/* NetHack 3.6	allmain.c	$NHDT-Date: 1580044340 2020/01/26 13:12:20 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.138 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* NetHack may be freely redistributed.  See license for details. */

/* various code that was replicated in *main.c */

#include "hack.h"
#include <ctype.h>

#ifndef NO_SIGNAL
#include <signal.h>
#endif

#ifdef POSITIONBAR
static void NDECL(do_positionbar);
#endif
static void FDECL(regen_hp, (int));
static void FDECL(interrupt_multi, (const char *));
static void FDECL(debug_fields, (const char *));

void
early_init()
{
    decl_globals_init();
    objects_globals_init();
    monst_globals_init();
#if defined(OPTIONS_AT_RUNTIME) || defined(CROSSCOMPILE_TARGET)
    runtime_info_init();
#endif
    sys_early_init();
}

void
moveloop(resuming)
boolean resuming;
{
#if defined(MICRO) || defined(WIN32)
    char ch;
    int abort_lev;
#endif
    int moveamt = 0, wtcap = 0, change = 0;
    boolean monscanmove = FALSE;

    /* if a save file created in normal mode is now being restored in
       explore mode, treat it as normal restore followed by 'X' command
       to use up the save file and require confirmation for explore mode */
    if (resuming && iflags.deferred_X)
        (void) enter_explore_mode();

    /* side-effects from the real world */
    flags.moonphase = phase_of_the_moon();
    if (flags.moonphase == FULL_MOON) {
        You("are lucky!  Full moon tonight.");
        change_luck(1);
    } else if (flags.moonphase == NEW_MOON) {
        pline("Be careful!  New moon tonight.");
    }
    flags.friday13 = friday_13th();
    if (flags.friday13) {
        pline("Watch out!  Bad things can happen on Friday the 13th.");
        change_luck(-1);
    }

    if (!resuming) { /* new game */
        g.context.rndencode = rnd(9000);
        set_wear((struct obj *) 0); /* for side-effects of starting gear */
        (void) pickup(1);      /* autopickup at initial location */
        /* only matters if someday a character is able to start with
           clairvoyance (wizard with cornuthaum perhaps?); without this,
           first "random" occurrence would always kick in on turn 1 */
        g.context.seer_turn = (long) rnd(30);
    }
    g.context.botlx = TRUE; /* for STATUS_HILITES */
    update_inventory(); /* for perm_invent */
    if (resuming) { /* restoring old game */
        read_engr_at(u.ux, u.uy); /* subset of pickup() */
    }

    (void) encumber_msg(); /* in case they auto-picked up something */
    if (g.defer_see_monsters) {
        g.defer_see_monsters = FALSE;
        see_monsters();
    }
    initrack();

    u.uz0.dlevel = u.uz.dlevel;
    g.youmonst.movement = NORMAL_SPEED; /* give hero some movement points */
    g.context.move = 0;

    g.program_state.in_moveloop = 1;
    for (;;) {
#ifdef SAFERHANGUP
        if (g.program_state.done_hup)
            end_of_input();
#endif
        get_nh_event();
#ifdef POSITIONBAR
        do_positionbar();
#endif

        if (g.context.move) {
            /* actual time passed */
            g.youmonst.movement -= NORMAL_SPEED;

            do { /* hero can't move this turn loop */
                wtcap = encumber_msg();

                g.context.mon_moving = TRUE;
                do {
                    monscanmove = movemon();
                    if (g.youmonst.movement >= NORMAL_SPEED)
                        break; /* it's now your turn */
                } while (monscanmove);
                g.context.mon_moving = FALSE;

                if (!monscanmove && g.youmonst.movement < NORMAL_SPEED) {
                    /* both hero and monsters are out of steam this round */
                    struct monst *mtmp;

                    /* set up for a new turn */
                    mcalcdistress(); /* adjust monsters' trap, blind, etc */

                    /* reallocate movement rations to monsters; don't need
                       to skip dead monsters here because they will have
                       been purged at end of their previous round of moving */
                    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
                        mtmp->movement += mcalcmove(mtmp, TRUE);

