When calling panic() or impossible(), create the option of opening a browser window with most of the fields already populated. Code for MacOS and linux is included; other ports are affected by argument change to early_init which are done but not tested. To enable, define CRASHREPORT in config.h and set CRASHREPORTURL in sysconf to (for the moment at least) http[s]://www.nethack.org/common/contactcr.html Adds --grep-defined option to makedefs for Makefiles. Adds "bid" (binary identifier), an MD4 of the main nethack binary. This is ONLY for helping (in the future) contact.html to set the "NetHack from" field automatically for our own binaries. This can be faked, but the user can lie so nothing lost. There's nothing magic about MD4; other ports can use anything that prodcues a long apparently random string we can match against. - new option --bidshow for us to get the MD4 of a released binary so I can add it to the website. Only available in wizard mode and not in nethack.6. - typo macos -> macosx in hints file No support for packaging builds as I'm not sure what that would look like. Adds a javascript helper for MacOS. Adds a lua helper for linux (and builds and installs nhlua).
516 lines
15 KiB
C
516 lines
15 KiB
C
/* NetHack 3.7 vmsmain.c $NHDT-Date: 1693359633 2023/08/30 01:40:33 $ $NHDT-Branch: keni-crashweb2 $:$NHDT-Revision: 1.57 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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/* main.c - VMS NetHack */
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#include "hack.h"
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#include "dlb.h"
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#ifdef VMSVSI
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#include <descrip.h>
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#include <lib$routines.h>
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#include <starlet.h>
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#endif
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#include <signal.h>
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static void whoami(void);
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static void process_options(int, char **);
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static void byebye(void);
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#ifndef SAVE_ON_FATAL_ERROR
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#ifndef __DECC
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#define vms_handler_type int
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#else
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#define vms_handler_type unsigned int
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#endif
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extern void VAXC$ESTABLISH(vms_handler_type (*) (genericptr_t,
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genericptr_t));
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static vms_handler_type vms_handler(genericptr_t, genericptr_t);
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#include <ssdef.h> /* system service status codes */
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#endif
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static void wd_message(void);
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static boolean wiz_error_flag = FALSE;
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static char *progname = (char *) 0;
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int
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main(int argc, char *argv[])
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{
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NHFILE *nhfp;
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#ifdef CHDIR
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register char *dir;
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#endif
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boolean resuming = FALSE; /* assume new game */
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#ifdef SECURE /* this should be the very first code executed */
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privoff();
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fflush((FILE *) 0); /* force stdio to init itself */
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privon();
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#endif
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early_init(argc, argv);
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atexit(byebye);
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/* vms_basename(,FALSE) strips device, directory, suffix, and version;
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the result is returned in a static buffer so we make a copy that
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isn't at risk of gettting clobbered by core's handling of DEBUGFILES */
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progname = dupstr(vms_basename(argv[0], FALSE));
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gh.hname = progname;
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gh.hackpid = getpid();
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(void) umask(0);
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choose_windows(DEFAULT_WINDOW_SYS);
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#ifdef CHDIR /* otherwise no chdir() */
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/*
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* See if we must change directory to the playground.
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* (Perhaps hack is installed with privs and playground is
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* inaccessible for the player.)
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* The logical name HACKDIR is overridden by a
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* -d command line option (must be the first option given)
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*/
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dir = nh_getenv("NETHACKDIR");
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if (!dir)
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dir = nh_getenv("HACKDIR");
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#endif
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if (argc > 1) {
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if (argcheck(argc, argv, ARG_VERSION) == 2)
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exit(EXIT_SUCCESS);
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if (argcheck(argc, argv, ARG_SHOWPATHS) == 2) {
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#ifdef CHDIR
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chdirx((char *) 0, 0);
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#endif
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iflags.initoptions_noterminate = TRUE;
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initoptions();
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iflags.initoptions_noterminate = FALSE;
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reveal_paths();
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exit(EXIT_SUCCESS);
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}
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if (argcheck(argc, argv, ARG_DEBUG) == 1) {
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argc--;
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argv++;
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}
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#ifdef CHDIR
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if (argc > 1 && !strncmp(argv[1], "-d", 2) && argv[1][2] != 'e') {
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/* avoid matching "-dec" for DECgraphics; since the man page
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* says -d directory, hope nobody's using -desomething_else
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*/
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argc--;
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argv++;
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dir = argv[0] + 2;
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if (*dir == '=' || *dir == ':')
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dir++;
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if (!*dir && argc > 1) {
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argc--;
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argv++;
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dir = argv[0];
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}
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if (!*dir)
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error("Flag -d must be followed by a directory name.");
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}
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if (argc > 1)
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#endif /* CHDIR */
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/*
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* Now we know the directory containing 'record' and
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* may do a prscore().
