Example #1
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
         */
        public static void close_game()
        {
            /* Handle stuff */
            Misc.p_ptr.handle_stuff();

            /* Flush the messages */
            Utilities.message_flush();

            /* Flush the input */
            Utilities.flush();


            /* No suspending now */
            Signals.ignore_tstp();


            /* Hack -- Increase "icky" depth */
            Misc.character_icky++;


            /* Handle death */
            if (Misc.p_ptr.is_dead)
            {
                Death.screen();
            }

            /* Still alive */
            else
            {
                /* Save the game */
                save_game();

                if (Term.instance.mapped_flag)
                {
                    keypress ch;

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


            /* Hack -- Decrease "icky" depth */
            Misc.character_icky--;


            /* Allow suspending now */
            Signals.handle_tstp();
        }
Example #2
0
        /*
         * Save the game
         */
        public static void save_game()
        {
            /* Disturb the player */
            Cave.disturb(Misc.p_ptr, 1, 0);

            /* Clear messages */
            Utilities.message_flush();

            /* Handle stuff */
            Misc.p_ptr.handle_stuff();

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

            /* Refresh */
            Term.fresh();

            /* The player is not dead */
            Misc.p_ptr.died_from = "(saved)";

            /* Forbid suspend */
            Signals.ignore_tstp();

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

            /* Allow suspend again */
            Signals.handle_tstp();

            /* Refresh */
            Term.fresh();

            /* Note that the player is not dead */
            Misc.p_ptr.died_from = "(alive and well)";
        }