コード例 #1
0
ファイル: save.c プロジェクト: chasonr/unnethack-i18n
/*ARGSUSED*/
void
hangup(int sig_unused)  /* called as signal() handler, so sent at least one arg */
               
{
# ifdef NOSAVEONHANGUP
    (void) signal(SIGINT, SIG_IGN);
    clearlocks();
#  ifndef VMS
    terminate(EXIT_FAILURE);
#  endif
# else	/* SAVEONHANGUP */
    if (!program_state.done_hup++) {
        if (program_state.something_worth_saving)
            (void) dosave0();
#  ifdef VMS
        /* don't call exit when already within an exit handler;
           that would cancel any other pending user-mode handlers */
        if (!program_state.exiting)
#  endif
        {
            clearlocks();
            terminate(EXIT_FAILURE);
        }
    }
# endif
    return;
}
コード例 #2
0
ファイル: hack.end.c プロジェクト: blakeney/slack
void
hangup(__unused int unused)
{
	signal(SIGINT, SIG_IGN);
	clearlocks();
	exit(1);
}
コード例 #3
0
ファイル: hack.tty.c プロジェクト: Freeaqingme/OpenBSD
void
end_of_input()
{
	settty("End of input?\n");
	clearlocks();
	exit(0);
}
コード例 #4
0
ファイル: winami.c プロジェクト: saihack/nethack313
/*
 * plname is filled either by an option (-u Player  or  -uPlayer) or
 * explicitly (by being the wizard) or by askname.
 * It may still contain a suffix denoting pl_character.
 * Always called after init_nhwindows() and before display_gamewindows().
 */
void
amii_askname()
{
    *plname = 0;
    do {
	getlin( "Who are you?", plname );
    } while( strlen( plname ) == 0 );

    if( *plname == '\33' )
    {
	clearlocks();
	exit_nhwindows(NULL);
	terminate(0);
    }
}
コード例 #5
0
ファイル: winami.c プロジェクト: Agyar/NetHack
/*
 * plname is filled either by an option (-u Player  or  -uPlayer) or
 * explicitly (by being the wizard) or by askname.
 * It may still contain a suffix denoting pl_character.
 * Always called after init_nhwindows() and before display_gamewindows().
 */
void
amii_askname()
{
    char plnametmp[300]; /* From winreq.c: sizeof(StrStringSIBuff) */
    *plnametmp = 0;
    do {
	amii_getlin( "Who are you?", plnametmp );
    } while( strlen( plnametmp ) == 0 );

    strncpy(plname, plnametmp, PL_NSIZ-1); /* Avoid overflowing plname[] */
    plname[PL_NSIZ-1] = 0;

    if( *plname == '\33' )
    {
	clearlocks();
	exit_nhwindows(NULL);
	terminate(0);
    }
}
コード例 #6
0
ファイル: winami.c プロジェクト: Agyar/NetHack
/* Get the player selection character */

#if 0 /* New function at the bottom */
void
amii_player_selection()
{
    register struct Window *cwin;
    register struct IntuiMessage *imsg;
    register int aredone = 0;
    register struct Gadget *gd;
    static int once = 0;
    long class, code;

    amii_clear_nhwindow( WIN_BASE );
    if (validrole(flags.initrole))
	return;
    else {
	flags.initrole=randrole();
	return;
    }
#if 0 /* Don't query the user ... instead give random character -jhsa */

#if 0	/* OBSOLETE */
    if( *pl_character ){
	pl_character[ 0 ] = toupper( pl_character[ 0 ] );
	if( index( pl_classes, pl_character[ 0 ] ) )
	    return;
    }
#endif

    if( !once ){
	if( bigscreen ){
	    Type_NewWindowStructure1.TopEdge =
	      (HackScreen->Height/2) - (Type_NewWindowStructure1.Height/2);
	}
	for( gd = Type_NewWindowStructure1.FirstGadget; gd;
	  gd = gd->NextGadget )
	{
	    if( gd->GadgetID != 0 )
		SetBorder( gd );
	}
	once = 1;
    }

    if( WINVERS_AMIV )
    {
# ifdef	INTUI_NEW_LOOK
	Type_NewWindowStructure1.Extension = wintags;
	Type_NewWindowStructure1.Flags |= WFLG_NW_EXTENDED;
	fillhook.h_Entry = (ULONG(*)())LayerFillHook;
	fillhook.h_Data = (void *)-2;
	fillhook.h_SubEntry = 0;
#endif
    }

    Type_NewWindowStructure1.Screen = HackScreen;
    if( ( cwin = OpenShWindow( (void *)&Type_NewWindowStructure1 ) ) == NULL )
    {
	return;
    }
#if 0
    WindowToFront( cwin );
#endif

    while( !aredone )
    {
	WaitPort( cwin->UserPort );
	while( ( imsg = (void *) GetMsg( cwin->UserPort ) ) != NULL )
	{
	    class = imsg->Class;
	    code = imsg->Code;
	    gd = (struct Gadget *)imsg->IAddress;
	    ReplyMsg( (struct Message *)imsg );

