If an old port is resurrected to work with current version code, its files can be relocated to the appropriate sys or win folder as required. In the meantime, the burden of upkeep can be avoided for the stuff in the outdated folder for now.
279 lines
7.3 KiB
C
279 lines
7.3 KiB
C
/* NetHack 3.6 bemain.c $NHDT-Date: 1447844549 2015/11/18 11:02:29 $ $NHDT-Branch: master $:$NHDT-Revision: 1.18 $ */
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/* Copyright (c) Dean Luick, 1996. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "dlb.h"
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#include <fcntl.h>
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static void whoami(void);
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static void process_options(int argc, char **argv);
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static void chdirx(const char *dir);
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static void getlock(void);
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#ifdef __begui__
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#define MAIN nhmain
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int nhmain(int argc, char **argv);
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#else
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#define MAIN main
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#endif
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int
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MAIN(int argc, char **argv)
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{
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int fd;
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char *dir;
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boolean resuming = FALSE; /* assume new game */
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early_init();
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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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choose_windows(DEFAULT_WINDOW_SYS);
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chdirx(dir);
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initoptions();
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init_nhwindows(&argc, argv);
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whoami();
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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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process_options(argc, argv); /* command line options */
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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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/* unlike Unix where the game might be invoked with a script
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which forces a particular character name for each player
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using a shared account, we always allow player to rename
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the character during role/race/&c selection */
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iflags.renameallowed = TRUE;
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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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display_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 ((fd = restore_saved_game()) >= 0) {
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#ifdef NEWS
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if (iflags.news) {
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display_file(NEWS, FALSE);
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iflags.news = FALSE; /* in case dorecover() fails */
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}
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#endif
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pline("Restoring save file...");
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mark_synch(); /* flush output */
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if (dorecover(fd)) {
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resuming = TRUE; /* not starting new game */
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if (discover)
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You("are in non-scoring discovery mode.");
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if (discover || wizard) {
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if (yn("Do you want to keep the save file?") == 'n')
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(void) delete_savefile();
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else {
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nh_compress(fqname(g.SAVEF, SAVEPREFIX, 0));
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}
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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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discard current lock file and create another for
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the new character name */
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delete_levelfile(0); /* remove empty lock file */
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getlock();
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goto attempt_restore;
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}
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}
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newgame();
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if (discover)
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You("are in non-scoring discovery mode.");
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}
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moveloop(resuming);
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return 0;
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}
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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 $USER or $LOGNAME (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", "play", "player", "hack" then eventually
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* we'll ask him.
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*/
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char *s;
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if (*g.plname)
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return;
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if (s = nh_getenv("USER")) {
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(void) strncpy(g.plname, s, sizeof(g.plname) - 1);
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return;
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}
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if (s = nh_getenv("LOGNAME")) {
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(void) strncpy(g.plname, s, sizeof(g.plname) - 1);
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return;
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}
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}
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/* normalize file name - we don't like .'s, /'s, spaces */
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void
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regularize(char *s)
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{
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register char *lp;
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while ((lp = strchr(s, '.')) || (lp = strchr(s, '/'))
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|| (lp = strchr(s, ' ')))
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*lp = '_';
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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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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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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(g.plname, argv[0] + 2, sizeof(g.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(g.plname, argv[0], sizeof(g.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 '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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raw_printf("Unknown option: %s", *argv);
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break;
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}
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}
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}
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static void
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chdirx(const char *dir)
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{
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if (!dir)
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dir = HACKDIR;
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if (chdir(dir) < 0)
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error("Cannot chdir to %s.", dir);
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/* Warn the player if we can't write the record file */
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/* perhaps we should also test whether . is writable */
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check_recordfile(dir);
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}
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void
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getlock(void)
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{
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int fd;
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Sprintf(g.lock, "%d%s", getuid(), g.plname);
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regularize(g.lock);
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set_levelfile_name(g.lock, 0);
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fd = creat(g.lock, FCMASK);
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if (fd == -1) {
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error("cannot creat lock file.");
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} else {
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if (write(fd, (genericptr_t) &g.hackpid, sizeof(g.hackpid))
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!= sizeof(g.hackpid)) {
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error("cannot write lock");
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}
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if (close(fd) == -1) {
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error("cannot close lock");
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}
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}
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}
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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()
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{
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/* other ports validate user name or character name here */
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return TRUE;
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}
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#ifndef __begui__
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/*
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* If we are not using the Be GUI, then just exit -- we don't need to
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* do anything extra.
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*/
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void nethack_exit(int status);
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void
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nethack_exit(int status)
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{
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exit(status);
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}
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#endif /* !__begui__ */
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/*bemain.c*/
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