Adds the following lua functions:
- nh.pushkey("x")
Pushes a key into the command queue. Support is spotty,
currently only the keys handled in rhack.
- nh.doturn()
Runs one turn of main loop, or if optional boolean param
is true, until g.multi == 0
- nh.monster_generation(false)
Disable monster generation, and kill off all monsters.
Adds a testmove.lua script to test hero movement. Currently
covers only hjklyubn and HJKLYUBN.
957 lines
31 KiB
C
957 lines
31 KiB
C
/* NetHack 3.7 allmain.c $NHDT-Date: 1621208846 2021/05/16 23:47:26 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.152 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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/* various code that was replicated in *main.c */
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#include "hack.h"
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#include <ctype.h>
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#ifndef NO_SIGNAL
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#include <signal.h>
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#endif
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static void moveloop_preamble(boolean);
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static void u_calc_moveamt(int);
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#ifdef POSITIONBAR
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static void do_positionbar(void);
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#endif
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static void regen_hp(int);
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static void interrupt_multi(const char *);
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static void debug_fields(const char *);
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void
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early_init(void)
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{
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decl_globals_init();
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objects_globals_init();
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monst_globals_init();
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sys_early_init();
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}
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static void
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moveloop_preamble(boolean resuming)
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{
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/* if a save file created in normal mode is now being restored in
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explore mode, treat it as normal restore followed by 'X' command
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to use up the save file and require confirmation for explore mode */
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if (resuming && iflags.deferred_X)
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(void) enter_explore_mode();
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/* side-effects from the real world */
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flags.moonphase = phase_of_the_moon();
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if (flags.moonphase == FULL_MOON) {
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You("are lucky! Full moon tonight.");
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change_luck(1);
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} else if (flags.moonphase == NEW_MOON) {
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pline("Be careful! New moon tonight.");
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}
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flags.friday13 = friday_13th();
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if (flags.friday13) {
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pline("Watch out! Bad things can happen on Friday the 13th.");
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change_luck(-1);
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}
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if (!resuming) { /* new game */
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g.context.rndencode = rnd(9000);
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set_wear((struct obj *) 0); /* for side-effects of starting gear */
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(void) pickup(1); /* autopickup at initial location */
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/* only matters if someday a character is able to start with
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clairvoyance (wizard with cornuthaum perhaps?); without this,
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first "random" occurrence would always kick in on turn 1 */
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g.context.seer_turn = (long) rnd(30);
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}
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g.context.botlx = TRUE; /* for STATUS_HILITES */
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if (resuming) { /* restoring old game */
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read_engr_at(u.ux, u.uy); /* subset of pickup() */
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}
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(void) encumber_msg(); /* in case they auto-picked up something */
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if (g.defer_see_monsters) {
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g.defer_see_monsters = FALSE;
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see_monsters();
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}
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initrack();
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u.uz0.dlevel = u.uz.dlevel;
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g.youmonst.movement = NORMAL_SPEED; /* give hero some movement points */
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g.context.move = 0;
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g.program_state.in_moveloop = 1;
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/* for perm_invent preset at startup, display persistent inventory after
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invent is fully populated and the in_moveloop flag has been set */
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if (iflags.perm_invent)
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update_inventory();
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}
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static void
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u_calc_moveamt(int wtcap)
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{
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int moveamt = 0;
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/* calculate how much time passed. */
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if (u.usteed && u.umoved) {
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/* your speed doesn't augment steed's speed */
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moveamt = mcalcmove(u.usteed, TRUE);
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} else {
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moveamt = g.youmonst.data->mmove;
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if (Very_fast) { /* speed boots, potion, or spell */
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/* gain a free action on 2/3 of turns */
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if (rn2(3) != 0)
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moveamt += NORMAL_SPEED;
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} else if (Fast) { /* intrinsic */
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/* gain a free action on 1/3 of turns */
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if (rn2(3) == 0)
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moveamt += NORMAL_SPEED;
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}
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}
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switch (wtcap) {
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case UNENCUMBERED:
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break;
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case SLT_ENCUMBER:
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moveamt -= (moveamt / 4);
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break;
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case MOD_ENCUMBER:
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moveamt -= (moveamt / 2);
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break;
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case HVY_ENCUMBER:
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moveamt -= ((moveamt * 3) / 4);
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break;
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case EXT_ENCUMBER:
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moveamt -= ((moveamt * 7) / 8);
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break;
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default:
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break;
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}
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g.youmonst.movement += moveamt;
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if (g.youmonst.movement < 0)
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g.youmonst.movement = 0;
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}
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#if defined(MICRO) || defined(WIN32)
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static int mvl_abort_lev;
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#endif
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static int mvl_wtcap = 0;
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static int mvl_change = 0;
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void
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moveloop_core(void)
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{
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boolean monscanmove = FALSE;
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#ifdef SAFERHANGUP
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if (g.program_state.done_hup)
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end_of_input();
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#endif
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get_nh_event();
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#ifdef POSITIONBAR
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do_positionbar();
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#endif
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if (g.context.move) {
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/* actual time passed */
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g.youmonst.movement -= NORMAL_SPEED;
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do { /* hero can't move this turn loop */
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mvl_wtcap = encumber_msg();
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g.context.mon_moving = TRUE;
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do {
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monscanmove = movemon();
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if (g.youmonst.movement >= NORMAL_SPEED)
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break; /* it's now your turn */
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} while (monscanmove);
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g.context.mon_moving = FALSE;
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if (!monscanmove && g.youmonst.movement < NORMAL_SPEED) {
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/* both hero and monsters are out of steam this round */
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struct monst *mtmp;
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/* set up for a new turn */
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mcalcdistress(); /* adjust monsters' trap, blind, etc */
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/* reallocate movement rations to monsters; don't need
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to skip dead monsters here because they will have
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been purged at end of their previous round of moving */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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mtmp->movement += mcalcmove(mtmp, TRUE);
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/* occasionally add another monster; since this takes
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place after movement has been allotted, the new
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monster effectively loses its first turn */
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if (!rn2(u.uevent.udemigod ? 25
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: (depth(&u.uz) > depth(&stronghold_level)) ? 50
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: 70))
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(void) makemon((struct permonst *) 0, 0, 0,
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NO_MM_FLAGS);
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u_calc_moveamt(mvl_wtcap);
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settrack();
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g.monstermoves++; /* [obsolete (for a long time...)] */
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g.moves++;
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/*
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* Never allow 'moves' to grow big enough to wrap.
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* We don't care what the maximum possible 'long int'
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* is for the current configuration, we want a value
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* that is the same for all viable configurations.
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* When imposing the limit, use a mystic decimal value
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* instead of a magic binary one such as 0x7fffffffL.
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*/
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if (g.moves >= 1000000000L) {
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display_nhwindow(WIN_MESSAGE, TRUE);
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pline_The("dungeon capitulates.");
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done(ESCAPED);
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}
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if (flags.time && !g.context.run)
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iflags.time_botl = TRUE; /* 'moves' just changed */
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/********************************/
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/* once-per-turn things go here */
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/********************************/
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l_nhcore_call(NHCORE_MOVELOOP_TURN);
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if (Glib)
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glibr();
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nh_timeout();
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run_regions();
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if (u.ublesscnt)
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u.ublesscnt--;
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/* One possible result of prayer is healing. Whether or
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* not you get healed depends on your current hit points.
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* If you are allowed to regenerate during the prayer,
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* the end-of-prayer calculation messes up on this.
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* Another possible result is rehumanization, which
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* requires that encumbrance and movement rate be
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* recalculated.