	    switch( class )
	    {
	    case VANILLAKEY:
		if( index( pl_classes, toupper( code ) ) )
		{
		    pl_character[0] = toupper( code );
		    aredone = 1;
		}
		else if( code == ' ' || code == '\n' || code == '\r' )
		{
		    flags.initrole = randrole();
#if 0	/* OBSOLETE */
#ifdef  TOURIST
		    strcpy( pl_character, roles[ rnd( 11 ) ] );
#else
		    strcpy( pl_character, roles[ rnd( 10 ) ] );
#endif
#endif
		    aredone = 1;
		    amii_clear_nhwindow( WIN_BASE );
		    CloseShWindow( cwin );
		    RandomWindow( pl_character );
		    return;
		}
		else if( code == 'q' || code == 'Q' )
		{
		CloseShWindow( cwin );
		clearlocks();
		exit_nhwindows(NULL);
		terminate(0);
		}
		else
		    DisplayBeep( NULL );
		break;

	    case GADGETUP:
		switch( gd->GadgetID )
		{
		case 1: /* Random Character */
		    flags.initrole = randrole();
#if 0	/* OBSOLETE */
#ifdef  TOURIST
		    strcpy( pl_character, roles[ rnd( 11 ) ] );
#else
		    strcpy( pl_character, roles[ rnd( 10 ) ] );
#endif
#endif
		    amii_clear_nhwindow( WIN_BASE );
		    CloseShWindow( cwin );
		    RandomWindow( pl_character );
		    return;

		default:
		    pl_character[0] = gd->GadgetID;
		    break;
		}
		aredone = 1;
		break;

	    case CLOSEWINDOW:
		CloseShWindow( cwin );
		clearlocks();
		exit_nhwindows(NULL);
		terminate(0);
		break;
	    }
	}
    }
    amii_clear_nhwindow( WIN_BASE );
    CloseShWindow( cwin );
#endif /* Do not query user ... -jhsa */
}
コード例 #7
0
ファイル: dummy_graphics.c プロジェクト: UnNetHack/UnNetHack
/* Do a window-port specific player type selection. If player_selection()
   offers a Quit option, it is its responsibility to clean up and terminate
   the process. You need to fill in pl_character[0].
*/
void
dummy_player_selection()
{
#if 0
    int n, i, sel;
    const char** choices;
    int* pickmap;

    /* prevent an unnecessary prompt */
    rigid_role_checks();

    if (!flags.randomall && flags.initrole < 0) {

	/* select a role */
	for (n = 0; roles[n].name.m; n++) continue;
	choices = (const char **)alloc(sizeof(char *) * (n+1));
	pickmap = (int*)alloc(sizeof(int) * (n+1));
	for (;;) {
	    for (n = 0, i = 0; roles[i].name.m; i++) {
		if (ok_role(i, flags.initrace,
			    flags.initgend, flags.initalign)) {
		    if (flags.initgend >= 0 && flags.female && roles[i].name.f)
			choices[n] = roles[i].name.f;
		    else
			choices[n] = roles[i].name.m;
		    pickmap[n++] = i;
		}
	    }
	    if (n > 0) break;
	    else if (flags.initalign >= 0) flags.initalign = -1;    /* reset */
	    else if (flags.initgend >= 0) flags.initgend = -1;
	    else if (flags.initrace >= 0) flags.initrace = -1;
	    else panic("no available ROLE+race+gender+alignment combinations");
	}
	choices[n] = (const char *) 0;
	if (n > 1)
	    sel = ghack_player_sel_dialog(choices,
		_("Player selection"), _("Choose one of the following roles:"));
	else sel = 0;
	if (sel >= 0) sel = pickmap[sel];
	else if (sel == ROLE_NONE) {		/* Quit */
	    clearlocks();
	    dummy_exit_nhwindows(0);
	}
	free(choices);
	free(pickmap);
    } else if (flags.initrole < 0) sel = ROLE_RANDOM;
    else sel = flags.initrole;
  
    if (sel == ROLE_RANDOM) {	/* Random role */
	sel = pick_role(flags.initrace, flags.initgend,
			  flags.initalign, PICK_RANDOM);
	if (sel < 0) sel = randrole();
    }

    flags.initrole = sel;

    /* Select a race, if necessary */
    /* force compatibility with role, try for compatibility with
     * pre-selected gender/alignment */
    if (flags.initrace < 0 || !validrace(flags.initrole, flags.initrace)) {
	if (flags.initrace == ROLE_RANDOM || flags.randomall) {
	    flags.initrace = pick_race(flags.initrole, flags.initgend,
				       flags.initalign, PICK_RANDOM);
	    if (flags.initrace < 0) flags.initrace = randrace(flags.initrole);
	} else {
	    /* Count the number of valid races */
	    n = 0;	/* number valid */
	    for (i = 0; races[i].noun; i++) {
		if (ok_race(flags.initrole, i, flags.initgend, flags.initalign))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; races[i].noun; i++) {
		    if (validrace(flags.initrole, i)) n++;
		}
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; races[i].noun; i++) {
		if (ok_race(flags.initrole, i, flags.initgend,
			    flags.initalign)) {
		    choices[n] = races[i].noun;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = ghack_player_sel_dialog(choices, _("Race selection"),
			_("Choose one of the following races:"));
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		dummy_exit_nhwindows(0);
	    }
	    flags.initrace = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initrace == ROLE_RANDOM) {	/* Random role */
	    sel = pick_race(flags.initrole, flags.initgend,
			    flags.initalign, PICK_RANDOM);
	    if (sel < 0) sel = randrace(flags.initrole);
	    flags.initrace = sel;
	}
    }