                    /* occasionally add another monster; since this takes
                       place after movement has been allotted, the new
                       monster effectively loses its first turn */
                    if (!rn2(u.uevent.udemigod ? 25
                             : (depth(&u.uz) > depth(&stronghold_level)) ? 50
                               : 70))
                        (void) makemon((struct permonst *) 0, 0, 0,
                                       NO_MM_FLAGS);

                    /* calculate how much time passed. */
                    if (u.usteed && u.umoved) {
                        /* your speed doesn't augment steed's speed */
                        moveamt = mcalcmove(u.usteed, TRUE);
                    } else {
                        moveamt = g.youmonst.data->mmove;

                        if (Very_fast) { /* speed boots, potion, or spell */
                            /* gain a free action on 2/3 of turns */
                            if (rn2(3) != 0)
                                moveamt += NORMAL_SPEED;
                        } else if (Fast) { /* intrinsic */
                            /* gain a free action on 1/3 of turns */
                            if (rn2(3) == 0)
                                moveamt += NORMAL_SPEED;
                        }
                    }

                    switch (wtcap) {
                    case UNENCUMBERED:
                        break;
                    case SLT_ENCUMBER:
                        moveamt -= (moveamt / 4);
                        break;
                    case MOD_ENCUMBER:
                        moveamt -= (moveamt / 2);
                        break;
                    case HVY_ENCUMBER:
                        moveamt -= ((moveamt * 3) / 4);
                        break;
                    case EXT_ENCUMBER:
                        moveamt -= ((moveamt * 7) / 8);
                        break;
                    default:
                        break;
                    }

                    g.youmonst.movement += moveamt;
                    if (g.youmonst.movement < 0)
                        g.youmonst.movement = 0;
                    settrack();

                    g.monstermoves++; /* [obsolete (for a long time...)] */
                    g.moves++;

                    /********************************/
                    /* once-per-turn things go here */
                    /********************************/

                    if (Glib)
                        glibr();
                    nh_timeout();
                    run_regions();

                    if (u.ublesscnt)
                        u.ublesscnt--;
                    if (flags.time && !g.context.run)
                        iflags.time_botl = TRUE;

                    /* One possible result of prayer is healing.  Whether or
                     * not you get healed depends on your current hit points.
                     * If you are allowed to regenerate during the prayer,
                     * the end-of-prayer calculation messes up on this.
                     * Another possible result is rehumanization, which
                     * requires that encumbrance and movement rate be
                     * recalculated.
                     */
                    if (u.uinvulnerable) {
                        /* for the moment at least, you're in tiptop shape */
                        wtcap = UNENCUMBERED;
                    } else if (!Upolyd ? (u.uhp < u.uhpmax)
                                       : (u.mh < u.mhmax
                                          || g.youmonst.data->mlet == S_EEL)) {
                        /* maybe heal */
                        regen_hp(wtcap);
                    }

                    /* moving around while encumbered is hard work */
                    if (wtcap > MOD_ENCUMBER && u.umoved) {
                        if (!(wtcap < EXT_ENCUMBER ? g.moves % 30
                                                   : g.moves % 10)) {
                            if (Upolyd && u.mh > 1) {
                                u.mh--;
                                g.context.botl = TRUE;
                            } else if (!Upolyd && u.uhp > 1) {
                                u.uhp--;
                                g.context.botl = TRUE;
                            } else {
                                You("pass out from exertion!");
                                exercise(A_CON, FALSE);
                                fall_asleep(-10, FALSE);
                            }
                        }
                    }

                    if (u.uen < u.uenmax
                        && ((wtcap < MOD_ENCUMBER
                             && (!(g.moves % ((MAXULEV + 8 - u.ulevel)
                                            * (Role_if(PM_WIZARD) ? 3 : 4)
                                            / 6)))) || Energy_regeneration)) {
                        u.uen += rn1(
                            (int) (ACURR(A_WIS) + ACURR(A_INT)) / 15 + 1, 1);
                        if (u.uen > u.uenmax)
                            u.uen = u.uenmax;
                        g.context.botl = TRUE;
                        if (u.uen == u.uenmax)
                            interrupt_multi("You feel full of energy.");
                    }

                    if (!u.uinvulnerable) {
                        if (Teleportation && !rn2(85)) {
                            xchar old_ux = u.ux, old_uy = u.uy;