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*/
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if (u.uinvulnerable) {
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/* for the moment at least, you're in tiptop shape */
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mvl_wtcap = UNENCUMBERED;
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} else if (!Upolyd ? (u.uhp < u.uhpmax)
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: (u.mh < u.mhmax
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|| g.youmonst.data->mlet == S_EEL)) {
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/* maybe heal */
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regen_hp(mvl_wtcap);
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}
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/* moving around while encumbered is hard work */
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if (mvl_wtcap > MOD_ENCUMBER && u.umoved) {
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if (!(mvl_wtcap < EXT_ENCUMBER ? g.moves % 30
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: g.moves % 10)) {
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overexert_hp();
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}
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}
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if (u.uen < u.uenmax
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&& ((mvl_wtcap < MOD_ENCUMBER
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&& (!(g.moves % ((MAXULEV + 8 - u.ulevel)
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* (Role_if(PM_WIZARD) ? 3 : 4)
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/ 6)))) || Energy_regeneration)) {
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u.uen += rn1(
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(int) (ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1, 1);
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if (u.uen > u.uenmax)
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u.uen = u.uenmax;
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g.context.botl = TRUE;
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if (u.uen == u.uenmax)
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interrupt_multi("You feel full of energy.");
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}
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if (!u.uinvulnerable) {
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if (Teleportation && !rn2(85)) {
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xchar old_ux = u.ux, old_uy = u.uy;
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tele();
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if (u.ux != old_ux || u.uy != old_uy) {
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if (!next_to_u()) {
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check_leash(old_ux, old_uy);
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}
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/* clear doagain keystrokes */
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pushch(0);
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savech(0);
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}
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}
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/* delayed change may not be valid anymore */
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if ((mvl_change == 1 && !Polymorph)
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|| (mvl_change == 2 && u.ulycn == NON_PM))
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mvl_change = 0;
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if (Polymorph && !rn2(100))
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mvl_change = 1;
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else if (u.ulycn >= LOW_PM && !Upolyd
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&& !rn2(80 - (20 * night())))
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mvl_change = 2;
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if (mvl_change && !Unchanging) {
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if (g.multi >= 0) {
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stop_occupation();
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if (mvl_change == 1)
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polyself(0);
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else
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you_were();
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mvl_change = 0;
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}
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}
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}
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if (Searching && g.multi >= 0)
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(void) dosearch0(1);
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if (Warning)
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warnreveal();
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mkot_trap_warn();
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dosounds();
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do_storms();
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gethungry();
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age_spells();
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exerchk();
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invault();
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if (u.uhave.amulet)
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amulet();
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if (!rn2(40 + (int) (ACURR(A_DEX) * 3)))
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u_wipe_engr(rnd(3));
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if (u.uevent.udemigod && !u.uinvulnerable) {
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if (u.udg_cnt)
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u.udg_cnt--;
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if (!u.udg_cnt) {
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intervene();
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u.udg_cnt = rn1(200, 50);
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}
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}
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restore_attrib();
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/* XXX This should be recoded to use something like regions - a list of
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* things that are active and need to be handled that is dynamically
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* maintained and not a list of special cases. */
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/* underwater and waterlevel vision are done here */
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if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
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movebubbles();
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else if (Is_firelevel(&u.uz))
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fumaroles();
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else if (Underwater)
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under_water(0);
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/* vision while buried done here */
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else if (u.uburied)
