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
279 lines
7.3 KiB
C
279 lines
7.3 KiB
C
/* NetHack 3.6 bemain.c $NHDT-Date: 1447844549 2015/11/18 11:02:29 $ $NHDT-Branch: master $:$NHDT-Revision: 1.18 $ */
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/* Copyright (c) Dean Luick, 1996. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "dlb.h"
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#include <fcntl.h>
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static void whoami(void);
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static void process_options(int argc, char **argv);
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static void chdirx(const char *dir);
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static void getlock(void);
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#ifdef __begui__
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#define MAIN nhmain
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int nhmain(int argc, char **argv);
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#else
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#define MAIN main
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#endif
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int
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MAIN(int argc, char **argv)
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{
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int fd;
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char *dir;
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boolean resuming = FALSE; /* assume new game */
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early_init();
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dir = nh_getenv("NETHACKDIR");
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if (!dir)
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dir = nh_getenv("HACKDIR");
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choose_windows(DEFAULT_WINDOW_SYS);
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chdirx(dir);
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initoptions();
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init_nhwindows(&argc, argv);
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whoami();
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/*
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* It seems you really want to play.
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*/
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u.uhp = 1; /* prevent RIP on early quits */
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process_options(argc, argv); /* command line options */
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set_playmode(); /* sets plname to "wizard" for wizard mode */
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/* strip role,race,&c suffix; calls askname() if plname[] is empty
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or holds a generic user name like "player" or "games" */
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plnamesuffix();
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/* unlike Unix where the game might be invoked with a script
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which forces a particular character name for each player
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using a shared account, we always allow player to rename
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the character during role/race/&c selection */
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iflags.renameallowed = TRUE;
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getlock();
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dlb_init(); /* must be before newgame() */
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/*
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* Initialize the vision system. This must be before mklev() on a
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* new game or before a level restore on a saved game.
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*/
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vision_init();
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init_sound_disp_gamewindows();
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/*
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* First, try to find and restore a save file for specified character.
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* We'll return here if new game player_selection() renames the hero.
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*/
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attempt_restore:
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if ((fd = restore_saved_game()) >= 0) {
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#ifdef NEWS
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if (iflags.news) {
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display_file(NEWS, FALSE);
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iflags.news = FALSE; /* in case dorecover() fails */
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}
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#endif
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pline("Restoring save file...");
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mark_synch(); /* flush output */
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if (dorecover(fd)) {
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resuming = TRUE; /* not starting new game */
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if (discover)
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You("are in non-scoring discovery mode.");
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if (discover || wizard) {
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if (y_n("Do you want to keep the save file?") == 'n')
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(void) delete_savefile();
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else {
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nh_compress(fqname(gs.SAVEF, SAVEPREFIX, 0));
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}
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}
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}
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}
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if (!resuming) {
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/* new game: start by choosing role, race, etc;
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player might change the hero's name while doing that,
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in which case we try to restore under the new name
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and skip selection this time if that didn't succeed */
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if (!iflags.renameinprogress) {
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player_selection();
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if (iflags.renameinprogress) {
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/* player has renamed the hero while selecting role;
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discard current lock file and create another for
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the new character name */
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delete_levelfile(0); /* remove empty lock file */
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getlock();
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goto attempt_restore;
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}
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}
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newgame();
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if (discover)
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You("are in non-scoring discovery mode.");
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}
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moveloop(resuming);
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return 0;
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}
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static void
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whoami(void)
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{
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/*
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* Who am i? Algorithm: 1. Use name as specified in NETHACKOPTIONS
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* 2. Use $USER or $LOGNAME (if 1. fails)
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* The resulting name is overridden by command line options.
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* If everything fails, or if the resulting name is some generic
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* account like "games", "play", "player", "hack" then eventually
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* we'll ask him.
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*/
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char *s;
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if (*svp.plname)
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return;
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if (s = nh_getenv("USER")) {
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(void) strncpy(svp.plname, s, sizeof(svp.plname) - 1);
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return;
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}
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if (s = nh_getenv("LOGNAME")) {
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(void) strncpy(svp.plname, s, sizeof(svp.plname) - 1);
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return;
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}
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}
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/* normalize file name - we don't like .'s, /'s, spaces */
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void
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regularize(char *s)
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{
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register char *lp;
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while ((lp = strchr(s, '.')) || (lp = strchr(s, '/'))
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|| (lp = strchr(s, ' ')))
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*lp = '_';
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}
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static void
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process_options(int argc, char **argv)
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{
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int i;
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while (argc > 1 && argv[1][0] == '-') {
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argv++;
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argc--;
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switch (argv[0][1]) {
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case 'D':
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wizard = TRUE, discover = FALSE;
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break;
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case 'X':
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discover = TRUE, wizard = FALSE;
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break;
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#ifdef NEWS
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case 'n':
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iflags.news = FALSE;
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break;
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#endif
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case 'u':
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if (argv[0][2])
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(void) strncpy(svp.plname, argv[0] + 2, sizeof(svp.plname) - 1);
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else if (argc > 1) {
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argc--;
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argv++;
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(void) strncpy(svp.plname, argv[0], sizeof(svp.plname) - 1);
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} else
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raw_print("Player name expected after -u");
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break;
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case 'p': /* profession (role) */
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if (argv[0][2]) {
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if ((i = str2role(&argv[0][2])) >= 0)
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flags.initrole = i;
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} else if (argc > 1) {
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argc--;
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argv++;
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if ((i = str2role(argv[0])) >= 0)
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flags.initrole = i;
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}
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break;
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case 'r': /* race */
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if (argv[0][2]) {
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if ((i = str2race(&argv[0][2])) >= 0)
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flags.initrace = i;
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} else if (argc > 1) {
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argc--;
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argv++;
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if ((i = str2race(argv[0])) >= 0)
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flags.initrace = i;
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}
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break;
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case '@':
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flags.randomall = 1;
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break;
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default:
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raw_printf("Unknown option: %s", *argv);
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break;
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}
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}
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}
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static void
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chdirx(const char *dir)
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{
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if (!dir)
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dir = HACKDIR;
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if (chdir(dir) < 0)
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error("Cannot chdir to %s.", dir);
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/* Warn the player if we can't write the record file */
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/* perhaps we should also test whether . is writable */
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check_recordfile(dir);
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}
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void
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getlock(void)
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{
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int fd;
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Sprintf(gl.lock, "%d%s", getuid(), svp.plname);
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regularize(gl.lock);
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set_levelfile_name(gl.lock, 0);
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fd = creat(gl.lock, FCMASK);
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if (fd == -1) {
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error("cannot creat lock file.");
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} else {
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if (write(fd, (genericptr_t) &svh.hackpid, sizeof(svh.hackpid))
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!= sizeof(svh.hackpid)) {
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error("cannot write lock");
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}
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if (close(fd) == -1) {
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error("cannot close lock");
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}
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}
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}
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/* validate wizard mode if player has requested access to it */
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boolean
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authorize_wizard_mode()
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{
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/* other ports validate user name or character name here */
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return TRUE;
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}
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#ifndef __begui__
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/*
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* If we are not using the Be GUI, then just exit -- we don't need to
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* do anything extra.
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*/
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void nethack_exit(int status);
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void
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nethack_exit(int status)
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{
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exit(status);
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}
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#endif /* !__begui__ */
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/*bemain.c*/
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