                            tele();
                            if (u.ux != old_ux || u.uy != old_uy) {
                                if (!next_to_u()) {
                                    check_leash(old_ux, old_uy);
                                }
                                /* clear doagain keystrokes */
                                pushch(0);
                                savech(0);
                            }
                        }
                        /* delayed change may not be valid anymore */
                        if ((change == 1 && !Polymorph)
                            || (change == 2 && u.ulycn == NON_PM))
                            change = 0;
                        if (Polymorph && !rn2(100))
                            change = 1;
                        else if (u.ulycn >= LOW_PM && !Upolyd
                                 && !rn2(80 - (20 * night())))
                            change = 2;
                        if (change && !Unchanging) {
                            if (g.multi >= 0) {
                                stop_occupation();
                                if (change == 1)
                                    polyself(0);
                                else
                                    you_were();
                                change = 0;
                            }
                        }
                    }

                    if (Searching && g.multi >= 0)
                        (void) dosearch0(1);
                    if (Warning)
                        warnreveal();
                    mkot_trap_warn();
                    dosounds();
                    do_storms();
                    gethungry();
                    age_spells();
                    exerchk();
                    invault();
                    if (u.uhave.amulet)
                        amulet();
                    if (!rn2(40 + (int) (ACURR(A_DEX) * 3)))
                        u_wipe_engr(rnd(3));
                    if (u.uevent.udemigod && !u.uinvulnerable) {
                        if (u.udg_cnt)
                            u.udg_cnt--;
                        if (!u.udg_cnt) {
                            intervene();
                            u.udg_cnt = rn1(200, 50);
                        }
                    }
                    restore_attrib();
/* XXX This should be recoded to use something like regions - a list of
 * things that are active and need to be handled that is dynamically
 * maintained and not a list of special cases. */
                    /* underwater and waterlevel vision are done here */
                    if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
                        movebubbles();
                    else if (Is_firelevel(&u.uz))
                        fumaroles();
                    else if (Underwater)
                        under_water(0);
                    /* vision while buried done here */
                    else if (u.uburied)
                        under_ground(0);

                    /* when immobile, count is in turns */
                    if (g.multi < 0) {
                        if (++g.multi == 0) { /* finished yet? */
                            unmul((char *) 0);
                            /* if unmul caused a level change, take it now */
                            if (u.utotype)
                                deferred_goto();
                        }
                    }
                }
            } while (g.youmonst.movement < NORMAL_SPEED); /* hero can't move */

            /******************************************/
            /* once-per-hero-took-time things go here */
            /******************************************/

#ifdef STATUS_HILITES
            if (iflags.hilite_delta)
                status_eval_next_unhilite();
#endif
            if (g.context.bypasses)
                clear_bypasses();
            if (g.moves >= g.context.seer_turn) {
                if ((u.uhave.amulet || Clairvoyant) && !In_endgame(&u.uz)
                    && !BClairvoyant)
                    do_vicinity_map((struct obj *) 0);
                /* we maintain this counter even when clairvoyance isn't
                   taking place; on average, go again 30 turns from now */
                g.context.seer_turn = g.moves + (long) rn1(31, 15); /*15..45*/
                /* [it used to be that on every 15th turn, there was a 50%
                   chance of farsight, so it could happen as often as every
                   15 turns or theoretically never happen at all; but when
                   a fast hero got multiple moves on that 15th turn, it
                   could actually happen more than once on the same turn!] */
            }
            /* [fast hero who gets multiple moves per turn ends up sinking
               multiple times per turn; is that what we really want?] */
            if (u.utrap && u.utraptype == TT_LAVA)
                sink_into_lava();
            /* when/if hero escapes from lava, he can't just stay there */
            else if (!u.umoved)
                (void) pooleffects(FALSE);