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under_ground(0);
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/* when immobile, count is in turns */
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if (g.multi < 0) {
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if (++g.multi == 0) { /* finished yet? */
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unmul((char *) 0);
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/* if unmul caused a level change, take it now */
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if (u.utotype)
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deferred_goto();
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}
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}
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}
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} while (g.youmonst.movement < NORMAL_SPEED); /* hero can't move */
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/******************************************/
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/* once-per-hero-took-time things go here */
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/******************************************/
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#ifdef STATUS_HILITES
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if (iflags.hilite_delta)
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status_eval_next_unhilite();
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#endif
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if (g.context.bypasses)
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clear_bypasses();
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if (g.moves >= g.context.seer_turn) {
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if ((u.uhave.amulet || Clairvoyant) && !In_endgame(&u.uz)
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&& !BClairvoyant)
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do_vicinity_map((struct obj *) 0);
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/* we maintain this counter even when clairvoyance isn't
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taking place; on average, go again 30 turns from now */
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g.context.seer_turn = g.moves + (long) rn1(31, 15); /*15..45*/
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/* [it used to be that on every 15th turn, there was a 50%
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chance of farsight, so it could happen as often as every
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15 turns or theoretically never happen at all; but when
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a fast hero got multiple moves on that 15th turn, it
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could actually happen more than once on the same turn!] */
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}
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/* [fast hero who gets multiple moves per turn ends up sinking
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multiple times per turn; is that what we really want?] */
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if (u.utrap && u.utraptype == TT_LAVA)
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sink_into_lava();
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/* when/if hero escapes from lava, he can't just stay there */
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else if (!u.umoved)
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(void) pooleffects(FALSE);
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} /* actual time passed */
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/****************************************/
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/* once-per-player-input things go here */
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/****************************************/
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clear_splitobjs();
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find_ac();
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if (!g.context.mv || Blind) {
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/* redo monsters if hallu or wearing a helm of telepathy */
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if (Hallucination) { /* update screen randomly */
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see_monsters();
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see_objects();
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see_traps();
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if (u.uswallow)
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swallowed(0);
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} else if (Unblind_telepat) {
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see_monsters();
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} else if (Warning || Warn_of_mon)
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see_monsters();
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if (g.vision_full_recalc)
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vision_recalc(0); /* vision! */
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}
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if (g.context.botl || g.context.botlx) {
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bot();
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curs_on_u();
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} else if (iflags.time_botl) {
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timebot();
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curs_on_u();
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}
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g.context.move = 1;
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if (g.multi >= 0 && g.occupation) {
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#if defined(MICRO) || defined(WIN32)
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mvl_abort_lev = 0;
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if (kbhit()) {
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char ch;
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if ((ch = pgetchar()) == ABORT)
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mvl_abort_lev++;
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else
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pushch(ch);
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}
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if (!mvl_abort_lev && (*g.occupation)() == 0)
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#else
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if ((*g.occupation)() == 0)
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#endif
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g.occupation = 0;
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if (
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#if defined(MICRO) || defined(WIN32)
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mvl_abort_lev ||
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#endif
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monster_nearby()) {
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stop_occupation();
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reset_eat();
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}