    /* Select a gender, if necessary */
    /* force compatibility with role/race, try for compatibility with
     * pre-selected alignment */
    if (flags.initgend < 0 ||
	!validgend(flags.initrole, flags.initrace, flags.initgend)) {
	if (flags.initgend == ROLE_RANDOM || flags.randomall) {
	    flags.initgend = pick_gend(flags.initrole, flags.initrace,
				       flags.initalign, PICK_RANDOM);
	    if (flags.initgend < 0)
		flags.initgend = randgend(flags.initrole, flags.initrace);
	} else {
	    /* Count the number of valid genders */
	    n = 0;	/* number valid */
	    for (i = 0; i < ROLE_GENDERS; i++) {
		if (ok_gend(flags.initrole, flags.initrace, i, flags.initalign))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; i < ROLE_GENDERS; i++) {
		    if (validgend(flags.initrole, flags.initrace, i)) n++;
		}
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; i < ROLE_GENDERS; i++) {
		if (ok_gend(flags.initrole, flags.initrace, i,
				flags.initalign)) {
		    choices[n] = genders[i].adj;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = ghack_player_sel_dialog(choices, _("Gender selection"),
			_("Choose one of the following genders:"));
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		dummy_exit_nhwindows(0);
	    }
	    flags.initgend = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initgend == ROLE_RANDOM) {	/* Random gender */
	    sel = pick_gend(flags.initrole, flags.initrace,
			    flags.initalign, PICK_RANDOM);
	    if (sel < 0) sel = randgend(flags.initrole, flags.initrace);
	    flags.initgend = sel;
	}
    }

    /* Select an alignment, if necessary */
    /* force compatibility with role/race/gender */
    if (flags.initalign < 0 ||
	!validalign(flags.initrole, flags.initrace, flags.initalign)) {
	if (flags.initalign == ROLE_RANDOM || flags.randomall) {
	    flags.initalign = pick_align(flags.initrole, flags.initrace,
					 flags.initgend, PICK_RANDOM);
	    if (flags.initalign < 0)
		flags.initalign = randalign(flags.initrole, flags.initrace);
	} else {
	    /* Count the number of valid alignments */
	    n = 0;	/* number valid */
	    for (i = 0; i < ROLE_ALIGNS; i++) {
		if (ok_align(flags.initrole, flags.initrace, flags.initgend, i))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; i < ROLE_ALIGNS; i++)
		    if (validalign(flags.initrole, flags.initrace, i)) n++;
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; i < ROLE_ALIGNS; i++) {
		if (ok_align(flags.initrole,
			     flags.initrace, flags.initgend, i)) {
		    choices[n] = aligns[i].adj;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = ghack_player_sel_dialog(choices, _("Alignment selection"),
			_("Choose one of the following alignments:"));
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		dummy_exit_nhwindows(0);
	    }
	    flags.initalign = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initalign == ROLE_RANDOM) {
	    sel = pick_align(flags.initrole, flags.initrace,
			     flags.initgend, PICK_RANDOM);
	    if (sel < 0) sel = randalign(flags.initrole, flags.initrace);
	    flags.initalign = sel;
	}
    }
#endif
}
コード例 #8
0
ファイル: cursinit.c プロジェクト: ekosz/bingehack
void curses_choose_character()
{
    int n, i, sel, count_off, pick4u;
    int count = 0;
    int cur_character = 0;
    const char** choices;
    int* pickmap;
    char *prompt;
    char pbuf[QBUFSZ];
    char choice[QBUFSZ];
    char tmpchoice[QBUFSZ];
#ifdef TUTORIAL_MODE
	winid win;
	anything any;
	menu_item *selected = 0;
#endif

	prompt = build_plselection_prompt(pbuf, QBUFSZ, flags.initrole,
	 flags.initrace, flags.initgend, flags.initalign);

    /* This part is irritating: we have to strip the choices off of
    the string and put them in a separate string in order to use
    curses_character_input_dialog for this prompt. */

    while (cur_character != '[')
    {
        cur_character = prompt[count];
        count++;
    }
    
    count_off = count;
    
    while (cur_character != ']')
    {
        tmpchoice[count - count_off] = prompt[count];
        count++;
        cur_character = prompt[count];
    }
    
    tmpchoice[count - count_off] = '\0';
    lcase(tmpchoice);
    
    while (!isspace(prompt[count_off]))
    {
        count_off--;
    }
    
    prompt[count_off] = '\0';
    sprintf(choice, "%s%c", tmpchoice, '\033');
    if(strchr(tmpchoice, 't'))  /* Tutorial mode */
    {
        mvaddstr(0, 1, "New? Press t to enter a tutorial.");
    }
    
    /* Add capital letters as choices that aren't displayed */
    
    for (count = 0; tmpchoice[count]; count++)
    {
        tmpchoice[count] = toupper(tmpchoice[count]);
    }
    
    sprintf(choice, "%s%s", choice, tmpchoice);