        } /* actual time passed */

        /****************************************/
        /* once-per-player-input things go here */
        /****************************************/

        clear_splitobjs();
        find_ac();
        if (!g.context.mv || Blind) {
            /* redo monsters if hallu or wearing a helm of telepathy */
            if (Hallucination) { /* update screen randomly */
                see_monsters();
                see_objects();
                see_traps();
                if (u.uswallow)
                    swallowed(0);
            } else if (Unblind_telepat) {
                see_monsters();
            } else if (Warning || Warn_of_mon)
                see_monsters();

            if (g.vision_full_recalc)
                vision_recalc(0); /* vision! */
        }
        if (g.context.botl || g.context.botlx) {
            bot();
            curs_on_u();
        } else if (iflags.time_botl) {
            timebot();
            curs_on_u();
        }

        g.context.move = 1;

        if (g.multi >= 0 && g.occupation) {
#if defined(MICRO) || defined(WIN32)
            abort_lev = 0;
            if (kbhit()) {
                if ((ch = pgetchar()) == ABORT)
                    abort_lev++;
                else
                    pushch(ch);
            }
            if (!abort_lev && (*g.occupation)() == 0)
#else
            if ((*g.occupation)() == 0)
#endif
                g.occupation = 0;
            if (
#if defined(MICRO) || defined(WIN32)
                abort_lev ||
#endif
                monster_nearby()) {
                stop_occupation();
                reset_eat();
            }
#if defined(MICRO) || defined(WIN32)
            if (!(++g.occtime % 7))
                display_nhwindow(WIN_MAP, FALSE);
#endif
            continue;
        }

        if (iflags.sanity_check || iflags.debug_fuzzer)
            sanity_check();

#ifdef CLIPPING
        /* just before rhack */
        cliparound(u.ux, u.uy);
#endif

        u.umoved = FALSE;

        if (g.multi > 0) {
            lookaround();
            if (!g.multi) {
                /* lookaround may clear multi */
                g.context.move = 0;
                if (flags.time)
                    g.context.botl = TRUE;
                continue;
            }
            if (g.context.mv) {
                if (g.multi < COLNO && !--g.multi)
                    g.context.travel = g.context.travel1 = g.context.mv =
                        g.context.run = 0;
                domove();
            } else {
                --g.multi;
                rhack(g.save_cm);
            }
        } else if (g.multi == 0) {
#ifdef MAIL
            ckmailstatus();
#endif
            rhack((char *) 0);
        }
        if (u.utotype)       /* change dungeon level */
            deferred_goto(); /* after rhack() */
        /* !g.context.move here: multiple movement command stopped */
        else if (flags.time && (!g.context.move || !g.context.mv))
            g.context.botl = TRUE;

        if (g.vision_full_recalc)
            vision_recalc(0); /* vision! */
        /* when running in non-tport mode, this gets done through domove() */
        if ((!g.context.run || flags.runmode == RUN_TPORT)
            && (g.multi && (!g.context.travel ? !(g.multi % 7)
                                              : !(g.moves % 7L)))) {
            if (flags.time && g.context.run)
                g.context.botl = TRUE;
            /* [should this be flush_screen() instead?] */
            display_nhwindow(WIN_MAP, FALSE);
        }
    }
}

/* maybe recover some lost health (or lose some when an eel out of water) */
static void
regen_hp(wtcap)
int wtcap;
{
    int heal = 0;
    boolean reached_full = FALSE,
            encumbrance_ok = (wtcap < MOD_ENCUMBER || !u.umoved);

    if (Upolyd) {
        if (u.mh < 1) { /* shouldn't happen... */
            rehumanize();
        } else if (g.youmonst.data->mlet == S_EEL
                   && !is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
            /* eel out of water loses hp, similar to monster eels;
               as hp gets lower, rate of further loss slows down */
            if (u.mh > 1 && !Regeneration && rn2(u.mh) > rn2(8)
                && (!Half_physical_damage || !(g.moves % 2L)))
                heal = -1;
        } else if (u.mh < u.mhmax) {
            if (Regeneration || (encumbrance_ok && !(g.moves % 20L)))
                heal = 1;
        }
        if (heal) {
            g.context.botl = TRUE;
            u.mh += heal;
            reached_full = (u.mh == u.mhmax);
        }

