I went through the places that set context.botl/botlx in src/a*.c to see whether I could find any unnecessary status updates. I didn't find anything interesting, mostly some minor sequencing issues plus a couple of redundant sets (call foo() which includes setting botl, then explicitly set botl after it returns). If you issue pline first and then set context.botl, bottom lines won't be updated until the next message or next pass through moveloop. If you order those the other way around, status will be updated as the message describing the reason for the update is being delivered.
911 lines
29 KiB
C
911 lines
29 KiB
C
/* NetHack 3.6 allmain.c $NHDT-Date: 1553363414 2019/03/23 17:50:14 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.95 $ */
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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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#ifdef POSITIONBAR
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STATIC_DCL void NDECL(do_positionbar);
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#endif
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STATIC_DCL void FDECL(regen_hp, (int));
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STATIC_DCL void FDECL(interrupt_multi, (const char *));
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STATIC_DCL void FDECL(debug_fields, (const char *));
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void
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moveloop(resuming)
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boolean resuming;
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{
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#if defined(MICRO) || defined(WIN32)
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char ch;
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int abort_lev;
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#endif
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int moveamt = 0, wtcap = 0, change = 0;
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boolean monscanmove = FALSE;
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/* Note: these initializers don't do anything except guarantee that
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we're linked properly.
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*/
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decl_init();
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monst_init();
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objects_init();
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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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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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}
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context.botlx = TRUE; /* for STATUS_HILITES */
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update_inventory(); /* for perm_invent */
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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 (defer_see_monsters) {
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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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youmonst.movement = NORMAL_SPEED; /* give the hero some movement points */
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context.move = 0;
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program_state.in_moveloop = 1;
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for (;;) {
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#ifdef SAFERHANGUP
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if (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 (context.move) {
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/* actual time passed */
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youmonst.movement -= NORMAL_SPEED;
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do { /* hero can't move this turn loop */
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wtcap = encumber_msg();
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context.mon_moving = TRUE;
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do {
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monscanmove = movemon();
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if (youmonst.movement >= NORMAL_SPEED)
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break; /* it's now your turn */
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} while (monscanmove);
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context.mon_moving = FALSE;
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if (!monscanmove && youmonst.movement < NORMAL_SPEED) {
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/* both you and the monsters are out of steam this round
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*/
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/* set up for a new turn */
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struct monst *mtmp;
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mcalcdistress(); /* adjust monsters' trap, blind, etc */
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/* reallocate movement rations to monsters */
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for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
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mtmp->movement += mcalcmove(mtmp);
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if (!rn2(u.uevent.udemigod
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? 25
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: (depth(&u.uz) > depth(&stronghold_level))
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? 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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/* 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);
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} else {
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moveamt = youmonst.data->mmove;
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if (Very_fast) { /* speed boots or potion */
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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) {
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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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youmonst.movement += moveamt;
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if (youmonst.movement < 0)
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youmonst.movement = 0;
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settrack();
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monstermoves++;
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moves++;
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/********************************/
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/* once-per-turn things go here */
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/********************************/
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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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if (flags.time && !context.run)
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context.botl = TRUE;
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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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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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|| youmonst.data->mlet == S_EEL)) {
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/* maybe heal */
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regen_hp(wtcap);
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}
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/* moving around while encumbered is hard work */
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if (wtcap > MOD_ENCUMBER && u.umoved) {
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if (!(wtcap < EXT_ENCUMBER ? moves % 30
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: moves % 10)) {
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if (Upolyd && u.mh > 1) {
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u.mh--;
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} else if (!Upolyd && u.uhp > 1) {
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u.uhp--;