    /* prevent an unnecessary prompt */
    rigid_role_checks(); 
    
	if (!flags.randomall &&
	    (flags.initrole == ROLE_NONE || flags.initrace == ROLE_NONE ||
	     flags.initgend == ROLE_NONE || flags.initalign == ROLE_NONE))
	{
        pick4u = tolower(curses_character_input_dialog(prompt, choice,
         'y'));
    }
    else
    {
        pick4u = 'y';
    }
    
    if (pick4u == 'q')  /* Quit or cancelled */
    {
	    clearlocks();
	    curses_bail(0);
    }
    
    if (pick4u == 'y')
    {
        flags.randomall = TRUE;
    }
#ifdef TUTORIAL_MODE
    else if (pick4u == 't') /* Tutorial mode in UnNetHack */
    {
	    clear();
        mvaddstr(0, 1, "Choose a character");
        refresh();
	    win = curses_get_wid(NHW_MENU);
        curses_create_nhmenu(win);
	    any.a_int = 1;
	    curses_add_menu(win, NO_GLYPH, &any, 'v', 0, ATR_NONE,
		     "lawful female dwarf Valkyrie (uses melee and thrown weapons)",
		     MENU_UNSELECTED);
	    any.a_int = 2;
	    curses_add_menu(win, NO_GLYPH, &any, 'w', 0, ATR_NONE,
		     "chaotic male elf Wizard (relies mostly on spells)",
		     MENU_UNSELECTED);
	    any.a_int = 3;
	    curses_add_menu(win, NO_GLYPH, &any, 'R', 0, ATR_NONE,
		     "neutral female human Ranger (good with ranged combat)",
		     MENU_UNSELECTED);
	    any.a_int = 4;
	    curses_add_menu(win, NO_GLYPH, &any, 'q', 0, ATR_NONE,
		     "quit", MENU_UNSELECTED);
	    curses_end_menu(win, "What character do you want to try?");
	    n = curses_select_menu(win, PICK_ONE, &selected);
	    destroy_nhwindow(win);
	    if (n != 1 || selected[0].item.a_int == 4)
	    {
    	    clearlocks();
    	    curses_bail(0);
	    }
	    switch (selected[0].item.a_int) {
	    case 1:
		flags.initrole = str2role("Valkyrie");
		flags.initrace = str2race("dwarf");
		flags.initgend = str2gend("female");
		flags.initalign = str2align("lawful");
		break;
	    case 2:
		flags.initrole = str2role("Wizard");
		flags.initrace = str2race("elf");
		flags.initgend = str2gend("male");
		flags.initalign = str2align("chaotic");
		break;
	    case 3:
		flags.initrole = str2role("Ranger");
		flags.initrace = str2race("human");
		flags.initgend = str2gend("female");
		flags.initalign = str2align("neutral");
		break;
	    default: panic("Impossible menu selection"); break;
	    }
	    free((genericptr_t) selected);
	    selected = 0;
	    flags.tutorial = 1;
	}
#endif
    
    clear();
    refresh();

    if (!flags.randomall && flags.initrole < 0) {
	/* select a role */
	for (n = 0; roles[n].name.m; n++) continue;
	choices = (const char **)alloc(sizeof(char *) * (n+1));
	pickmap = (int*)alloc(sizeof(int) * (n+1));
	for (;;) {
	    for (n = 0, i = 0; roles[i].name.m; i++) {
		if (ok_role(i, flags.initrace,
			    flags.initgend, flags.initalign)) {
		    if (flags.initgend >= 0 && flags.female && roles[i].name.f)
			choices[n] = roles[i].name.f;
		    else
			choices[n] = roles[i].name.m;
		    pickmap[n++] = i;
		}
	    }
	    if (n > 0) break;
	    else if (flags.initalign >= 0) flags.initalign = -1;    /* reset */
	    else if (flags.initgend >= 0) flags.initgend = -1;
	    else if (flags.initrace >= 0) flags.initrace = -1;
	    else panic("no available ROLE+race+gender+alignment combinations");
	}
	choices[n] = (const char *) 0;
	if (n > 1)
        sel = curses_character_dialog(choices, "Choose one of the following roles:");
	else sel = 0;
	if (sel >= 0) sel = pickmap[sel];
	else if (sel == ROLE_NONE) {		/* Quit */
	    clearlocks();
	    curses_bail(0);
	}
	free(choices);
	free(pickmap);
    } else if (flags.initrole < 0) sel = ROLE_RANDOM;
    else sel = flags.initrole;
  
    if (sel == ROLE_RANDOM) {	/* Random role */
	sel = pick_role(flags.initrace, flags.initgend,
			  flags.initalign, PICK_RANDOM);
	if (sel < 0) sel = randrole();
    }

    flags.initrole = sel;

    /* Select a race, if necessary */
    /* force compatibility with role, try for compatibility with
     * pre-selected gender/alignment */
    if (flags.initrace < 0 || !validrace(flags.initrole, flags.initrace)) {
	if (flags.initrace == ROLE_RANDOM || flags.randomall) {
	    flags.initrace = pick_race(flags.initrole, flags.initgend,
				       flags.initalign, PICK_RANDOM);
	    if (flags.initrace < 0) flags.initrace = randrace(flags.initrole);
	} else {
	    /* Count the number of valid races */
	    n = 0;	/* number valid */
	    for (i = 0; races[i].noun; i++) {
		if (ok_race(flags.initrole, i, flags.initgend, flags.initalign))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; races[i].noun; i++) {
		    if (validrace(flags.initrole, i)) n++;
		}
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; races[i].noun; i++) {
		if (ok_race(flags.initrole, i, flags.initgend,
			    flags.initalign)) {
		    choices[n] = races[i].noun;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = curses_character_dialog(choices, "Choose one of the following races:");
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		curses_bail(0);
	    }
	    flags.initrace = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initrace == ROLE_RANDOM) {	/* Random role */
	    sel = pick_race(flags.initrole, flags.initgend,
			    flags.initalign, PICK_RANDOM);
	    if (sel < 0) sel = randrace(flags.initrole);
	    flags.initrace = sel;
	}
    }