    /* !Upolyd */
    } else {
        /* [when this code was in-line within moveloop(), there was
           no !Upolyd check here, so poly'd hero recovered lost u.uhp
           once u.mh reached u.mhmax; that may have been convenient
           for the player, but it didn't make sense for gameplay...] */
        if (u.uhp < u.uhpmax && (encumbrance_ok || Regeneration)) {
            if (u.ulevel > 9) {
                if (!(g.moves % 3L)) {
                    int Con = (int) ACURR(A_CON);

                    if (Con <= 12) {
                        heal = 1;
                    } else {
                        heal = rnd(Con);
                        if (heal > u.ulevel - 9)
                            heal = u.ulevel - 9;
                    }
                }
            } else { /* u.ulevel <= 9 */
                if (!(g.moves % (long) ((MAXULEV + 12) / (u.ulevel + 2) + 1)))
                    heal = 1;
            }
            if (Regeneration && !heal)
                heal = 1;

            if (heal) {
                g.context.botl = TRUE;
                u.uhp += heal;
                if (u.uhp > u.uhpmax)
                    u.uhp = u.uhpmax;
                /* stop voluntary multi-turn activity if now fully healed */
                reached_full = (u.uhp == u.uhpmax);
            }
        }
    }

    if (reached_full)
        interrupt_multi("You are in full health.");
}

void
stop_occupation()
{
    if (g.occupation) {
        if (!maybe_finished_meal(TRUE))
            You("stop %s.", g.occtxt);
        g.occupation = 0;
        g.context.botl = TRUE; /* in case u.uhs changed */
        nomul(0);
        pushch(0);
    } else if (g.multi >= 0) {
        nomul(0);
    }
}

void
display_gamewindows()
{
    WIN_MESSAGE = create_nhwindow(NHW_MESSAGE);
    if (VIA_WINDOWPORT()) {
        status_initialize(0);
    } else {
        WIN_STATUS = create_nhwindow(NHW_STATUS);
    }
    WIN_MAP = create_nhwindow(NHW_MAP);
    WIN_INVEN = create_nhwindow(NHW_MENU);
    /* in case of early quit where WIN_INVEN could be destroyed before
       ever having been used, use it here to pacify the Qt interface */
    start_menu(WIN_INVEN), end_menu(WIN_INVEN, (char *) 0);

#ifdef MAC
    /* This _is_ the right place for this - maybe we will
     * have to split display_gamewindows into create_gamewindows
     * and show_gamewindows to get rid of this ifdef...
     */
    if (!strcmp(windowprocs.name, "mac"))
        SanePositions();
#endif

    /*
     * The mac port is not DEPENDENT on the order of these
     * displays, but it looks a lot better this way...
     */
#ifndef STATUS_HILITES
    display_nhwindow(WIN_STATUS, FALSE);
#endif
    display_nhwindow(WIN_MESSAGE, FALSE);
    clear_glyph_buffer();
    display_nhwindow(WIN_MAP, FALSE);
}

void
newgame()
{
    int i;

#ifdef MFLOPPY
    gameDiskPrompt();
#endif

    g.context.botlx = TRUE;
    g.context.ident = 1;
    g.context.stethoscope_move = -1L;
    g.context.warnlevel = 1;
    g.context.next_attrib_check = 600L; /* arbitrary first setting */
    g.context.tribute.enabled = TRUE;   /* turn on 3.6 tributes    */
    g.context.tribute.tributesz = sizeof(struct tribute_info);

    for (i = LOW_PM; i < NUMMONS; i++)
        g.mvitals[i].mvflags = mons[i].geno & G_NOCORPSE;

    init_objects(); /* must be before u_init() */

    flags.pantheon = -1; /* role_init() will reset this */
    role_init();         /* must be before init_dungeons(), u_init(),
                          * and init_artifacts() */

    init_dungeons();  /* must be before u_init() to avoid rndmonst()
                       * creating odd monsters for any tins and eggs
                       * in hero's initial inventory */
    init_artifacts(); /* before u_init() in case $WIZKIT specifies
                       * any artifacts */
    u_init();

#ifndef NO_SIGNAL
    (void) signal(SIGINT, (SIG_RET_TYPE) done1);
#endif
#ifdef NEWS
    if (iflags.news)
        display_file(NEWS, FALSE);
#endif
    /* quest_init();  --  Now part of role_init() */

    mklev();
    u_on_upstairs();
    if (wizard)
        obj_delivery(FALSE); /* finish wizkit */
    vision_reset();          /* set up internals for level (after mklev) */
    check_special_room(FALSE);

    if (MON_AT(u.ux, u.uy))
        mnexto(m_at(u.ux, u.uy));
    (void) makedog();
    docrt();

    if (flags.legacy) {
        flush_screen(1);
        com_pager("legacy");
    }

    urealtime.realtime = 0L;
    urealtime.start_timing = getnow();
#ifdef INSURANCE
    save_currentstate();
#endif
    g.program_state.something_worth_saving++; /* useful data now exists */