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} else {
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You("pass out from exertion!");
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exercise(A_CON, FALSE);
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fall_asleep(-10, FALSE);
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}
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}
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}
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if (u.uen < u.uenmax
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&& ((wtcap < MOD_ENCUMBER
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&& (!(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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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 ((change == 1 && !Polymorph)
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|| (change == 2 && u.ulycn == NON_PM))
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change = 0;
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if (Polymorph && !rn2(100))
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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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change = 2;
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if (change && !Unchanging) {
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if (multi >= 0) {
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stop_occupation();
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if (change == 1)
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polyself(0);
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else
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you_were();
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change = 0;
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}
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}
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}
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if (Searching && 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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/* 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 (multi < 0) {
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if (++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 (youmonst.movement
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< NORMAL_SPEED); /* hero can't move loop */
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/******************************************/
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/* once-per-hero-took-time things go here */
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/******************************************/
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status_eval_next_unhilite();
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if (context.bypasses)
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clear_bypasses();
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if ((u.uhave.amulet || Clairvoyant) && !In_endgame(&u.uz)
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&& !BClairvoyant && !(moves % 15) && !rn2(2))
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do_vicinity_map((struct obj *) 0);
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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 (!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 (vision_full_recalc)
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vision_recalc(0); /* vision! */
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}
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if (context.botl || context.botlx) {
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bot();
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curs_on_u();
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}
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context.move = 1;
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if (multi >= 0 && occupation) {
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#if defined(MICRO) || defined(WIN32)
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abort_lev = 0;
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if (kbhit()) {
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if ((ch = pgetchar()) == ABORT)
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abort_lev++;
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else
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pushch(ch);
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}
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if (!abort_lev && (*occupation)() == 0)
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#else
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if ((*occupation)() == 0)
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#endif
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occupation = 0;
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if (
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#if defined(MICRO) || defined(WIN32)
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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 (!(++occtime % 7))
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display_nhwindow(WIN_MAP, FALSE);
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#endif
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continue;
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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 (multi > 0) {
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lookaround();
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if (!multi) {
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/* lookaround may clear multi */
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context.move = 0;
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if (flags.time)
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context.botl = TRUE;
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continue;
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}
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if (context.mv) {
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if (multi < COLNO && !--multi)
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context.travel = context.travel1 = context.mv =
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context.run = 0;
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domove();
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} else {
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--multi;
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rhack(save_cm);
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}
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} else if (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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/* !context.move here: multiple movement command stopped */
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else if (flags.time && (!context.move || !context.mv))
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context.botl = TRUE;
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if (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 ((!context.run || flags.runmode == RUN_TPORT)
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&& (multi && (!context.travel ? !(multi % 7) : !(moves % 7L)))) {
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if (flags.time && context.run)
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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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}
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/* maybe recover some lost health (or lose some when an eel out of water) */
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STATIC_OVL void
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regen_hp(wtcap)
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int wtcap;
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{
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int heal = 0;
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boolean reached_full = FALSE,
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encumbrance_ok = (wtcap < MOD_ENCUMBER || !u.umoved);
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if (Upolyd) {
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if (u.mh < 1) { /* shouldn't happen... */
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rehumanize();
