/* * 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!"); }
/** * 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(); }
/* * 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) { /* Handle stuff */ handle_stuff(p_ptr); /* Flush the messages */ message_flush(); /* Flush the input */ flush(); /* No suspending now */ signals_ignore_tstp(); /* Hack -- Increase "icky" depth */ character_icky++; /* Handle death */ if (p_ptr->is_dead) { death_screen(); } /* Still alive */ 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 */ character_icky--; /* Allow suspending now */ signals_handle_tstp(); }
/** * 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)); }
/* * 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 (old_save()) { Term_putstr(45, 23, -1, TERM_RED, "Panic save succeeded!"); } /* Save failed */ else { Term_putstr(45, 23, -1, TERM_RED, "Panic save failed!"); } /* Flush output */ Term_fresh(); /* Quit */ quit("software bug"); }
/* * Save the game */ void save_game(void) { /* Disturb the player */ disturb(1, 0); /* Clear messages */ message_flush(); /* Handle stuff */ handle_stuff(); /* 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 (old_save()) { prt("Saving game... done.", 0, 0); } /* Save failed (oops) */ 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)); }
// TODO: Hookify this void close_game(void) { char buf[1024]; /* Handle stuff */ handle_stuff(); /* Flush the messages */ message_flush(); /* Flush the input */ flush(); /* No suspending now */ signals_ignore_tstp(); #ifndef AVT_HOOKIFY_EXIT /* Hack -- Increase "icky" depth */ character_icky++; /* Build the filename */ path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw"); /* Grab permissions */ safe_setuid_grab(); /* Open the high score file, for reading/writing */ highscore_fd = fd_open(buf, O_RDWR); /* Drop permissions */ safe_setuid_drop(); /* Handle death */ if (p_ptr->is_dead) { /* Auxiliary routine */ close_game_aux(); } /* Still alive */ else { /* Save the game */ do_cmd_save_game(); /* Prompt for scores XXX XXX XXX */ prt("Press Return (or Escape).", 0, 40); /* Predict score (or ESCAPE) */ if (inkey() != ESCAPE) predict_score(); } /* Shut the high score file */ fd_close(highscore_fd); /* Forget the high score fd */ highscore_fd = -1; /* Hack -- Decrease "icky" depth */ character_icky--; #endif /* Allow suspending now */ signals_handle_tstp(); }