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#if defined(MICRO) || defined(WIN32)
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if (!(++g.occtime % 7))
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display_nhwindow(WIN_MAP, FALSE);
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#endif
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return;
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}
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if (iflags.sanity_check || iflags.debug_fuzzer)
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sanity_check();
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#ifdef CLIPPING
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/* just before rhack */
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cliparound(u.ux, u.uy);
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#endif
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u.umoved = FALSE;
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if (g.multi > 0) {
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lookaround();
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if (!g.multi) {
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/* lookaround may clear multi */
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g.context.move = 0;
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return;
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}
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if (g.context.mv) {
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if (g.multi < COLNO && !--g.multi)
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g.context.travel = g.context.travel1 = g.context.mv =
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g.context.run = 0;
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domove();
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} else {
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--g.multi;
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nhassert(g.command_count != 0);
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rhack(g.command_line);
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}
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} else if (g.multi == 0) {
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#ifdef MAIL
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ckmailstatus();
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#endif
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rhack((char *) 0);
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}
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if (u.utotype) /* change dungeon level */
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deferred_goto(); /* after rhack() */
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if (g.vision_full_recalc)
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vision_recalc(0); /* vision! */
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/* when running in non-tport mode, this gets done through domove() */
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if ((!g.context.run || flags.runmode == RUN_TPORT)
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&& (g.multi && (!g.context.travel ? !(g.multi % 7)
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: !(g.moves % 7L)))) {
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if (flags.time && g.context.run)
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g.context.botl = TRUE;
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/* [should this be flush_screen() instead?] */
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display_nhwindow(WIN_MAP, FALSE);
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}
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}
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void
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moveloop(boolean resuming)
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{
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moveloop_preamble(resuming);
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for (;;) {
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moveloop_core();
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}
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}
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|
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#define U_CAN_REGEN() (Regeneration || (Sleepy && u.usleep))
|
|
|
|
/* maybe recover some lost health (or lose some when an eel out of water) */
|
|
static void
|
|
regen_hp(int wtcap)
|
|
{
|
|
int heal = 0;
|
|
boolean reached_full = FALSE,
|
|
encumbrance_ok = (wtcap < MOD_ENCUMBER || !u.umoved);
|
|
|
|
if (Upolyd) {
|
|
if (u.mh < 1) { /* shouldn't happen... */
|
|
rehumanize();
|
|
} else if (g.youmonst.data->mlet == S_EEL
|
|
&& !is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
|
|
/* eel out of water loses hp, similar to monster eels;
|
|
as hp gets lower, rate of further loss slows down */
|
|
if (u.mh > 1 && !Regeneration && rn2(u.mh) > rn2(8)
|
|
&& (!Half_physical_damage || !(g.moves % 2L)))
|
|
heal = -1;
|
|
} else if (u.mh < u.mhmax) {
|
|
if (U_CAN_REGEN() || (encumbrance_ok && !(g.moves % 20L)))
|
|
heal = 1;
|
|
}
|
|
if (heal) {
|
|
g.context.botl = TRUE;
|
|
u.mh += heal;
|
|
reached_full = (u.mh == u.mhmax);
|
|
}
|
|
|
|
/* !Upolyd */
|
|
} else {
|
|
/* [when this code was in-line within moveloop(), there was
|
|
no !Upolyd check here, so poly'd hero recovered lost u.uhp
|
|
once u.mh reached u.mhmax; that may have been convenient
|
|
for the player, but it didn't make sense for gameplay...] */
|
|
if (u.uhp < u.uhpmax && (encumbrance_ok || U_CAN_REGEN())) {
|
|
if (u.ulevel > 9) {
|
|
if (!(g.moves % 3L)) {
|
|
int Con = (int) ACURR(A_CON);
|
|
|
|
if (Con <= 12) {
|
|
heal = 1;
|
|
} else {
|
|
heal = rnd(Con);
|
|
if (heal > u.ulevel - 9)
|
|
heal = u.ulevel - 9;
|
|
}
|
|
}
|
|
} else { /* u.ulevel <= 9 */
|
|
if (!(g.moves % (long) ((MAXULEV + 12) / (u.ulevel + 2) + 1)))
|
|
heal = 1;
|
|
}
|
|
if (U_CAN_REGEN() && !heal)
|
|
heal = 1;
|
|
if (Sleepy && u.usleep)
|
|
heal++;
|
|
|
|
if (heal) {
|
|
g.context.botl = TRUE;
|
|
u.uhp += heal;
|
|
if (u.uhp > u.uhpmax)
|
|
u.uhp = u.uhpmax;
|
|
/* stop voluntary multi-turn activity if now fully healed */
|
|
reached_full = (u.uhp == u.uhpmax);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (reached_full)
|
|
interrupt_multi("You are in full health.");
|
|
}
|
|
|
|
#undef U_CAN_REGEN
|
|
|
|
void
|
|
stop_occupation(void)
|
|
{
|
|
if (g.occupation) {
|
|
if (!maybe_finished_meal(TRUE))
|
|
You("stop %s.", g.occtxt);
|
|
g.occupation = 0;
|
|
g.context.botl = TRUE; /* in case u.uhs changed */
|
|
nomul(0);
|
|
pushch(0);
|
|
} else if (g.multi >= 0) {
|
|
nomul(0);
|
|
}
|
|
cmdq_clear();
|
|
}
|
|
|
|
void
|
|
display_gamewindows(void)
|
|
{
|
|
WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
|
|
if (VIA_WINDOWPORT()) {
|
|
status_initialize(0);
|
|
} else {
|
|
WIN_STATUS = create_nhwindow(NHW_STATUS);
|
|
}
|
|
WIN_MAP = create_nhwindow(NHW_MAP);
|
|
WIN_INVEN = create_nhwindow(NHW_MENU);
|
|
/* in case of early quit where WIN_INVEN could be destroyed before
|
|
ever having been used, use it here to pacify the Qt interface */
|
|
start_menu(WIN_INVEN, 0U), end_menu(WIN_INVEN, (char *) 0);
|
|
|
|
#ifdef MAC
|
|
/* This _is_ the right place for this - maybe we will
|
|
* have to split display_gamewindows into create_gamewindows
|
|
* and show_gamewindows to get rid of this ifdef...
