Files
nethack/outdated/sys/be/bemain.c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

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 $ */
/* Copyright (c) Dean Luick, 1996. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "dlb.h"
#include <fcntl.h>
static void whoami(void);
static void process_options(int argc, char **argv);
static void chdirx(const char *dir);
static void getlock(void);
#ifdef __begui__
#define MAIN nhmain
int nhmain(int argc, char **argv);
#else
#define MAIN main
#endif
int
MAIN(int argc, char **argv)
{
int fd;
char *dir;
boolean resuming = FALSE; /* assume new game */
early_init();
dir = nh_getenv("NETHACKDIR");
if (!dir)
dir = nh_getenv("HACKDIR");
choose_windows(DEFAULT_WINDOW_SYS);
chdirx(dir);
initoptions();
init_nhwindows(&argc, argv);
whoami();
/*
* It seems you really want to play.
*/
u.uhp = 1; /* prevent RIP on early quits */
process_options(argc, argv); /* command line options */
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();
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();
/*
* 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 */
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;
}
}
newgame();
if (discover)
You("are in non-scoring discovery mode.");
}
moveloop(resuming);
return 0;
}
static void
whoami(void)
{
/*
* Who am i? Algorithm: 1. Use name as specified in NETHACKOPTIONS
* 2. Use $USER or $LOGNAME (if 1. fails)
* The resulting name is overridden by command line options.
* If everything fails, or if the resulting name is some generic
* account like "games", "play", "player", "hack" then eventually
* we'll ask him.
*/
char *s;
if (*svp.plname)
return;
if (s = nh_getenv("USER")) {
(void) strncpy(svp.plname, s, sizeof(svp.plname) - 1);
return;
}
if (s = nh_getenv("LOGNAME")) {
(void) strncpy(svp.plname, s, sizeof(svp.plname) - 1);
return;
}
}
/* normalize file name - we don't like .'s, /'s, spaces */
void
regularize(char *s)
{
register char *lp;
while ((lp = strchr(s, '.')) || (lp = strchr(s, '/'))
|| (lp = strchr(s, ' ')))
*lp = '_';
}
static void
process_options(int argc, char **argv)
{
int i;
while (argc > 1 && argv[1][0] == '-') {
argv++;
argc--;
switch (argv[0][1]) {
case 'D':
wizard = TRUE, discover = FALSE;
break;
case 'X':
discover = TRUE, wizard = FALSE;
break;
#ifdef NEWS
case 'n':
iflags.news = FALSE;
break;
#endif
case 'u':
if (argv[0][2])
(void) strncpy(svp.plname, argv[0] + 2, sizeof(svp.plname) - 1);
else if (argc > 1) {
argc--;
argv++;
(void) strncpy(svp.plname, argv[0], sizeof(svp.plname) - 1);
} else
raw_print("Player name expected after -u");
break;
case 'p': /* profession (role) */
if (argv[0][2]) {
if ((i = str2role(&argv[0][2])) >= 0)
flags.initrole = i;
} else if (argc > 1) {
argc--;
argv++;
if ((i = str2role(argv[0])) >= 0)
flags.initrole = i;
}
break;
case 'r': /* race */
if (argv[0][2]) {
if ((i = str2race(&argv[0][2])) >= 0)
flags.initrace = i;
} else if (argc > 1) {
argc--;
argv++;
if ((i = str2race(argv[0])) >= 0)
flags.initrace = i;
}
break;
case '@':
flags.randomall = 1;
break;
default:
raw_printf("Unknown option: %s", *argv);
break;
}
}
}
static void
chdirx(const char *dir)
{
if (!dir)
dir = HACKDIR;
if (chdir(dir) < 0)
error("Cannot chdir to %s.", dir);
/* Warn the player if we can't write the record file */
/* perhaps we should also test whether . is writable */
check_recordfile(dir);
}
void
getlock(void)
{
int fd;
Sprintf(gl.lock, "%d%s", getuid(), svp.plname);
regularize(gl.lock);
set_levelfile_name(gl.lock, 0);
fd = creat(gl.lock, FCMASK);
if (fd == -1) {
error("cannot creat lock file.");
} else {
if (write(fd, (genericptr_t) &svh.hackpid, sizeof(svh.hackpid))
!= sizeof(svh.hackpid)) {
error("cannot write lock");
}
if (close(fd) == -1) {
error("cannot close lock");
}
}
}
/* 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;
}
#ifndef __begui__
/*
* If we are not using the Be GUI, then just exit -- we don't need to
* do anything extra.
*/
void nethack_exit(int status);
void
nethack_exit(int status)
{
exit(status);
}
#endif /* !__begui__ */
/*bemain.c*/