    /* Success! */
    welcome(TRUE);
    return;
}

/* show "welcome [back] to nethack" message at program startup */
void
welcome(new_game)
boolean new_game; /* false => restoring an old game */
{
    char buf[BUFSZ];
    boolean currentgend = Upolyd ? u.mfemale : flags.female;

    /* skip "welcome back" if restoring a doomed character */
    if (!new_game && Upolyd && ugenocided()) {
        /* death via self-genocide is pending */
        pline("You're back, but you still feel %s inside.", udeadinside());
        return;
    }

    /*
     * The "welcome back" message always describes your innate form
     * even when polymorphed or wearing a helm of opposite alignment.
     * Alignment is shown unconditionally for new games; for restores
     * it's only shown if it has changed from its original value.
     * Sex is shown for new games except when it is redundant; for
     * restores it's only shown if different from its original value.
     */
    *buf = '\0';
    if (new_game || u.ualignbase[A_ORIGINAL] != u.ualignbase[A_CURRENT])
        Sprintf(eos(buf), " %s", align_str(u.ualignbase[A_ORIGINAL]));
    if (!g.urole.name.f
        && (new_game
                ? (g.urole.allow & ROLE_GENDMASK) == (ROLE_MALE | ROLE_FEMALE)
                : currentgend != flags.initgend))
        Sprintf(eos(buf), " %s", genders[currentgend].adj);

    pline(new_game ? "%s %s, welcome to NetHack!  You are a%s %s %s."
                   : "%s %s, the%s %s %s, welcome back to NetHack!",
          Hello((struct monst *) 0), g.plname, buf, g.urace.adj,
          (currentgend && g.urole.name.f) ? g.urole.name.f : g.urole.name.m);
}

#ifdef POSITIONBAR
static void
do_positionbar()
{
    static char pbar[COLNO];
    char *p;

    p = pbar;
    /* up stairway */
    if (g.upstair.sx
        && (glyph_to_cmap(g.level.locations[g.upstair.sx][g.upstair.sy].glyph)
                == S_upstair
            || glyph_to_cmap(g.level.locations[g.upstair.sx][g.upstair.sy].glyph)
                   == S_upladder)) {
        *p++ = '<';
        *p++ = g.upstair.sx;
    }
    if (g.sstairs.sx
        && (glyph_to_cmap(g.level.locations[g.sstairs.sx][g.sstairs.sy].glyph)
                == S_upstair
            || glyph_to_cmap(g.level.locations[g.sstairs.sx][g.sstairs.sy].glyph)
                   == S_upladder)) {
        *p++ = '<';
        *p++ = g.sstairs.sx;
    }

    /* down stairway */
    if (g.dnstair.sx
        && (glyph_to_cmap(g.level.locations[g.dnstair.sx][g.dnstair.sy].glyph)
                == S_dnstair
            || glyph_to_cmap(g.level.locations[g.dnstair.sx][g.dnstair.sy].glyph)
                   == S_dnladder)) {
        *p++ = '>';
        *p++ = g.dnstair.sx;
    }
    if (g.sstairs.sx
        && (glyph_to_cmap(g.level.locations[g.sstairs.sx][g.sstairs.sy].glyph)
                == S_dnstair
            || glyph_to_cmap(g.level.locations[g.sstairs.sx][g.sstairs.sy].glyph)
                   == S_dnladder)) {
        *p++ = '>';
        *p++ = g.sstairs.sx;
    }

    /* hero location */
    if (u.ux) {
        *p++ = '@';
        *p++ = u.ux;
    }
    /* fence post */
    *p = 0;

    update_positionbar(pbar);
}
#endif

static void
interrupt_multi(msg)
const char *msg;
{
    if (g.multi > 0 && !g.context.travel && !g.context.run) {
        nomul(0);
        if (flags.verbose && msg)
            Norep("%s", msg);
    }
}