    /* Select a gender, if necessary */
    /* force compatibility with role/race, try for compatibility with
     * pre-selected alignment */
    if (flags.initgend < 0 ||
	!validgend(flags.initrole, flags.initrace, flags.initgend)) {
	if (flags.initgend == ROLE_RANDOM || flags.randomall) {
	    flags.initgend = pick_gend(flags.initrole, flags.initrace,
				       flags.initalign, PICK_RANDOM);
	    if (flags.initgend < 0)
		flags.initgend = randgend(flags.initrole, flags.initrace);
	} else {
	    /* Count the number of valid genders */
	    n = 0;	/* number valid */
	    for (i = 0; i < ROLE_GENDERS; i++) {
		if (ok_gend(flags.initrole, flags.initrace, i, flags.initalign))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; i < ROLE_GENDERS; i++) {
		    if (validgend(flags.initrole, flags.initrace, i)) n++;
		}
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; i < ROLE_GENDERS; i++) {
		if (ok_gend(flags.initrole, flags.initrace, i,
				flags.initalign)) {
		    choices[n] = genders[i].adj;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = curses_character_dialog(choices, "Choose one of the following genders:");
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		curses_bail(0);
	    }
	    flags.initgend = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initgend == ROLE_RANDOM) {	/* Random gender */
	    sel = pick_gend(flags.initrole, flags.initrace,
			    flags.initalign, PICK_RANDOM);
	    if (sel < 0) sel = randgend(flags.initrole, flags.initrace);
	    flags.initgend = sel;
	}
    }

    /* Select an alignment, if necessary */
    /* force compatibility with role/race/gender */
    if (flags.initalign < 0 ||
	!validalign(flags.initrole, flags.initrace, flags.initalign)) {
	if (flags.initalign == ROLE_RANDOM || flags.randomall) {
	    flags.initalign = pick_align(flags.initrole, flags.initrace,
					 flags.initgend, PICK_RANDOM);
	    if (flags.initalign < 0)
		flags.initalign = randalign(flags.initrole, flags.initrace);
	} else {
	    /* Count the number of valid alignments */
	    n = 0;	/* number valid */
	    for (i = 0; i < ROLE_ALIGNS; i++) {
		if (ok_align(flags.initrole, flags.initrace, flags.initgend, i))
		    n++;
	    }
	    if (n == 0) {
		for (i = 0; i < ROLE_ALIGNS; i++)
		    if (validalign(flags.initrole, flags.initrace, i)) n++;
	    }

	    choices = (const char **)alloc(sizeof(char *) * (n+1));
	    pickmap = (int*)alloc(sizeof(int) * (n + 1));
	    for (n = 0, i = 0; i < ROLE_ALIGNS; i++) {
		if (ok_align(flags.initrole,
			     flags.initrace, flags.initgend, i)) {
		    choices[n] = aligns[i].adj;
		    pickmap[n++] = i;
		}
	    }
	    choices[n] = (const char *) 0;
	    /* Permit the user to pick, if there is more than one */
	    if (n > 1)
		sel = curses_character_dialog(choices, "Choose one of the following alignments:");
	    else sel = 0;
	    if (sel >= 0) sel = pickmap[sel];
	    else if (sel == ROLE_NONE) { /* Quit */
		clearlocks();
		curses_bail(0);
	    }
	    flags.initalign = sel;
	    free(choices);
	    free(pickmap);
	}
	if (flags.initalign == ROLE_RANDOM) {
	    sel = pick_align(flags.initrole, flags.initrace,
			     flags.initgend, PICK_RANDOM);
	    if (sel < 0) sel = randalign(flags.initrole, flags.initrace);
	    flags.initalign = sel;
	}
    }
}
コード例 #9
0
ファイル: hack.end.c プロジェクト: blakeney/slack
/* Be careful not to call panic from here! */
void
done(const char *st1)
{

#ifdef WIZARD
	if(wizard && *st1 == 'd'){
		u.uswldtim = 0;
		if(u.uhpmax < 0) u.uhpmax = 100;	/* arbitrary */
		u.uhp = u.uhpmax;
		pline("For some reason you are still alive.");
		flags.move = 0;
		if(multi > 0) multi = 0; else multi = -1;
		flags.botl = 1;
		return;
	}
#endif /* WIZARD */
	signal(SIGINT, done_intr);
	signal(SIGQUIT, done_intr);
	signal(SIGHUP, done_hangup);
	if(*st1 == 'q' && u.uhp < 1){
		st1 = "died";
		killer = "quit while already on Charon's boat";
	}
	if(*st1 == 's') killer = "starvation"; else
	if(*st1 == 'd' && st1[1] == 'r') killer = "drowning"; else
	if(*st1 == 'p') killer = "panic"; else
	if(*st1 == 't') killer = "trickery"; else
	if(!index("bcd", *st1)) killer = st1;
	paybill();
	clearlocks();
	if(flags.toplin == 1) more();
	if(index("bcds", *st1)){
#ifdef WIZARD
	    if(!wizard)
#endif /* WIZARD */
		savebones();
		if(!flags.notombstone)
			outrip();
	}
	if(*st1 == 'c') killer = st1;		/* after outrip() */
	settty(NULL);				/* does a clear_screen() */
	if(!done_stopprint)
		printf("Goodbye %s %s...\n\n", pl_character, plname);
	{ long int tmp;
	  tmp = u.ugold - u.ugold0;
	  if(tmp < 0)
		tmp = 0;
	  if(*st1 == 'd' || *st1 == 'b')
		tmp -= tmp/10;
	  u.urexp += tmp;
	  u.urexp += 50 * maxdlevel;
	  if(maxdlevel > 20)
		u.urexp += 1000*((maxdlevel > 30) ? 10 : maxdlevel - 20);
	}
	if(*st1 == 'e') {
		struct monst *mtmp;
		struct obj *otmp;
		int i;
		unsigned worthlessct = 0;
		boolean has_amulet = FALSE;

