boolean nh_exit_game(int exit_type) { boolean log_disabled = iflags.disable_log; if (!api_entry_checkpoint()) { /* not sure anything in here can actually call panic */ iflags.disable_log = log_disabled; return TRUE; /* terminate was called, so exit is successful */ } program_state.forced_exit = TRUE; /* clean up after viewing a game replay */ if (program_state.viewing) nh_view_replay_finish(); xmalloc_cleanup(); iflags.disable_log = TRUE; if (program_state.game_running) { switch (exit_type) { case EXIT_REQUEST_SAVE: dosave(); /* will ask "really save?" and, if 'y', eventually call terminate. */ break; case EXIT_FORCE_SAVE: dosave0(TRUE); terminate(); break; case EXIT_REQUEST_QUIT: done2(); break; case EXIT_FORCE_QUIT: done(QUIT); break; /* not reached */ case EXIT_PANIC: /* freeing things should be safe */ freedynamicdata(); dlb_cleanup(); panic("UI problem."); break; } iflags.disable_log = log_disabled; api_exit(); return FALSE; } iflags.disable_log = log_disabled; /* calling terminate() will get us out of nested contexts safely, eg: * UI_cmdloop -> nh_command -> UI_update_screen (problem happens here) -> nh_exit_game * will jump all the way back to UI_cmdloop */ terminate(); api_exit(); /* not reached */ return TRUE; }
struct nh_topten_entry * nh_get_topten(int *out_len, char *statusbuf, const char * volatile player, int top, int around, boolean own) { struct toptenentry *ttlist, newtt; struct nh_topten_entry *score_list; boolean game_inited = (wiz1_level.dlevel != 0); boolean game_complete = game_inited && moves && program_state.gameover; int rank = -1; /* index of the completed game in the topten list */ int fd, i, j, sel_count; boolean *selected, off_list = FALSE; statusbuf[0] = '\0'; *out_len = 0; if (!api_entry_checkpoint()) return NULL; if (!game_inited) { /* If nh_get_topten() isn't called after a game, we never went through initialization. */ dlb_init(); init_dungeons(); } if (!player) { if (game_complete) player = plname; else player = ""; } fd = open_datafile(RECORD, O_RDONLY, SCOREPREFIX); ttlist = read_topten(fd, TTLISTLEN); close(fd); if (!ttlist) { strcpy(statusbuf, "Cannot open record file!"); api_exit(); return NULL; } /* find the rank of a completed game in the score list */ if (game_complete && !strcmp(player, plname)) { fill_topten_entry(&newtt, end_how); /* find this entry in the list */ for (i = 0; i < TTLISTLEN && validentry(ttlist[i]); i++) if (!memcmp(&ttlist[i], &newtt, sizeof (struct toptenentry))) rank = i; if (wizard || discover) sprintf(statusbuf, "Since you were in %s mode, your game was not " "added to the score list.", wizard ? "wizard" : "discover"); else if (rank >= 0 && rank < 10) sprintf(statusbuf, "You made the top ten list!"); else if (rank) sprintf(statusbuf, "You reached the %d%s place on the score list.", rank + 1, ordin(rank + 1)); } /* select scores for display */ sel_count = 0; selected = calloc(TTLISTLEN, sizeof (boolean)); for (i = 0; i < TTLISTLEN && validentry(ttlist[i]); i++) { if (top == -1 || i < top) selected[i] = TRUE; if (own && !strcmp(player, ttlist[i].name)) selected[i] = TRUE; if (rank != -1 && rank - around <= i && i <= rank + around) selected[i] = TRUE; if (selected[i]) sel_count++; } if (game_complete && sel_count == 0) { /* didn't make it onto the list and nothing else is selected */ ttlist[0] = newtt; selected[0] = TRUE; sel_count++; off_list = TRUE; } score_list = xmalloc(sel_count * sizeof (struct nh_topten_entry)); memset(score_list, 0, sel_count * sizeof (struct nh_topten_entry)); *out_len = sel_count; j = 0; for (i = 0; i < TTLISTLEN && validentry(ttlist[i]); i++) { if (selected[i]) fill_nh_score_entry(&ttlist[i], &score_list[j++], i + 1, i == rank); } if (off_list) { score_list[0].rank = -1; score_list[0].highlight = TRUE; } if (!game_inited) { free_dungeon(); dlb_cleanup(); } free(selected); free(ttlist); api_exit(); return score_list; }