This is an overhaul to the NetHack drawing mechanism. - eliminates the need to have separate lists in drawing.c for the things and their associated explanations by grouping those thing together on the same inializer in a struct. - replaces all of these options: IBMgraphics, DECgraphics, MACgraphics, graphics, monsters, objects, boulder, traps, effects - drawing.c contains only the set of NetHack standard symbols for the main game and a set of NetHack standard symbols for the roguelevel. - introduces a symbols file that contains named sets of symbols that can be loaded at run time making it extensible for situations like multinational code pages like those reported by <Someone>, without hardcoding additional sets into the game code. - symbols file uses names for the symbols, so offsets will not break when new things are introduced into the game, the way the older config file uchar load routines did. - symbols file only contains exceptions to the standard NetHack set, not entire sets so they are much less verbose than all of the g_FILLER() entries that were previously in drawing.c - 'symset' and 'roguesymset' config file options for preselecting a symbol set from the file called 'symbols' at startup time. The name of the symbols file is not under the users control, only the symbol set name desired from within the symbols file is. - 'symset' config file option loads a desired symbol set for everything but the rogue level. - 'roguesymset' config file option loads a desired symbol set for the rogue level. - 'SYMBOLS' config file option allows the user to specify replacement symbols on a per symbol basis. You can specify as many or as few symbols as you wish. The symbols are identified by a name:value pair, and line continuation is supported. Multiple symbol assignments can be made on the same line if each name:value pair is separated by a comma. For example: SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \ S_fountain:\xf4 \ S_boulder:0 - 'symbols' file has the following structure: start: DECgraphics Handling: DEC S_vwall: \xf8 # meta-x, vertical rule S_hwall: \xf1 # meta-q, horizontal rule finish start: IBMgraphics Handling: IBM S_vwall: \xb3 # meta-3, vertical rule S_hwall: \xc4 # meta-D, horizontal rule finish - 'symbols' file added to the source tree in the dat directory - Port Makefiles/scripts will need to be adjusted to move them into HACKDIR destination
459 lines
11 KiB
C
459 lines
11 KiB
C
/* SCCS Id: @(#)vmsmain.c 3.5 2006/04/01 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* main.c - VMS NetHack */
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#include "hack.h"
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#include "dlb.h"
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#include <signal.h>
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static void NDECL(whoami);
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static void FDECL(process_options, (int, char **));
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static void NDECL(byebye);
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#ifndef SAVE_ON_FATAL_ERROR
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# ifndef __DECC
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# define vms_handler_type int
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# else
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# define vms_handler_type unsigned int
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# endif
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extern void FDECL(VAXC$ESTABLISH, (vms_handler_type (*)(genericptr_t,genericptr_t)));
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static vms_handler_type FDECL(vms_handler, (genericptr_t,genericptr_t));
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#include <ssdef.h> /* system service status codes */
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#endif
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static void NDECL(wd_message);
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#ifdef WIZARD
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static boolean wiz_error_flag = FALSE;
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#endif
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int
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main(argc,argv)
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int argc;
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char *argv[];
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{
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register int fd;
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#ifdef CHDIR
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register char *dir;
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#endif
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boolean resuming = FALSE; /* assume new game */
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#ifdef SECURE /* this should be the very first code executed */
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privoff();
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fflush((FILE *)0); /* force stdio to init itself */
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privon();
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#endif
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atexit(byebye);
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hname = argv[0];
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hname = vms_basename(hname); /* name used in 'usage' type messages */
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hackpid = getpid();
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(void) umask(0);
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choose_windows(DEFAULT_WINDOW_SYS);
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#ifdef CHDIR /* otherwise no chdir() */
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/*
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* See if we must change directory to the playground.
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* (Perhaps hack is installed with privs and playground is
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* inaccessible for the player.)
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* The logical name HACKDIR is overridden by a
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* -d command line option (must be the first option given)
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*/
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dir = nh_getenv("NETHACKDIR");
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if (!dir) dir = nh_getenv("HACKDIR");
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#endif
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if(argc > 1) {
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#ifdef CHDIR
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if (!strncmp(argv[1], "-d", 2) && argv[1][2] != 'e') {
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/* avoid matching "-dec" for DECgraphics; since the man page
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* says -d directory, hope nobody's using -desomething_else
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*/
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argc--;
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argv++;
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dir = argv[0]+2;
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if(*dir == '=' || *dir == ':') dir++;
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if(!*dir && argc > 1) {
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argc--;
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argv++;
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dir = argv[0];
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}
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if(!*dir)
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error("Flag -d must be followed by a directory name.");
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}
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if (argc > 1)
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#endif /* CHDIR */
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/*
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* Now we know the directory containing 'record' and
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* may do a prscore().