/*
 * Argument processing helpers - for xxmain() to share
 * and call.
 *
 * These should return TRUE if the argument matched,
 * whether the processing of the argument was
 * successful or not.
 *
 * Most of these do their thing, then after returning
 * to xxmain(), the code exits without starting a game.
 *
 */

static const struct early_opt earlyopts[] = {
    {ARG_DEBUG, "debug", 5, TRUE},
    {ARG_VERSION, "version", 4, TRUE},
    {ARG_SHOWPATHS, "showpaths", 9, FALSE},
#ifdef WIN32
    {ARG_WINDOWS, "windows", 4, TRUE},
#endif
};

#ifdef WIN32
extern int FDECL(windows_early_options, (const char *));
#endif

/*
 * Returns:
 *    0 = no match
 *    1 = found and skip past this argument
 *    2 = found and trigger immediate exit
 */

int
argcheck(argc, argv, e_arg)
int argc;
char *argv[];
enum earlyarg e_arg;
{
    int i, idx;
    boolean match = FALSE;
    char *userea = (char *)0;
    const char *dashdash = "";

    for (idx = 0; idx < SIZE(earlyopts); idx++) {
        if (earlyopts[idx].e == e_arg)
            break;
    }
    if ((idx >= SIZE(earlyopts)) || (argc <= 1))
            return FALSE;

    for (i = 0; i < argc; ++i) {
        if (argv[i][0] != '-')
            continue;
        if (argv[i][1] == '-') {
            userea = &argv[i][2];
            dashdash = "-";
        } else {
            userea = &argv[i][1];
        }
        match = match_optname(userea, earlyopts[idx].name,
                              earlyopts[idx].minlength,
                              earlyopts[idx].valallowed);
        if (match) break;
    }

    if (match) {
        const char *extended_opt = index(userea, ':');

        if (!extended_opt)
            extended_opt = index(userea, '=');
        switch(e_arg) {
        case ARG_DEBUG:
            if (extended_opt) {
                extended_opt++;
                debug_fields(extended_opt);
            }
            return 1;
        case ARG_VERSION: {
            boolean insert_into_pastebuf = FALSE;

            if (extended_opt) {
                extended_opt++;
                if (match_optname(extended_opt, "paste", 5, FALSE)) {
                    insert_into_pastebuf = TRUE;
                } else {
                    raw_printf(
                   "-%sversion can only be extended with -%sversion:paste.\n",
                               dashdash, dashdash);
                    return TRUE;
                }
            }
            early_version_info(insert_into_pastebuf);
            return 2;
        }
        case ARG_SHOWPATHS: {
            return 2;
        }
#ifdef WIN32
        case ARG_WINDOWS: {
            if (extended_opt) {
                extended_opt++;
                return windows_early_options(extended_opt);
            }
        }
#endif
        default:
            break;
        }
    };
    return FALSE;
}

/*
 * These are internal controls to aid developers with
 * testing and debugging particular aspects of the code.
 * They are not player options and the only place they
 * are documented is right here. No gameplay is altered.
 *
 * test             - test whether this parser is working
 * ttystatus        - TTY:
 * immediateflips   - WIN32: turn off display performance
 *                    optimization so that display output
 *                    can be debugged without buffering.
 */
static void
debug_fields(opts)
const char *opts;
{
    char *op;
    boolean negated = FALSE;

    while ((op = index(opts, ',')) != 0) {
        *op++ = 0;
        /* recurse */
        debug_fields(op);
    }
    if (strlen(opts) > BUFSZ / 2)
        return;


    /* strip leading and trailing white space */
    while (isspace((uchar) *opts))
        opts++;
    op = eos((char *) opts);
    while (--op >= opts && isspace((uchar) *op))
        *op = '\0';

    if (!*opts) {
        /* empty */
        return;
    }
    while ((*opts == '!') || !strncmpi(opts, "no", 2)) {
        if (*opts == '!')
            opts++;
        else
            opts += 2;
        negated = !negated;
    }
    if (match_optname(opts, "test", 4, FALSE))
        iflags.debug.test = negated ? FALSE : TRUE;
#ifdef TTY_GRAPHICS
    if (match_optname(opts, "ttystatus", 9, FALSE))
        iflags.debug.ttystatus = negated ? FALSE : TRUE;
#endif
#ifdef WIN32
    if (match_optname(opts, "immediateflips", 14, FALSE))
        iflags.debug.immediateflips = negated ? FALSE : TRUE;
#endif
    return;
}
/*allmain.c*/
