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/**
* @file
* @brief Simple reading of init file.
**/
#ifndef INITFILE_H
#define INITFILE_H
#include <string>
#include <cstdio>
#include "enum.h"
#include "itemprop-enum.h"
#include "unicode.h"
int str_to_summon_type(const string &str);
string gametype_to_str(game_type type);
string read_init_file(bool runscript = false);
struct newgame_def;
newgame_def read_startup_prefs();
void read_options(const string &s, bool runscript = false,
bool clear_aliases = false);
void get_system_environment();
class depth_ranges;
struct system_environment
{
public:
string crawl_name;
string crawl_rc;
string crawl_dir;
vector<string> rcdirs; // Directories to search for includes.
string morgue_dir;
string macro_dir;
string crawl_base; // Directory from argv[0], may be used to
// locate datafiles.
string crawl_exe; // File from argv[0].
string home;
#ifdef DGL_SIMPLE_MESSAGING
string messagefile; // File containing messages from other users.
bool have_messages; // There are messages waiting to be read.
unsigned message_check_tick;
#endif
string scorefile;
vector<string> cmd_args;
int map_gen_iters;
unique_ptr<depth_ranges> map_gen_range;
vector<string> extra_opts_first;
vector<string> extra_opts_last;
public:
void add_rcdir(const string &dir);
};
extern system_environment SysEnv;
bool parse_args(int argc, char **argv, bool rc_only);
struct newgame_def;
void write_newgame_options_file(const newgame_def& prefs);
void save_player_name();
string channel_to_str(int ch);
int str_to_channel(const string &);
weapon_type str_to_weapon(const string &str);
class StringLineInput : public LineInput
{
public:
StringLineInput(const string &s) : str(s), pos(0) { }
bool eof()
{
return pos >= str.length();
}
string get_line()
{
if (eof())
return "";
string::size_type newl = str.find("\n", pos);
if (newl == string::npos)
newl = str.length();
string line = str.substr(pos, newl - pos);
pos = newl + 1;
return line;
}
private:
const string &str;
string::size_type pos;
};
#endif
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