|
|
*/
|
|
if (!strcmp(windowprocs.name, "mac"))
|
|
SanePositions();
|
|
#endif
|
|
|
|
/*
|
|
* The mac port is not DEPENDENT on the order of these
|
|
* displays, but it looks a lot better this way...
|
|
*/
|
|
#ifndef STATUS_HILITES
|
|
display_nhwindow(WIN_STATUS, FALSE);
|
|
#endif
|
|
display_nhwindow(WIN_MESSAGE, FALSE);
|
|
clear_glyph_buffer();
|
|
display_nhwindow(WIN_MAP, FALSE);
|
|
}
|
|
|
|
void
|
|
newgame(void)
|
|
{
|
|
int i;
|
|
|
|
g.context.botlx = TRUE;
|
|
g.context.ident = 1;
|
|
g.context.stethoscope_move = -1L;
|
|
g.context.warnlevel = 1;
|
|
g.context.next_attrib_check = 600L; /* arbitrary first setting */
|
|
g.context.tribute.enabled = TRUE; /* turn on 3.6 tributes */
|
|
g.context.tribute.tributesz = sizeof(struct tribute_info);
|
|
|
|
for (i = LOW_PM; i < NUMMONS; i++)
|
|
g.mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;
|
|
|
|
init_objects(); /* must be before u_init() */
|
|
|
|
flags.pantheon = -1; /* role_init() will reset this */
|
|
role_init(); /* must be before init_dungeons(), u_init(),
|
|
* and init_artifacts() */
|
|
|
|
init_dungeons(); /* must be before u_init() to avoid rndmonst()
|
|
* creating odd monsters for any tins and eggs
|
|
* in hero's initial inventory */
|
|
init_artifacts(); /* before u_init() in case $WIZKIT specifies
|
|
* any artifacts */
|
|
u_init();
|
|
|
|
l_nhcore_init();
|
|
|
|
#ifndef NO_SIGNAL
|
|
(void) signal(SIGINT, (SIG_RET_TYPE) done1);
|
|
#endif
|
|
#ifdef NEWS
|
|
if (iflags.news)
|
|
display_file(NEWS, FALSE);
|
|
#endif
|
|
/* quest_init(); -- Now part of role_init() */
|
|
|
|
mklev();
|
|
u_on_upstairs();
|
|
if (wizard)
|
|
obj_delivery(FALSE); /* finish wizkit */
|
|
vision_reset(); /* set up internals for level (after mklev) */
|
|
check_special_room(FALSE);
|
|
|
|
if (MON_AT(u.ux, u.uy))
|
|
mnexto(m_at(u.ux, u.uy));
|
|
(void) makedog();
|
|
docrt();
|
|
|
|
if (flags.legacy) {
|
|
flush_screen(1);
|
|
com_pager("legacy");
|
|
}
|
|
|
|
urealtime.realtime = 0L;
|
|
urealtime.start_timing = getnow();
|
|
#ifdef INSURANCE
|
|
save_currentstate();
|
|
#endif
|
|
g.program_state.something_worth_saving++; /* useful data now exists */
|
|
|
|
/* Success! */
|
|
welcome(TRUE);
|
|
return;
|
|
}
|
|
|
|
/* show "welcome [back] to nethack" message at program startup */
|
|
void
|
|
welcome(boolean new_game) /* false => restoring an old game */
|
|
{
|
|
char buf[BUFSZ];
|
|
boolean currentgend = Upolyd ? u.mfemale : flags.female;
|
|
|
|
/* skip "welcome back" if restoring a doomed character */
|
|
if (!new_game && Upolyd && ugenocided()) {
|
|
/* death via self-genocide is pending */
|
|
pline("You're back, but you still feel %s inside.", udeadinside());
|
|
return;
|
|
}
|
|
|
|
if (Hallucination)
|
|
pline("NetHack is filmed in front of an undead studio audience.");
|
|
|
|
/*
|
|
* The "welcome back" message always describes your innate form
|
|
* even when polymorphed or wearing a helm of opposite alignment.
|
|
* Alignment is shown unconditionally for new games; for restores
|
|
* it's only shown if it has changed from its original value.
