.c $NHDT-Date: 1432512796 2015/05/25 00:13:16 $ $NHDT-Branch: master $:$NHDT-Revision: 1.21 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2009. */
/* NetHack may be freely redistributed. See license for details. */
/* main.c - Mac NetHack */
#include "hack.h"
#include "dlb.h"
#include "macwin.h"
#include "mactty.h"
#if 1 /*!TARGET_API_MAC_CARBON*/
#include <OSUtils.h>
#include <files.h>
#include <Types.h>
#include <Dialogs.h>
#include <Packages.h>
#include <ToolUtils.h>
#include <Resources.h>
#include <Errors.h>
#endif
#ifndef O_RDONLY
#include <fcntl.h>
#endif
static void finder_file_request(void);
int main(void);
#if __SC__ || __MRC__
QDGlobals qd;
#endif
int
main(void)
{
register int fd = -1;
int argc = 1;
boolean resuming = FALSE; /* assume new game */
early_init();
windowprocs = mac_procs;
InitMac();
gh.hname = "Mac Hack";
hackpid = getpid();
setrandom();
initoptions();
init_nhwindows(&argc, (char **) &gh.hname);
/*
* It seems you really want to play.
*/
u.uhp = 1; /* prevent RIP on early quits */
finder_file_request();
dlb_init(); /* must be before newgame() */
/*
* Initialize the vision system. This must be before mklev() on a
* new game or before a level restore on a saved game.
*/
vision_init();
init_sound_disp_gamewindows();
set_playmode(); /* sets plname to "wizard" for wizard mode */
/* strip role,race,&c suffix; calls askname() if plname[] is empty
or holds a generic user name like "player" or "games" */
plnamesuffix();
/* unlike Unix where the game might be invoked with a script
which forces a particular character name for each player
using a shared account, we always allow player to rename
the character during role/race/&c selection */
iflags.renameallowed = TRUE;
getlock();
/*
* First, try to find and restore a save file for specified character.
* We'll return here if new game player_selection() renames the hero.
*/
attempt_restore:
if ((fd = restore_saved_game()) >= 0) {
#ifdef NEWS
if (iflags.news) {
display_file(NEWS, FALSE);
iflags.news = FALSE; /* in case dorecover() fails */
}
#endif
pline("Restoring save file...");
mark_synch(); /* flush output */
game_active = 1;
if (dorecover(fd)) {
resuming = TRUE; /* not starting new game */
if (discover)
You("are in non-scoring discovery mode.");
if (discover || wizard) {
if (y_n("Do you want to keep the save file?") == 'n')
(void) delete_savefile();
else {
nh_compress(fqname(gs.SAVEF, SAVEPREFIX, 0));
}
}
}
}
if (!resuming) {
/* 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) {
/* player has renamed the hero while selecting role;
discard current lock file and create another for
the new character name */
delete_levelfile(0); /* remove empty lock file */
getlock();
goto attempt_restore;
}
}
game_active = 1; /* done with selection, draw active game window */
newgame();
if (discover)
You("are in non-scoring discovery mode.");
}
UndimMenuBar(); /* Yes, this is the place for it (!) */
moveloop(resuming);
exit(EXIT_SUCCESS);
/*NOTREACHED*/
return 0;
}
static OSErr
copy_file(short src_vol, long src_dir, short dst_vol, long dst_dir,
Str255 fName,
pascal OSErr (*opener)(short vRefNum, long dirID,
ConstStr255Param fileName,
signed char permission, short *refNum))
{
short src_ref, dst_ref;
OSErr err = (*opener)(src_vol, src_dir, fName, fsRdPerm, &src_ref);
if (err == noErr) {
err = (*opener)(dst_vol, dst_dir, fName, fsWrPerm, &dst_ref);
if (err == noErr) {
long file_len;
err = GetEOF(src_ref, &file_len);
if (err == noErr) {
Handle buf;
long count = MaxBlock();
if (count > file_len)
count = file_len;
buf = NewHandle(count);
err = MemError();
if (err == noErr) {
while (count > 0) {
OSErr rd_err = FSRead(src_ref, &count, *buf);
err = FSWrite(dst_ref, &count, *buf);
if (err == noErr)
err = rd_err;
file_len -= count;
}
if (file_len == 0)
err = noErr;
DisposeHandle(buf);
}
}
FSClose(dst_ref);
}
FSClose(src_ref);
}
return err;
}
static void
force_hdelete(short vol, long dir, Str255 fName)
{
HRstFLock(vol, dir, fName);
HDelete(vol, dir, fName);
}
void
process_openfile(short src_vol, long src_dir, Str255 fName, OSType ftype)
{
OSErr err = noErr;
if (ftype != SAVE_TYPE)
return; /* only deal with save files */
if (src_vol != theDirs.dataRefNum
|| src_dir != theDirs.dataDirID
&& CatMove(src_vol, src_dir, fName, theDirs.dataDirID, "\p:")
!= noErr) {
HCreate(theDirs.dataRefNum, theDirs.dataDirID, fName, MAC_CREATOR,
SAVE_TYPE);
err =
copy_file(src_vol, src_dir, theDirs.dataRefNum, theDirs.dataDirID,
fName, &HOpen); /* HOpenDF is only there under 7.0 */
if (err == noErr)
err = copy_file(src_vol, src_dir, theDirs.dataRefNum,
theDirs.dataDirID, fName, &HOpenRF);
if (err == noErr)
force_hdelete(src_vol, src_dir, fName);
else
HDelete(theDirs.dataRefNum, theDirs.dataDirID, fName);
}
if (err == noErr) {
short ref;
ref = HOpenResFile(theDirs.dataRefNum, theDirs.dataDirID, fName,
fsRdPerm);
if (ref != -1) {
Handle name = Get1Resource('STR ', PLAYER_NAME_RES_ID);
if (name) {
Str255 save_f_p;
P2C(*(StringHandle) name, svp.plname);
set_savefile_name(TRUE);
C2P(fqname(gs.SAVEF, SAVEPREFIX, 0), save_f_p);
force_hdelete(theDirs.dataRefNum, theDirs.dataDirID,
save_f_p);
if (HRename(theDirs.dataRefNum, theDirs.dataDirID, fName,
save_f_p) == noErr)
macFlags.gotOpen = 1;
}
CloseResFile(ref);
}
}
}
static void
finder_file_request(void)
{
if (macFlags.hasAE) {
/* we're capable of handling Apple Events, so let's see if we have any
*/
EventRecord event;
long toWhen = TickCount()
+ 20; /* wait a third of a second for all initial AE */
while (TickCount() < toWhen) {
if (WaitNextEvent(highLevelEventMask, &event, 3L, 0)) {
AEProcessAppleEvent(&event);
if (macFlags.gotOpen)
break;
}
}
}
#if 0
#ifdef MAC68K
else {
short finder_msg, file_count;
CountAppFiles(&finder_msg, &file_count);
if (finder_msg == appOpen && file_count == 1) {
OSErr err;
AppFile src;
FSSpec filespec;
GetAppFiles(1, &src);
err = FSMakeFSSpec(src.vRefNum, 0, src.fName, &filespec);
if (err == noErr && src.fType == SAVE_TYPE) {
process_openfile (filespec.vRefNum, filespec.parID, filespec.name, src.fType);
if (macFlags.gotOpen)
ClrAppFiles(1);
}
}
}
#endif /* MAC68K */
#endif /* 0 */
}
/* validate wizard mode if player has requested access to it */
boolean
authorize_wizard_mode()
{
/* other ports validate user name or character name here */
return TRUE;
}
/*macmain.c*/