Ejemplo n.º 1
0
int test_newgame(void *state) {

	/* Try making a new game */

	cmdq_push(CMD_BIRTH_INIT);
	cmdq_push(CMD_BIRTH_RESET);
	cmdq_push(CMD_CHOOSE_RACE);
	cmd_set_arg_choice(cmdq_peek(), "choice", 0);

	cmdq_push(CMD_CHOOSE_CLASS);
	cmd_set_arg_choice(cmdq_peek(), "choice", 0);

	cmdq_push(CMD_ROLL_STATS);
	cmdq_push(CMD_NAME_CHOICE);
	cmd_set_arg_string(cmdq_peek(), "name", "Tester");

	cmdq_push(CMD_ACCEPT_CHARACTER);
	cmdq_execute(CMD_BIRTH);

	eq(player->is_dead, FALSE);
	cave_generate(&cave, player);
	on_new_level();
	noteq(cave, NULL);
	eq(player->chp, player->mhp);
	eq(player->food, PY_FOOD_FULL - 1);

	/* Should be all set up to save properly now */
	eq(savefile_save("Test1"), TRUE);

	/* Make sure it saved properly */
	eq(file_exists("Test1"), TRUE);

	ok;
}
Ejemplo n.º 2
0
/*
 * Handle abrupt death of the visual system
 *
 * This routine is called only in very rare situations, and only
 * by certain visual systems, when they experience fatal errors.
 *
 * XXX XXX Hack -- clear the death flag when creating a HANGUP
 * save file so that player can see tombstone when restart.
 */
void exit_game_panic(void)
{
	/* If nothing important has happened, just quit */
	if (!character_generated || character_saved) quit("panic");

	/* Mega-Hack -- see "msg_print()" */
	msg_flag = FALSE;

	/* Clear the top line */
	prt("", 0, 0);

	/* Hack -- turn off some things */
	disturb(1, 0);

	/* Hack -- Delay death XXX XXX XXX */
	if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;

	/* Hardcode panic save */
	p_ptr->panic_save = 1;

	/* Forbid suspend */
	signals_ignore_tstp();

	/* Indicate panic save */
	my_strcpy(p_ptr->died_from, "(panic save)", sizeof(p_ptr->died_from));

	/* Panic save, or get worried */
	if (!savefile_save(savefile))
		quit("panic save failed!");


	/* Successful panic save */
	quit("panic save succeeded!");
}
Ejemplo n.º 3
0
/*
 * Handle character death
 */
void death_screen(void)
{
	bool done = FALSE;
	const region area = { 51, 2, 0, N_ELEMENTS(death_actions) };

	/* Retire in the town in a good state */
	if (p_ptr->total_winner)
	{
		p_ptr->depth = 0;
		my_strcpy(p_ptr->died_from, "Ripe Old Age", sizeof(p_ptr->died_from));
		p_ptr->exp = p_ptr->max_exp;
		p_ptr->lev = p_ptr->max_lev;
		p_ptr->au += 10000000L;

		display_winner();
	}

	/* Get time of death */
	(void)time(&death_time);
	print_tomb();
	death_knowledge();
	enter_score(&death_time);

	/* Flush all input and output */
	flush();
	message_flush();

	/* Display and use the death menu */
	if (!death_menu)
	{
		death_menu = menu_new_action(death_actions,
				N_ELEMENTS(death_actions));

		death_menu->flags = MN_CASELESS_TAGS;
	}

	menu_layout(death_menu, &area);

	while (!done)
	{
		ui_event e = menu_select(death_menu, EVT_KBRD);
		if (e.type == EVT_KBRD)
		{
			if (e.key.code == KTRL('X')) break;
		}
		else if (e.type == EVT_SELECT)
		{
			done = get_check("Do you want to quit? ");
		}
	}

	/* Save dead player */
	if (!savefile_save(savefile))
	{
		msg("death save failed!");
		message_flush();
	}
}
Ejemplo n.º 4
0
/**
 * Close up the current game (player may or may not be dead)
 *
 * Note that the savefile is not saved until the tombstone is
 * actually displayed and the player has a chance to examine
 * the inventory and such.  This allows cheating if the game
 * is equipped with a "quit without save" method.  XXX XXX XXX
 */
void close_game(void)
{
	/* Tell the UI we're done with the game state */
	event_signal(EVENT_LEAVE_GAME);

	/* Handle stuff */
	handle_stuff(player->upkeep);

	/* Flush the messages */
	event_signal(EVENT_MESSAGE_FLUSH);

	/* Flush the input */
	event_signal(EVENT_INPUT_FLUSH);

	/* No suspending now */
	signals_ignore_tstp();

	/* Hack -- Increase "icky" depth */
	screen_save_depth++;

	/* Save monster memory to user directory */
	if (!lore_save("lore.txt")) {
		msg("lore save failed!");
		event_signal(EVENT_MESSAGE_FLUSH);
	}

	/* Handle death or life */
	if (player->is_dead) {
		death_knowledge();
		death_screen();