|
|
* Sex is shown for new games except when it is redundant; for
|
|
* restores it's only shown if different from its original value.
|
|
*/
|
|
*buf = '\0';
|
|
if (new_game || u.ualignbase[A_ORIGINAL] != u.ualignbase[A_CURRENT])
|
|
Sprintf(eos(buf), " %s", align_str(u.ualignbase[A_ORIGINAL]));
|
|
if (!g.urole.name.f
|
|
&& (new_game
|
|
? (g.urole.allow & ROLE_GENDMASK) == (ROLE_MALE | ROLE_FEMALE)
|
|
: currentgend != flags.initgend))
|
|
Sprintf(eos(buf), " %s", genders[currentgend].adj);
|
|
|
|
pline(new_game ? "%s %s, welcome to NetHack! You are a%s %s %s."
|
|
: "%s %s, the%s %s %s, welcome back to NetHack!",
|
|
Hello((struct monst *) 0), g.plname, buf, g.urace.adj,
|
|
(currentgend && g.urole.name.f) ? g.urole.name.f : g.urole.name.m);
|
|
|
|
l_nhcore_call(new_game ? NHCORE_START_NEW_GAME : NHCORE_RESTORE_OLD_GAME);
|
|
}
|
|
|
|
#ifdef POSITIONBAR
|
|
static void
|
|
do_positionbar(void)
|
|
{
|
|
static char pbar[COLNO];
|
|
char *p;
|
|
stairway *stway = g.stairs;
|
|
|
|
p = pbar;
|
|
/* TODO: use the same method as getpos() so objects don't cover stairs */
|
|
while (stway) {
|
|
int x = stway->sx;
|
|
int y = stway->sy;
|
|
int glyph = glyph_to_cmap(g.level.locations[x][y].glyph);
|
|
|
|
if (is_cmap_stairs(glyph)) {
|
|
*p++ = (stway->up ? '<' : '>');
|
|
*p++ = stway->sx;
|
|
}
|
|
stway = stway->next;
|
|
}
|
|
|
|
/* hero location */
|
|
if (u.ux) {
|
|
*p++ = '@';
|
|
*p++ = u.ux;
|
|
}
|
|
/* fence post */
|
|
*p = 0;
|
|
|
|
update_positionbar(pbar);
|
|
}
|
|
#endif
|
|
|
|
static void
|
|
interrupt_multi(const char *msg)
|
|
{
|
|
if (g.multi > 0 && !g.context.travel && !g.context.run) {
|
|
nomul(0);
|
|
if (flags.verbose && msg)
|
|
Norep("%s", msg);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Argument processing helpers - for xxmain() to share
|
|
* and call.
|
|
*
|
|
* These should return TRUE if the argument matched,
|
|
* whether the processing of the argument was
|
|
* successful or not.
|
|
*
|
|
* Most of these do their thing, then after returning
|
|
* to xxmain(), the code exits without starting a game.