		killer = st1;
		keepdogs();
		mtmp = mydogs;
		if(mtmp) {
			if(!done_stopprint) printf("You");
			while(mtmp) {
				if(!done_stopprint)
					printf(" and %s", monnam(mtmp));
				if(mtmp->mtame)
					u.urexp += mtmp->mhp;
				mtmp = mtmp->nmon;
			}
			if(!done_stopprint)
		    printf("\nescaped from the dungeon with %ld points,\n",
			u.urexp);
		} else
		if(!done_stopprint)
		  printf("You escaped from the dungeon with %ld points,\n",
		    u.urexp);
		for(otmp = invent; otmp; otmp = otmp->nobj) {
			if(otmp->olet == GEM_SYM){
				i = otmp->quan*objects[otmp->otyp].g_val;
				if(i == 0) {
					worthlessct += otmp->quan;
					continue;
				}
				u.urexp += i;
				if(!done_stopprint)
				  printf("\t%s (worth %d Zorkmids),\n",
				    doname(otmp), i);
			} else if(otmp->olet == AMULET_SYM) {
				i = (otmp->spe < 0) ? 2 : 5000;
				u.urexp += i;
				if(!done_stopprint)
				  printf("\t%s (worth %d Zorkmids),\n",
				    doname(otmp), i);
				if(otmp->spe >= 0) {
					has_amulet = TRUE;
					killer = "escaped (with amulet)";
				}
			}
		}
		if(worthlessct) if(!done_stopprint)
		  printf("\t%u worthless piece%s of coloured glass,\n",
		  worthlessct, plur(worthlessct));
		if(has_amulet) u.urexp *= 2;
	} else
		if(!done_stopprint)
		  printf("You %s on dungeon level %d with %ld points,\n",
		    st1, dlevel, u.urexp);
	if(!done_stopprint)
	  printf("and %ld piece%s of gold, after %ld move%s.\n",
	    u.ugold, plur(u.ugold), moves, plur(moves));
	if(!done_stopprint)
  printf("You were level %u with a maximum of %d hit points when you %s.\n",
	    u.ulevel, u.uhpmax, st1);
	if(*st1 == 'e' && !done_stopprint){
		getret();	/* all those pieces of coloured glass ... */
		cls();
	}
#ifdef WIZARD
	if(!wizard)
#endif /* WIZARD */
		topten();
	if(done_stopprint) printf("\n\n");
	exit(0);
}
コード例 #10
0
ファイル: cursmisc.c プロジェクト: dannuic/nethack
void curses_bail(const char *mesg)
{
    clearlocks();
    curses_exit_nhwindows(mesg);
    terminate(EXIT_SUCCESS);
}
コード例 #11
0
ファイル: save.c プロジェクト: ErNaveenSingh/nethack-android
int
dosave()
{
#ifdef KEEP_SAVE
	/*WAC for reloading*/
	register int fd;
#endif

	clear_nhwindow(WIN_MESSAGE);
	if(yn("Really save?") == 'n') {
		clear_nhwindow(WIN_MESSAGE);
		if(multi > 0) nomul(0);
	} else {
		clear_nhwindow(WIN_MESSAGE);
		pline("Saving...");
#if defined(UNIX) || defined(VMS) || defined(__EMX__)
		program_state.done_hup = 0;
#endif
#ifdef KEEP_SAVE
                saverestore = FALSE;
                if (flags.keep_savefile)
                        if(yn("Really quit?") == 'n') saverestore = TRUE;
                if(dosave0() && !saverestore) {
#else
		if(dosave0()) {
#endif
			program_state.something_worth_saving = 0;
			u.uhp = -1;		/* universal game's over indicator */
			/* make sure they see the Saving message */
			display_nhwindow(WIN_MESSAGE, TRUE);
			exit_nhwindows("Be seeing you...");
			terminate(EXIT_SUCCESS);
	}
/*WAC redraw later
		else (void)doredraw();*/
	}
#ifdef KEEP_SAVE
	if (saverestore) {
/*WAC pulled this from pcmain.c - restore game from the file just saved*/
		fd = create_levelfile(0);
		if (fd < 0) {
			raw_print("Cannot create lock file");
		} else {
			hackpid = 1;
			write(fd, (genericptr_t) &hackpid, sizeof(hackpid));
			close(fd);
		}
#ifdef MFLOPPY
		level_info[0].where = ACTIVE;
#endif

		fd = restore_saved_game();
		if (fd >= 0) dorecover(fd);
		check_special_room(FALSE);
		flags.move = 0;
/*WAC correct these after restore*/
		if(flags.moonphase == FULL_MOON)
			change_luck(1);         
		if(flags.friday13)
			change_luck(-1);
		if(iflags.window_inited)
			clear_nhwindow(WIN_MESSAGE);
	}
	saverestore = FALSE;
#endif
	(void)doredraw();
	return 0;
}