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*/
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if (!strncmp(argv[1], "-s", 2)) {
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#ifdef CHDIR
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chdirx(dir, FALSE);
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#endif
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#ifdef SYSCF
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initoptions();
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#endif
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prscore(argc, argv);
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exit(EXIT_SUCCESS);
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}
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}
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#ifdef CHDIR
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/* move to the playground directory; 'termcap' might be found there */
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chdirx(dir, TRUE);
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#endif
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#ifdef SECURE
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/* disable installed privs while loading nethack.cnf and termcap,
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and also while initializing terminal [$assign("TT:")]. */
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privoff();
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#endif
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initoptions();
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init_nhwindows(&argc, argv);
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whoami();
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#ifdef SECURE
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privon();
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#endif
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/*
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* It seems you really want to play.
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*/
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u.uhp = 1; /* prevent RIP on early quits */
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#ifndef SAVE_ON_FATAL_ERROR
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/* used to clear hangup stuff while still giving standard traceback */
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VAXC$ESTABLISH(vms_handler);
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#endif
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sethanguphandler(hangup);
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process_options(argc, argv); /* command line options */
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/* wizard mode access is deferred until here */
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set_playmode(); /* sets plname to "wizard" for wizard mode */
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/* strip role,race,&c suffix; calls askname() if plname[] is empty
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or holds a generic user name like "player" or "games" */
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plnamesuffix();
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if (wizard) {
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/* use character name rather than lock letter for file names */
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gl.locknum = 0;
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} else {
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/* suppress interrupts while processing lock file */
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(void) signal(SIGQUIT, SIG_IGN);
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(void) signal(SIGINT, SIG_IGN);
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}
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/*
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* getlock() complains and quits if there is already a game
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* in progress for current character name (when gl.locknum == 0)
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* or if there are too many active games (when gl.locknum > 0).
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* When proceeding, it creates an empty <lockname>.0 file to
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* designate the current game.
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* getlock() constructs <lockname> based on the character
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* name (for !gl.locknum) or on first available of alock, block,
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* clock, &c not currently in use in the playground directory
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* (for gl.locknum > 0).
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*/
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getlock();
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dlb_init(); /* must be before newgame() */
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/*
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* Initialize the vision system. This must be before mklev() on a
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* new game or before a level restore on a saved game.
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*/
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vision_init();
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init_sound_disp_gamewindows();
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/*
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* First, try to find and restore a save file for specified character.
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* We'll return here if new game player_selection() renames the hero.
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*/
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attempt_restore:
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if ((nhfp = restore_saved_game()) != 0) {
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const char *fq_save = fqname(gs.SAVEF, SAVEPREFIX, 1);
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(void) chmod(fq_save, 0); /* disallow parallel restores */
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(void) signal(SIGINT, (SIG_RET_TYPE) done1);
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#ifdef NEWS
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if (iflags.news) {
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display_file(NEWS, FALSE);
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iflags.news = FALSE; /* in case dorecover() fails */
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}
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#endif
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pline("Restoring save file...");
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mark_synch(); /* flush output */
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if (dorecover(nhfp)) {
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resuming = TRUE; /* not starting new game */
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wd_message();
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if (discover || wizard) {
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if (y_n("Do you want to keep the save file?") == 'n')
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(void) delete_savefile();
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else
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(void) chmod(fq_save, FCMASK); /* back to readable */
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}
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}
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}
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if (!resuming) {
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/* new game: start by choosing role, race, etc;
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player might change the hero's name while doing that,
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in which case we try to restore under the new name
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and skip selection this time if that didn't succeed */
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if (!iflags.renameinprogress) {
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player_selection();
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if (iflags.renameinprogress) {
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/* player has renamed the hero while selecting role;
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if locking alphabetically, the existing lock file
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can still be used; otherwise, discard current one
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and create another for the new character name */
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if (!gl.locknum) {
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delete_levelfile(0); /* remove empty lock file */
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getlock();
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}
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goto attempt_restore;
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}
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}
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newgame();
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wd_message();
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}
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moveloop(resuming);
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exit(EXIT_SUCCESS);
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/*NOTREACHED*/
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return 0;
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}
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static void
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process_options(int argc, char *argv[])
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{
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int i;
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/*
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* Process options.
