void rungame(void) { int ret, role = initrole, race = initrace, gend = initgend, align = initalign; int fd = -1; char plname[BUFSZ]; fnchar filename[1024]; fnchar savedir[BUFSZ]; long t; if (!get_gamedir(SAVE_DIR, savedir)) { curses_raw_print("Could not find where to put the logfile for a new game."); return; } if (!player_selection(&role, &race, &gend, &align, random_player)) return; strncpy(plname, settings.plname, PL_NSIZ); /* The player name is set to "wizard" (again) in nh_start_game, so setting * it here just prevents wizmode player from being asked for a name. */ if (ui_flags.playmode == MODE_WIZARD) strcpy(plname, "wizard"); while (!plname[0]) curses_getline("what is your name?", plname); if (plname[0] == '\033') /* canceled */ return; t = (long)time(NULL); #if defined(WIN32) snwprintf(filename, 1024, L"%ls%ld_%hs.nhgame", savedir, t, plname); #else snprintf(filename, 1024, "%s%ld_%s.nhgame", savedir, t, plname); #endif fd = sys_open(filename, O_TRUNC | O_CREAT | O_RDWR, FILE_OPEN_MASK); if (fd == -1) { curses_raw_print("Could not create the logfile."); return; } create_game_windows(); if (!nh_start_game(fd, plname, role, race, gend, align, ui_flags.playmode)) { destroy_game_windows(); close(fd); return; } load_keymap(); /* need to load the keymap after the game has been started */ ret = commandloop(); free_keymap(); close(fd); destroy_game_windows(); cleanup_messages(); game_ended(ret, filename); }
/************************************* * eif_away * * The main routine. */ void eif_away() { /* Stuff for the readline. */ (void) rl_unbind_key(17); /* Ctrl-Q */ (void) rl_unbind_key(19); /* Ctrl-S */ /* initialize signal handling */ (void) signal(SIGQUIT, eif_sigdebug); /* Debugging */ (void) signal(SIGALRM, SIG_IGN); (void) signal(SIGPIPE, eif_pipe); (void) signal(SIGINT, eif_interrupt); /* We want ^C to abort system calls. */ /* siginterrupt(SIGINT, 1); */ prt("\nWelcome to EIF\n"); prt("Empire Interface Version " VERSION "\n\n"); /* * The problem with this is that the file is not actually executed * here. It is executed in the commandloop(). This just sets it up * for input as an exec file. */ if (cntl.st.readstartup) { cmd_exec(cntl.st.startupf, 2); } /* Only allow up to 100 commands in history */ stifle_history(100); /* Install readline event hook */ rl_event_hook = (Function *)event_hook; while (1) commandloop(); }
nh_bool loadgame(void) { char buf[BUFSZ]; fnchar savedir[BUFSZ], filename[1024], **files; struct nh_menuitem *items; int size, icount, fd, i, n, ret, pick[1]; enum nh_log_status status; struct nh_game_info gi; if (!get_gamedir(SAVE_DIR, savedir)) { curses_raw_print("Could not find or create the save directory."); return FALSE; } files = list_gamefiles(savedir, &size); if (!size) { curses_msgwin("No saved games found."); return FALSE; } icount = 0; items = malloc(size * sizeof(struct nh_menuitem)); for (i = 0; i < size; i++) { fd = sys_open(files[i], O_RDWR, FILE_OPEN_MASK); status = nh_get_savegame_status(fd, &gi); close(fd); describe_game(buf, status, &gi); add_menu_item(items, size, icount, (status == LS_IN_PROGRESS) ? 0 : icount + 1, buf, 0, FALSE); } n = curses_display_menu(items, icount, "saved games", PICK_ONE, pick); free(items); filename[0] = '\0'; if (n > 0) fnncat(filename, files[pick[0]-1], sizeof(filename)/sizeof(fnchar)-1); for (i = 0; i < icount; i++) free(files[i]); free(files); if (n <= 0) return FALSE; fd = sys_open(filename, O_RDWR, FILE_OPEN_MASK); create_game_windows(); if (nh_restore_game(fd, NULL, FALSE) != GAME_RESTORED) { destroy_game_windows(); close(fd); if (curses_yn_function("Failed to load the save. Do you wish to delete the file?", "yn", 'n') == 'y') unlink(filename); return FALSE; } load_keymap(); /* need to load the keymap after the game has been started */ ret = commandloop(); free_keymap(); close(fd); destroy_game_windows(); cleanup_messages(); game_ended(ret, filename); return TRUE; }