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} else if (youmonst.data->mlet == S_EEL
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&& !is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
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/* eel out of water loses hp, similar to monster eels;
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as hp gets lower, rate of further loss slows down */
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if (u.mh > 1 && !Regeneration && rn2(u.mh) > rn2(8)
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&& (!Half_physical_damage || !(moves % 2L)))
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heal = -1;
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} else if (u.mh < u.mhmax) {
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if (Regeneration || (encumbrance_ok && !(moves % 20L)))
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heal = 1;
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}
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if (heal) {
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context.botl = TRUE;
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u.mh += heal;
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reached_full = (u.mh == u.mhmax);
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}
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/* !Upolyd */
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} else {
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/* [when this code was in-line within moveloop(), there was
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no !Upolyd check here, so poly'd hero recovered lost u.uhp
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once u.mh reached u.mhmax; that may have been convenient
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for the player, but it didn't make sense for gameplay...] */
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if (u.uhp < u.uhpmax && (encumbrance_ok || Regeneration)) {
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if (u.ulevel > 9) {
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if (!(moves % 3L)) {
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int Con = (int) ACURR(A_CON);
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if (Con <= 12) {
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heal = 1;
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} else {
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heal = rnd(Con);
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if (heal > u.ulevel - 9)
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heal = u.ulevel - 9;
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}
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}
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} else { /* u.ulevel <= 9 */
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if (!(moves % (long) ((MAXULEV + 12) / (u.ulevel + 2) + 1)))
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heal = 1;
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}
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if (Regeneration && !heal)
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heal = 1;
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if (heal) {
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context.botl = TRUE;
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u.uhp += heal;
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if (u.uhp > u.uhpmax)
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u.uhp = u.uhpmax;
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/* stop voluntary multi-turn activity if now fully healed */
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reached_full = (u.uhp == u.uhpmax);
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}
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}
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}
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if (reached_full)
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interrupt_multi("You are in full health.");
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}
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void
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stop_occupation()
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{
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if (occupation) {
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if (!maybe_finished_meal(TRUE))
|
|
You("stop %s.", occtxt);
|
|
occupation = 0;
|
|
context.botl = TRUE; /* in case u.uhs changed */
|
|
nomul(0);
|
|
pushch(0);
|
|
} else if (multi >= 0) {
|
|
nomul(0);
|
|
}
|
|
}
|
|
|
|
void
|
|
display_gamewindows()
|
|
{
|
|
WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
|
|
#ifdef STATUS_HILITES
|
|
status_initialize(0);
|
|
#else
|
|
WIN_STATUS = create_nhwindow(NHW_STATUS);
|
|
#endif
|
|
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), 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()
|
|
{
|
|
int i;
|
|
|
|
#ifdef MFLOPPY
|
|
gameDiskPrompt();
|
|
#endif
|
|
|
|
context.botlx = TRUE;
|
|
context.ident = 1;
|
|
context.stethoscope_move = -1L;
|
|
context.warnlevel = 1;
|
|
context.next_attrib_check = 600L; /* arbitrary first setting */
|
|
context.tribute.enabled = TRUE; /* turn on 3.6 tributes */
|
|
context.tribute.tributesz = sizeof(struct tribute_info);
|
|
|
|
for (i = LOW_PM; i < NUMMONS; i++)
|
|
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();
|
|
|
|
#ifndef NO_SIGNAL
|
|
(void) signal(SIGINT, (SIG_RET_TYPE) done1);
|
|
#endif
|
|
#ifdef NEWS
|
|
if (iflags.news)
|
|
display_file(NEWS, FALSE);
|
|
#endif
|
|
load_qtlist(); /* load up the quest text info */
|
|
/* 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(1);
|
|
}
|
|
|
|
urealtime.realtime = 0L;
|
|
urealtime.start_timing = getnow();
|
|
#ifdef INSURANCE
|
|
save_currentstate();
|
|
#endif
|
|
program_state.something_worth_saving++; /* useful data now exists */
|
|
|
|
/* Success! */
|
|
welcome(TRUE);
|
|
return;
|
|
}
|
|
|
|
/* show "welcome [back] to nethack" message at program startup */
|
|
void
|
|
welcome(new_game)
|
|
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;
|
|
}
|
|
|
|
/*
|
|
* 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 (!urole.name.f
|
|
&& (new_game
|
|
? (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), plname, buf, urace.adj,
|
|
(currentgend && urole.name.f) ? urole.name.f : urole.name.m);
|
|
}
|
|
|
|
#ifdef POSITIONBAR
|
|
STATIC_DCL void
|
|
do_positionbar()
|
|
{
|
|
static char pbar[COLNO];
|
|
char *p;
|
|
|
|
p = pbar;
|
|
/* up stairway */
|
|
if (upstair.sx
|
|
&& (glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph)
|
|
== S_upstair
|
|
|| glyph_to_cmap(level.locations[upstair.sx][upstair.sy].glyph)
|
|
== S_upladder)) {
|
|
*p++ = '<';
|
|
*p++ = upstair.sx;
|
|
}
|
|
if (sstairs.sx
|
|
&& (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph)
|
|
== S_upstair
|
|
|| glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph)
|
|
== S_upladder)) {
|
|
*p++ = '<';
|
|
*p++ = sstairs.sx;
|
|
}
|
|
|
|
/* down stairway */
|
|
if (dnstair.sx
|
|
&& (glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph)
|
|
== S_dnstair
|
|
|| glyph_to_cmap(level.locations[dnstair.sx][dnstair.sy].glyph)
|
|
== S_dnladder)) {
|
|
*p++ = '>';
|
|
*p++ = dnstair.sx;
|
|
}
|
|
if (sstairs.sx
|
|
&& (glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph)
|
|
== S_dnstair
|
|
|| glyph_to_cmap(level.locations[sstairs.sx][sstairs.sy].glyph)
|
|
== S_dnladder)) {
|
|
*p++ = '>';
|
|
*p++ = sstairs.sx;
|
|
}
|
|
|
|
/* hero location */
|
|
if (u.ux) {
|
|
*p++ = '@';
|
|
*p++ = u.ux;
|
|
}
|
|
/* fence post */
|
|
*p = 0;
|
|
|
|
update_positionbar(pbar);
|
|
}
|
|
#endif
|
|
|
|
STATIC_DCL void
|
|
interrupt_multi(msg)
|
|
const char *msg;
|
|
{
|
|
if (multi > 0 && !context.travel && !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 struct early_opt earlyopts[] = {
|
|
{ARG_DEBUG, "debug", 5, TRUE},
|
|
{ARG_VERSION, "version", 4, TRUE},
|
|
#ifdef WIN32
|
|
{ARG_WINDOWS, "windows", 4, TRUE},
|
|
#endif
|
|
};
|
|
|
|
#ifdef WIN32
|
|
extern int FDECL(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(argc, argv, e_arg)
|
|
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;
|
|
}
|
|
#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.
|
|
*/
|
|
void
|
|
debug_fields(opts)
|
|
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*/
|