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*/
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if (!strncmp(argv[1], "-s", 2)) {
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#ifdef CHDIR
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chdirx(dir, FALSE);
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#endif
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prscore(argc, argv);
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exit(EXIT_SUCCESS);
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}
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}
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#ifdef CHDIR
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/* move to the playground directory; 'termcap' might be found there */
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chdirx(dir, TRUE);
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#endif
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#ifdef SECURE
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/* disable installed privs while loading nethack.cnf and termcap,
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and also while initializing terminal [$assign("TT:")]. */
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privoff();
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#endif
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initoptions();
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init_nhwindows(&argc, argv);
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whoami();
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#ifdef SECURE
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privon();
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#endif
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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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#ifndef SAVE_ON_FATAL_ERROR
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/* used to clear hangup stuff while still giving standard traceback */
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VAXC$ESTABLISH(vms_handler);
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#endif
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(void) signal(SIGHUP, (SIG_RET_TYPE) hangup);
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process_options(argc, argv); /* command line options */
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#ifdef WIZARD
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if (wizard)
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Strcpy(plname, "wizard");
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else
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#endif
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if (!*plname || !strncmpi(plname, "games", 4) ||
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!strcmpi(plname, "nethack"))
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askname();
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plnamesuffix(); /* strip suffix from name; calls askname() */
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/* again if suffix was whole name */
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/* accepts any suffix */
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#ifdef WIZARD
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if(!wizard) {
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#endif
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/*
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* check for multiple games under the same name
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* (if !locknum) or check max nr of players (otherwise)
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*/
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(void) signal(SIGQUIT,SIG_IGN);
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(void) signal(SIGINT,SIG_IGN);
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if(!locknum)
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Sprintf(lock, "_%u%s", (unsigned)getuid(), plname);
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getlock();
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#ifdef WIZARD
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} else {
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Sprintf(lock, "_%u%s", (unsigned)getuid(), plname);
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getlock();
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}
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#endif /* WIZARD */
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dlb_init(); /* must be before newgame() */
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/*
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* Initialization of the boundaries of the mazes
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* Both boundaries have to be even.
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*/
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x_maze_max = COLNO-1;
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if (x_maze_max % 2)
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x_maze_max--;
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y_maze_max = ROWNO-1;
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if (y_maze_max % 2)
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y_maze_max--;
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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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display_gamewindows();
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if ((fd = restore_saved_game()) >= 0) {
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#ifdef WIZARD
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/* Since wizard is actually flags.debug, restoring might
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* overwrite it.
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*/
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boolean remember_wiz_mode = wizard;
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#endif
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const char *fq_save = fqname(SAVEF, SAVEPREFIX, 1);
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(void) chmod(fq_save,0); /* disallow parallel restores */
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(void) signal(SIGINT, (SIG_RET_TYPE) done1);
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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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#ifdef WIZARD
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if (!wizard && remember_wiz_mode) wizard = TRUE;
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#endif
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wd_message();
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if (discover || wizard) {
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if (yn("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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(void) chmod(fq_save,FCMASK); /* back to readable */
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}
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}
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}
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if (!resuming) {
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player_selection();
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newgame();
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wd_message();
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}
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moveloop(resuming);
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exit(EXIT_SUCCESS);
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/*NOTREACHED*/
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return(0);
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}
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static void
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process_options(argc, argv)
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int argc;
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char *argv[];
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{
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int i;
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/*
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* Process options.