#if defined(UNIX) || defined(VMS) || defined (__EMX__) || defined(WIN32)
/*ARGSUSED*/
void
hangup(sig_unused)  /* called as signal() handler, so sent at least one arg */
int sig_unused;
{
# ifdef NOSAVEONHANGUP
	(void) signal(SIGINT, SIG_IGN);
	clearlocks();
#  ifndef VMS
	terminate(EXIT_FAILURE);
#  endif
# else	/* SAVEONHANGUP */
	if (!program_state.done_hup++) {
	    if (program_state.something_worth_saving)
		(void) dosave0();
#  ifdef VMS
	    /* don't call exit when already within an exit handler;
	       that would cancel any other pending user-mode handlers */
	    if (!program_state.exiting)
#  endif
	    {
		clearlocks();
		terminate(EXIT_FAILURE);
	    }
	}
# endif
	return;
}
#endif

/* returns 1 if save successful */
int
dosave0()
{
	const char *fq_save;
	register int fd, ofd;
	xchar ltmp;
	d_level uz_save;
	char whynot[BUFSZ];

	if (!SAVEF[0])
		return 0;
	fq_save = fqname(SAVEF, SAVEPREFIX, 1);	/* level files take 0 */

#if defined(UNIX) || defined(VMS)
	(void) signal(SIGHUP, SIG_IGN);
#endif
#ifndef NO_SIGNAL
	(void) signal(SIGINT, SIG_IGN);
#endif

#if defined(MICRO) && defined(MFLOPPY)
	if (!saveDiskPrompt(0)) return 0;
#endif

	HUP if (iflags.window_inited) {
	    uncompress_area(fq_save, SAVEF);
	    fd = open_savefile();
	    if (fd > 0) {
		(void) close(fd);
		clear_nhwindow(WIN_MESSAGE);
		There("seems to be an old save file.");
		if (yn("Overwrite the old file?") == 'n') {
		    compress_area(fq_save, SAVEF);
#ifdef KEEP_SAVE
/*WAC don't restore if you didn't save*/
			saverestore = FALSE;
#endif
		    return 0;
		}
	    }
	}

	HUP mark_synch();	/* flush any buffered screen output */

	fd = create_savefile();
	if(fd < 0) {
		HUP pline("Cannot open save file.");
		(void) delete_savefile();	/* ab@unido */
		return(0);
	}

	vision_recalc(2);	/* shut down vision to prevent problems
				   in the event of an impossible() call */
	
	/* undo date-dependent luck adjustments made at startup time */
	if(flags.moonphase == FULL_MOON)	/* ut-sally!fletcher */
		change_luck(-1);		/* and unido!ab */
	if(flags.friday13)
		change_luck(1);
	if(iflags.window_inited)
	    HUP clear_nhwindow(WIN_MESSAGE);

#if defined(MICRO) && defined(TTY_GRAPHICS)
	if (!strncmpi("tty", windowprocs.name, 3)) {
	dotcnt = 0;
	dotrow = 2;
	curs(WIN_MAP, 1, 1);
	  putstr(WIN_MAP, 0, "Saving:");
	}
#endif
#ifdef MFLOPPY
	/* make sure there is enough disk space */
	if (iflags.checkspace) {
	    long fds, needed;

	    savelev(fd, ledger_no(&u.uz), COUNT_SAVE);
	    savegamestate(fd, COUNT_SAVE);
	    needed = bytes_counted;

	    for (ltmp = 1; ltmp <= maxledgerno(); ltmp++)
		if (ltmp != ledger_no(&u.uz) && level_info[ltmp].where)
		    needed += level_info[ltmp].size + (sizeof ltmp);
	    fds = freediskspace(fq_save);
	    if (needed > fds) {
		HUP {
		    There("is insufficient space on SAVE disk.");
		    pline("Require %ld bytes but only have %ld.", needed, fds);
		}
		flushout();
		(void) close(fd);
		(void) delete_savefile();
		return 0;
	    }

	    co_false();
	}
コード例 #12
0
ファイル: wintty.c プロジェクト: saihack/NetHack
void
tty_player_selection()
{
    char pbuf[QBUFSZ];
    char pick, pc;
    int i, linecount;

    linecount = wins[BASE_WINDOW]->cury+1;
    if ((pc = highc(pl_character[0])) != 0) {
	if(index(pl_classes, pc) != (char*) 0)
	    goto got_suffix;
	tty_putstr(BASE_WINDOW, 0, "");
	Sprintf(pbuf, "Unknown role: %c", pc);
	tty_putstr(BASE_WINDOW, 0, pbuf);
	linecount += 2;
	pl_character[0] = pc = 0;
    }

#define PICK_PROMPT "Shall I pick a character for you? [Y, N, or Q(quit)] "
    tty_putstr(BASE_WINDOW, 0, "");
    tty_putstr(BASE_WINDOW, 0, PICK_PROMPT);

    while(!index("yYnNqQ", (pick = readchar())) && !index(quitchars, pick))
	tty_nhbell();

    pick = index(quitchars, pick) ? 'Y' : highc(pick);

    tty_putsym(BASE_WINDOW, (int)strlen(PICK_PROMPT)+1, linecount, pick); /* echo */

    if (pick == 'Q') {
	clearlocks();
	tty_exit_nhwindows(NULL);
	terminate(0);
    }