		/* Save dead player */
		if (!savefile_save(savefile)) {
			msg("death save failed!");
			event_signal(EVENT_MESSAGE_FLUSH);
		}
	} else {
		/* Save the game */
		save_game();

		if (Term->mapped_flag) {
			struct keypress ch;

			prt("Press Return (or Escape).", 0, 40);
			ch = inkey();
			if (ch.code != ESCAPE)
				predict_score();
		}
	}

	/* Hack -- Decrease "icky" depth */
	screen_save_depth--;

	/* Allow suspending now */
	signals_handle_tstp();
}
Ejemplo n.º 5
0
/**
 * Save the game
 */
void save_game(void)
{
	char name[80];
	char path[1024];

	/* Disturb the player */
	disturb(player, 1);

	/* Clear messages */
	event_signal(EVENT_MESSAGE_FLUSH);

	/* Handle stuff */
	handle_stuff(player);

	/* Message */
	prt("Saving game...", 0, 0);

	/* Refresh */
	Term_fresh();

	/* The player is not dead */
	my_strcpy(player->died_from, "(saved)", sizeof(player->died_from));

	/* Forbid suspend */
	signals_ignore_tstp();

	/* Save the player */
	if (savefile_save(savefile))
		prt("Saving game... done.", 0, 0);
	else
		prt("Saving game... failed!", 0, 0);

	/* Refresh */
	Term_fresh();

	/* Save the window prefs */
	strnfmt(name, sizeof(name), "%s.prf", player_safe_name(player, TRUE));
	path_build(path, sizeof(path), ANGBAND_DIR_USER, name);
	if (!prefs_save(path, option_dump, "Dump window settings"))
		prt("Failed to save subwindow preferences", 0, 0);

	/* Allow suspend again */
	signals_handle_tstp();

	/* Refresh */
	Term_fresh();

	/* Note that the player is not dead */
	my_strcpy(player->died_from, "(alive and well)", sizeof(player->died_from));
}
Ejemplo n.º 6
0
/*
 * Handle character death
 */
void death_screen(void)
{
	const region area = { 51, 2, 0, N_ELEMENTS(death_actions) };

	/* Retire in the town in a good state */
	if (p_ptr->total_winner)
	{
		p_ptr->depth = 0;
		my_strcpy(p_ptr->died_from, "Ripe Old Age", sizeof(p_ptr->died_from));
		p_ptr->exp = p_ptr->max_exp;
		p_ptr->lev = p_ptr->max_lev;
		p_ptr->au += 10000000L;

		display_winner();
	}

	/* Save dead player */
	if (!savefile_save(savefile))
	{
		msg("death save failed!");
		message_flush();
	}

	/* Get time of death */
	(void)time(&death_time);
	print_tomb();
	death_knowledge();
	enter_score(&death_time);

	/* Flush all input and output */
	flush();
	message_flush();



	if (!death_menu)
	{
		death_menu = menu_new_action(death_actions,
				N_ELEMENTS(death_actions));

		death_menu->flags = MN_CASELESS_TAGS;
	}

	menu_layout(death_menu, &area);

	do
	{
		menu_select(death_menu, 0);
	} while (!get_check("Do you want to quit? "));
}
Ejemplo n.º 7
0
/*
 * Handle signal -- abort, kill, etc
 */
static void handle_signal_abort(int sig)
{
	/* Disable handler */
	(void)(*signal_aux)(sig, SIG_IGN);


	/* Nothing to save, just quit */
	if (!character_generated || character_saved) quit(NULL);


	/* Clear the bottom line */
	Term_erase(0, 23, 255);

	/* Give a warning */
	Term_putstr(0, 23, -1, TERM_RED,
		    "A gruesome software bug LEAPS out at you!");

	/* Message */
	Term_putstr(45, 23, -1, TERM_RED, "Panic save...");

	/* Flush output */
	Term_fresh();

	/* Panic Save */
	p_ptr->panic_save = 1;

	/* Panic save */
	my_strcpy(p_ptr->died_from, "(panic save)", sizeof(p_ptr->died_from));

	/* Forbid suspend */
	signals_ignore_tstp();

	/* Attempt to save */
	if (savefile_save(savefile))
		Term_putstr(45, 23, -1, TERM_RED, "Panic save succeeded!");
	else
		Term_putstr(45, 23, -1, TERM_RED, "Panic save failed!");

	/* Flush output */
	Term_fresh();

	/* Quit */
	quit("software bug");
}
Ejemplo n.º 8
0
/*
 * Save the game
 */
void save_game(void)
{
	/* Disturb the player */
	disturb(p_ptr, 1, 0);

	/* Clear messages */
	message_flush();

	/* Handle stuff */
	handle_stuff(p_ptr);

	/* Message */
	prt("Saving game...", 0, 0);

	/* Refresh */
	Term_fresh();

	/* The player is not dead */
	my_strcpy(p_ptr->died_from, "(saved)", sizeof(p_ptr->died_from));

	/* Forbid suspend */
	signals_ignore_tstp();

	/* Save the player */
	if (savefile_save(savefile))
		prt("Saving game... done.", 0, 0);
	else
		prt("Saving game... failed!", 0, 0);

	/* Allow suspend again */
	signals_handle_tstp();

	/* Refresh */
	Term_fresh();

	/* Note that the player is not dead */
	my_strcpy(p_ptr->died_from, "(alive and well)", sizeof(p_ptr->died_from));
}