|
|
*
|
|
*/
|
|
|
|
static const struct early_opt earlyopts[] = {
|
|
{ARG_DEBUG, "debug", 5, TRUE},
|
|
{ARG_VERSION, "version", 4, TRUE},
|
|
{ARG_SHOWPATHS, "showpaths", 9, FALSE},
|
|
#ifdef WIN32
|
|
{ARG_WINDOWS, "windows", 4, TRUE},
|
|
#endif
|
|
};
|
|
|
|
#ifdef WIN32
|
|
extern int windows_early_options(const char *);
|
|
#endif
|
|
|
|
/*
|
|
* Returns:
|
|
* 0 = no match
|
|
* 1 = found and skip past this argument
|
|
* 2 = found and trigger immediate exit
|
|
*/
|
|
|
|
int
|
|
argcheck(int argc, char *argv[], enum earlyarg e_arg)
|
|
{
|
|
int i, idx;
|
|
boolean match = FALSE;
|
|
char *userea = (char *)0;
|
|
const char *dashdash = "";
|
|
|
|
for (idx = 0; idx < SIZE(earlyopts); idx++) {
|
|
if (earlyopts[idx].e == e_arg)
|
|
break;
|
|
}
|
|
if ((idx >= SIZE(earlyopts)) || (argc <= 1))
|
|
return FALSE;
|
|
|
|
for (i = 0; i < argc; ++i) {
|
|
if (argv[i][0] != '-')
|
|
continue;
|
|
if (argv[i][1] == '-') {
|
|
userea = &argv[i][2];
|
|
dashdash = "-";
|
|
} else {
|
|
userea = &argv[i][1];
|
|
}
|
|
match = match_optname(userea, earlyopts[idx].name,
|
|
earlyopts[idx].minlength,
|
|
earlyopts[idx].valallowed);
|
|
if (match) break;
|
|
}
|
|
|
|
if (match) {
|
|
const char *extended_opt = index(userea, ':');
|
|
|
|
if (!extended_opt)
|
|
extended_opt = index(userea, '=');
|
|
switch(e_arg) {
|
|
case ARG_DEBUG:
|
|
if (extended_opt) {
|
|
extended_opt++;
|
|
debug_fields(extended_opt);
|
|
}
|
|
return 1;
|
|
case ARG_VERSION: {
|
|
boolean insert_into_pastebuf = FALSE;
|
|
|
|
if (extended_opt) {
|
|
extended_opt++;
|
|
if (match_optname(extended_opt, "paste", 5, FALSE)) {
|
|
insert_into_pastebuf = TRUE;
|
|
} else {
|
|
raw_printf(
|
|
"-%sversion can only be extended with -%sversion:paste.\n",
|
|
dashdash, dashdash);
|
|
return TRUE;
|
|
}
|
|
}
|
|
early_version_info(insert_into_pastebuf);
|
|
return 2;
|
|
}
|
|
case ARG_SHOWPATHS: {
|
|
return 2;
|
|
}
|
|
#ifdef WIN32
|
|
case ARG_WINDOWS: {
|
|
if (extended_opt) {
|
|
extended_opt++;
|
|
return windows_early_options(extended_opt);
|
|
}
|
|
}
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
};
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
* These are internal controls to aid developers with
|
|
* testing and debugging particular aspects of the code.
|
|
* They are not player options and the only place they
|
|
* are documented is right here. No gameplay is altered.
|
|
*
|
|
* test - test whether this parser is working
|
|
* ttystatus - TTY:
|
|
* immediateflips - WIN32: turn off display performance
|
|
* optimization so that display output
|
|
* can be debugged without buffering.
|
|
*/
|
|
static void
|
|
debug_fields(const char *opts)
|
|
{
|
|
char *op;
|
|
boolean negated = FALSE;
|
|
|
|
while ((op = index(opts, ',')) != 0) {
|
|
*op++ = 0;
|
|
/* recurse */
|
|
debug_fields(op);
|
|
}
|
|
if (strlen(opts) > BUFSZ / 2)
|
|
return;
|
|
|
|
|
|
/* strip leading and trailing white space */
|
|
while (isspace((uchar) *opts))
|
|
opts++;
|
|
op = eos((char *) opts);
|
|
while (--op >= opts && isspace((uchar) *op))
|
|
*op = '\0';
|
|
|
|
if (!*opts) {
|
|
/* empty */
|
|
return;
|
|
}
|
|
while ((*opts == '!') || !strncmpi(opts, "no", 2)) {
|
|
if (*opts == '!')
|
|
opts++;
|
|
else
|
|
opts += 2;
|
|
negated = !negated;
|
|
}
|
|
if (match_optname(opts, "test", 4, FALSE))
|
|
iflags.debug.test = negated ? FALSE : TRUE;
|
|
#ifdef TTY_GRAPHICS
|
|
if (match_optname(opts, "ttystatus", 9, FALSE))
|
|
iflags.debug.ttystatus = negated ? FALSE : TRUE;
|
|
#endif
|
|
#ifdef WIN32
|
|
if (match_optname(opts, "immediateflips", 14, FALSE))
|
|
iflags.debug.immediateflips = negated ? FALSE : TRUE;
|
|
#endif
|
|
return;
|
|
}
|
|
/*allmain.c*/
|