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*/
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while (argc > 1 && argv[1][0] == '-') {
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argv++;
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argc--;
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switch (argv[0][1]) {
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case 'D':
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wizard = TRUE, discover = FALSE;
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break;
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case 'X':
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case 'x':
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discover = TRUE, wizard = FALSE;
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break;
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#ifdef NEWS
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case 'n':
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iflags.news = FALSE;
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break;
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#endif
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case 'u':
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if (argv[0][2])
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(void) strncpy(gp.plname, argv[0] + 2, sizeof(gp.plname) - 1);
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else if (argc > 1) {
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argc--;
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argv++;
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(void) strncpy(gp.plname, argv[0], sizeof(gp.plname) - 1);
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} else
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raw_print("Player name expected after -u");
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break;
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case 'I':
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case 'i':
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if (!strncmpi(argv[0] + 1, "IBM", 3)) {
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load_symset("IBMGraphics", PRIMARYSET);
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load_symset("RogueIBM", ROGUESET);
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switch_symbols(TRUE);
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}
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break;
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/* case 'D': */
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case 'd':
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if (!strncmpi(argv[0] + 1, "DEC", 3)) {
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load_symset("DECGraphics", PRIMARYSET);
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switch_symbols(TRUE);
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}
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break;
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case 'p': /* profession (role) */
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if (argv[0][2]) {
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if ((i = str2role(&argv[0][2])) >= 0)
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flags.initrole = i;
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} else if (argc > 1) {
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argc--;
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argv++;
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if ((i = str2role(argv[0])) >= 0)
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flags.initrole = i;
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}
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break;
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case 'r': /* race */
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if (argv[0][2]) {
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if ((i = str2race(&argv[0][2])) >= 0)
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flags.initrace = i;
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} else if (argc > 1) {
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argc--;
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argv++;
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if ((i = str2race(argv[0])) >= 0)
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flags.initrace = i;
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}
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break;
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case '@':
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flags.randomall = 1;
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break;
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default:
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if ((i = str2role(&argv[0][1])) >= 0) {
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flags.initrole = i;
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break;
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}
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/* else raw_printf("Unknown option: %s", *argv); */
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}
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}
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if (argc > 1)
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gl.locknum = atoi(argv[1]);
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#ifdef MAX_NR_OF_PLAYERS
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if (!gl.locknum || gl.locknum > MAX_NR_OF_PLAYERS)
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gl.locknum = MAX_NR_OF_PLAYERS;
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#endif
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}
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#ifdef CHDIR
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void
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chdirx(const char *dir, boolean wr)
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{
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#ifndef HACKDIR
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static const char *defdir = ".";
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#else
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static const char *defdir = HACKDIR;
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if (dir == (const char *) 0)
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dir = defdir;
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else if (wr && !same_dir(HACKDIR, dir))
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/* If we're playing anywhere other than HACKDIR, turn off any
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privs we may have been installed with. */
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privoff();
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#endif
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if (dir && chdir(dir) < 0) {
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perror(dir);
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error("Cannot chdir to %s.", dir);
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}
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/* warn the player if we can't write the record file */
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if (wr)
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check_recordfile(dir);
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defdir = dir;
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}
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#endif /* CHDIR */
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static void
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whoami(void)
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{
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/*
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* Who am i? Algorithm: 1. Use name as specified in NETHACKOPTIONS;
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* 2. Use lowercase of $USER (if 1. fails).
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* The resulting name is overridden by command line options.
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* If everything fails, or if the resulting name is some generic
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* account like "games" then eventually we'll ask him.