    if (pick == 'Y') {
	tty_putstr(BASE_WINDOW, 0, "");
	goto beginner;
    }

    tty_curs(BASE_WINDOW, 1, linecount+2);
    tty_putstr(BASE_WINDOW, 0, "What kind of character are you:");
    tty_putstr(BASE_WINDOW, 0, "");
    Sprintf(pbuf, " 	 %s,", An(roles[0]));
    for(i = 1; roles[i]; i++) {
	Sprintf(eos(pbuf), " %s", an(roles[i]));
	if((((i + 1) % 4) == 0) && roles[i+1]) {
	    Strcat(pbuf, ",");
	    tty_putstr(BASE_WINDOW, 0, pbuf);
	    linecount++;
	    Strcpy(pbuf, "        ");
	}
	else if(roles[i+1] && roles[i+2])	Strcat(pbuf, ",");
	if(roles[i+1] && !roles[i+2])	Strcat(pbuf, " or");
    }
    Strcat(pbuf ,"?");
    tty_putstr(BASE_WINDOW, 0, pbuf);
    Strcpy(pbuf, "         [");
    for(i = 0; roles[i]; i++)
	Sprintf(eos(pbuf), "%c,", pl_classes[i]);
    Strcat(pbuf, " or Q] ");
    tty_putstr(BASE_WINDOW, 0, pbuf);
    linecount += 5;

    while ((pc = readchar()) != 0) {
	if ((pc = highc(pc)) == 'Q') {
	    clearlocks();
	    tty_exit_nhwindows(NULL);
	    terminate(0);
	}
	if(index(pl_classes, pc) != (char *) 0) {
	    tty_putsym(BASE_WINDOW, (int)strlen(pbuf)+1, linecount, pc); /* echo */
	    tty_putstr(BASE_WINDOW, 0, "");
	    tty_display_nhwindow(BASE_WINDOW, TRUE);
	    break;
	}
	if(pc == '\n') {
	    pc = 0;
	    break;
	}
	tty_nhbell();
    }

beginner:
    if(!pc) {
	i = rn2((int)strlen(pl_classes));
	pc = pl_classes[i];
	tty_putstr(BASE_WINDOW, 0, "");
	Sprintf(pbuf, "This game you will be %s.", an(roles[i]));
	tty_putstr(BASE_WINDOW, 0, pbuf);
	tty_putstr(BASE_WINDOW, 0, "");
	tty_display_nhwindow(BASE_WINDOW, TRUE);
	getret();
    }
got_suffix:

    tty_clear_nhwindow(BASE_WINDOW);
    pl_character[0] = pc;
    return;
}
コード例 #13
0
ファイル: winami.c プロジェクト: saihack/nethack313
void
amii_player_selection()
{
    register struct Window *cwin;
    register struct IntuiMessage *imsg;
    register int aredone = 0;
    register struct Gadget *gd;
    static int once=0;
    long class, code;

    amii_clear_nhwindow( WIN_BASE );
    if( *pl_character ){
	pl_character[ 0 ] = toupper( pl_character[ 0 ] );
	if( index( pl_classes, pl_character[ 0 ] ) )
	    return;
    }

    if( !once ){
	if( bigscreen ){
	    Type_NewWindowStructure1.TopEdge =
	      (HackScreen->Height/2) - (Type_NewWindowStructure1.Height/2);
	}
	for( gd = Type_NewWindowStructure1.FirstGadget; gd;
	  gd = gd->NextGadget )
	{
	    if( gd->GadgetID != 0 )
		SetBorder( gd );
	}
	once = 1;
    }

    Type_NewWindowStructure1.Screen = HackScreen;
    if( ( cwin = OpenShWindow( (void *)&Type_NewWindowStructure1 ) ) == NULL )
    {
	return;
    }
    WindowToFront( cwin );

    while( !aredone )
    {
	WaitPort( cwin->UserPort );
	while( ( imsg = (void *) GetMsg( cwin->UserPort ) ) != NULL )
	{
	    class = imsg->Class;
	    code = imsg->Code;
	    gd = (struct Gadget *)imsg->IAddress;
	    ReplyMsg( (struct Message *)imsg );

	    switch( class )
	    {
	    case VANILLAKEY:
		if( index( pl_classes, toupper( code ) ) )
		{
		    pl_character[0] = toupper( code );
		    aredone = 1;
		}
		else if( code == ' ' || code == '\n' || code == '\r' )
		{
#ifdef  TOURIST
		    strcpy( pl_character, roles[ rnd( 11 ) ] );
#else
		    strcpy( pl_character, roles[ rnd( 10 ) ] );
#endif
		    aredone = 1;
		    amii_clear_nhwindow( WIN_BASE );
		    CloseShWindow( cwin );
		    RandomWindow( pl_character );
		    return;
		}
		else if( code == 'q' || code == 'Q' )
		{
		CloseShWindow( cwin );
		clearlocks();
		exit_nhwindows(NULL);
		terminate(0);
		}
		else
		    DisplayBeep( NULL );
		break;

	    case GADGETUP:
		switch( gd->GadgetID )
		{
		case 1: /* Random Character */
#ifdef  TOURIST
		    strcpy( pl_character, roles[ rnd( 11 ) ] );
#else
		    strcpy( pl_character, roles[ rnd( 10 ) ] );
#endif
		    amii_clear_nhwindow( WIN_BASE );
		    CloseShWindow( cwin );
		    RandomWindow( pl_character );
		    return;

		default:
		    pl_character[0] = gd->GadgetID;
		    break;
		}
		aredone = 1;
		break;

	    case CLOSEWINDOW:
		CloseShWindow( cwin );
		clearlocks();
		exit_nhwindows(NULL);
		terminate(0);
		break;
	    }
	}
    }
    amii_clear_nhwindow( WIN_BASE );
    CloseShWindow( cwin );
}