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*/
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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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#ifdef WIZARD
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if(!strcmpi(nh_getenv("USER"), WIZARD_NAME)) {
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wizard = TRUE;
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break;
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}
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/* otherwise fall thru to discover */
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wiz_error_flag = TRUE;
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#endif /* WIZARD */
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case 'X':
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case 'x':
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discover = TRUE;
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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(plname, argv[0]+2, sizeof(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(plname, argv[0], sizeof(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 'I':
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case 'i':
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if (!strncmpi(argv[0]+1, "IBM", 3)) {
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#ifdef ASCIIGRAPH
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load_symset("IBMGraphics", FALSE);
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load_symset("IBMGraphics", TRUE);
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switch_graphics(TRUE);
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#endif
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}
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break;
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/* case 'D': */
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case 'd':
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if (!strncmpi(argv[0]+1, "DEC", 3)) {
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#ifdef ASCIIGRAPH
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load_symset("DECGraphics", FALSE);
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switch_graphics(TRUE);
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#endif
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}
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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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if ((i = str2role(&argv[0][1])) >= 0) {
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flags.initrole = i;
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break;
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}
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/* else raw_printf("Unknown option: %s", *argv); */
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}
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}
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if(argc > 1)
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locknum = atoi(argv[1]);
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#ifdef MAX_NR_OF_PLAYERS
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if(!locknum || locknum > MAX_NR_OF_PLAYERS)
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locknum = MAX_NR_OF_PLAYERS;
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#endif
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}
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#ifdef CHDIR
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void
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chdirx(dir, wr)
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const char *dir;
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boolean wr;
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{
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# ifndef HACKDIR
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static const char *defdir = ".";
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# else
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static const char *defdir = HACKDIR;
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if(dir == (const char *)0)
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dir = defdir;
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else if (wr && !same_dir(HACKDIR, dir))
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/* If we're playing anywhere other than HACKDIR, turn off any
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privs we may have been installed with. */
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privoff();
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# endif
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if(dir && chdir(dir) < 0) {
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perror(dir);
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error("Cannot chdir to %s.", dir);
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}
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/* warn the player if we can't write the record file */
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if (wr) check_recordfile(dir);
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defdir = dir;
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}
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#endif /* CHDIR */
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static void
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whoami()
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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 lowercase of $USER (if 1. fails)
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* The resulting name is overridden by command line options.
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* If everything fails, or if the resulting name is some generic
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* account like "games" then eventually we'll ask him.
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* Note that we trust the user here; it is possible to play under
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* somebody else's name.
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*/
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register char *s;
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if (!*plname && (s = nh_getenv("USER")))
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(void) lcase(strncpy(plname, s, sizeof(plname)-1));
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}
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static void
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byebye()
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{
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/* Different versions of both VAX C and GNU C use different return types
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for signal functions. Return type 'int' along with the explicit casts
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below satisfy the most combinations of compiler vs <signal.h>.
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*/
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int (*hup)();
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#ifdef SHELL
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extern unsigned long dosh_pid, mail_pid;
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extern unsigned long FDECL(sys$delprc,(unsigned long *,const genericptr_t));
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/* clean up any subprocess we've spawned that may still be hanging around */
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if (dosh_pid) (void) sys$delprc(&dosh_pid, 0), dosh_pid = 0;
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if (mail_pid) (void) sys$delprc(&mail_pid, 0), mail_pid = 0;
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#endif
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/* SIGHUP doesn't seem to do anything on VMS, so we fudge it here... */
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hup = (int(*)()) signal(SIGHUP, SIG_IGN);
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if (!program_state.exiting++ &&
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hup != (int(*)()) SIG_DFL && hup != (int(*)()) SIG_IGN)
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(void) (*hup)();
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#ifdef CHDIR
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(void) chdir(getenv("PATH"));
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#endif
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}
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#ifndef SAVE_ON_FATAL_ERROR
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/* Condition handler to prevent byebye's hangup simulation
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from saving the game after a fatal error has occurred. */
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/*ARGSUSED*/
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static vms_handler_type /* should be `unsigned long', but the -*/
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vms_handler(sigargs, mechargs) /*+ prototype in <signal.h> is screwed */
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genericptr_t sigargs, mechargs; /* [0] is argc, [1..argc] are the real args */
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{
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unsigned long condition = ((unsigned long *)sigargs)[1];
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if (condition == SS$_ACCVIO /* access violation */
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|| (condition >= SS$_ASTFLT && condition <= SS$_TBIT)
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|| (condition >= SS$_ARTRES && condition <= SS$_INHCHME)) {
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program_state.done_hup = TRUE; /* pretend hangup has been attempted */
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# if defined(WIZARD) && !defined(BETA)
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if (wizard)
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# endif /*WIZARD && !BETA*/
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# if defined(WIZARD) || defined(BETA)
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abort(); /* enter the debugger */
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# endif /*WIZARD || BETA*/
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}
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return SS$_RESIGNAL;
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}
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#endif
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#ifdef PORT_HELP
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void
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port_help()
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{
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/*
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* Display VMS-specific help. Just show contents of the helpfile
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* named by PORT_HELP.
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*/
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display_file(PORT_HELP, TRUE);
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}
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#endif /* PORT_HELP */
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static void
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wd_message()
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{
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#ifdef WIZARD
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if (wiz_error_flag) {
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pline("Only user \"%s\" may access debug (wizard) mode.",
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WIZARD_NAME);
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pline("Entering discovery mode instead.");
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} else
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#endif
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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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/*vmsmain.c*/
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