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* Note that we trust the user here; it is possible to play under
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* somebody else's name.
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*/
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register char *s;
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if (!*gp.plname && (s = nh_getenv("USER")))
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(void) lcase(strncpy(gp.plname, s, sizeof(gp.plname) - 1));
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}
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static void
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byebye(void)
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{
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void (*hup)(int);
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#ifdef SHELL
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extern unsigned long dosh_pid, mail_pid;
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#ifndef VMSVSI
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extern unsigned long sys$delprc(unsigned long *, const genericptr_t);
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#endif
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/* clean up any subprocess we've spawned that may still be hanging around
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*/
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if (dosh_pid)
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(void) sys$delprc(&dosh_pid, (genericptr_t) 0), dosh_pid = 0;
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if (mail_pid)
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(void) sys$delprc(&mail_pid, (genericptr_t) 0), mail_pid = 0;
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#endif
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#ifdef FREE_ALL_MEMORY
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if (progname && !gp.program_state.panicking) {
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if (gh.hname == progname)
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gh.hname = (char *) 0;
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free((genericptr_t) progname), progname = (char *) 0;
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}
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#endif
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/* SIGHUP doesn't seem to do anything on VMS, so we fudge it here... */
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hup = (void (*)(int)) signal(SIGHUP, SIG_IGN);
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if (!gp.program_state.exiting++
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&& hup != (void (*)(int)) SIG_DFL
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&& hup != (void (*)(int)) SIG_IGN) {
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(*hup)(SIGHUP);
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}
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#ifdef CHDIR
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(void) chdir(getenv("PATH"));
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#endif
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}
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#ifndef SAVE_ON_FATAL_ERROR
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/* Condition handler to prevent byebye's hangup simulation
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from saving the game after a fatal error has occurred. */
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/*ARGSUSED*/
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static vms_handler_type /* should be `unsigned long', but the -*/
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vms_handler( /*+ prototype in <signal.h> is screwed */
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genericptr_t sigargs,
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genericptr_t mechargs) /* [0] is argc, [1..argc] are the real args */
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{
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unsigned long condition = ((unsigned long *) sigargs)[1];
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if (condition == SS$_ACCVIO /* access violation */
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|| (condition >= SS$_ASTFLT && condition <= SS$_TBIT)
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|| (condition >= SS$_ARTRES && condition <= SS$_INHCHME)) {
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gp.program_state.done_hup = TRUE; /* pretend hangup has been attempted */
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#if (NH_DEVEL_STATUS == NH_STATUS_RELEASED)
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if (wizard)
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#endif
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abort(); /* enter the debugger */
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}
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return SS$_RESIGNAL;
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}
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#endif
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void
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sethanguphandler(void (*handler)(int))
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{
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(void) signal(SIGHUP, (SIG_RET_TYPE) handler);
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}
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#ifdef PORT_HELP
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void
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port_help(void)
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{
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/*
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* Display VMS-specific help. Just show contents of the helpfile
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* named by PORT_HELP.
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*/
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display_file(PORT_HELP, TRUE);
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}
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#endif /* PORT_HELP */
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/* validate wizard mode if player has requested access to it */
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boolean
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authorize_wizard_mode(void)
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{
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if (!strcmpi(nh_getenv("USER"), WIZARD_NAME))
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return TRUE;
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wiz_error_flag = TRUE; /* not being allowed into wizard mode */
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return FALSE;
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}
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static void
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wd_message(void)
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{
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if (wiz_error_flag) {
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pline("Only user \"%s\" may access debug (wizard) mode.",
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WIZARD_NAME);
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pline("Entering explore/discovery mode instead.");
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wizard = 0, discover = 1; /* (paranoia) */
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} else if (discover)
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You("are in non-scoring explore/discovery mode.");
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}
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unsigned long
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sys_random_seed(void)
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{
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unsigned long seed;
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unsigned long pid = (unsigned long) getpid();
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seed = (unsigned long) getnow(); /* time((TIME_type) 0) */
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/* Quick dirty band-aid to prevent PRNG prediction */
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if (pid) {
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if (!(pid & 3L))
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pid -= 1L;
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seed *= pid;
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}
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return seed;
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}
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/*vmsmain.c*/
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