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/*
* File: files.h
* Summary: Functions used to save and load levels/games.
* Written by: Linley Henzell and Alexey Guzeev
*
* Modified for Crawl Reference by $Author$ on $Date$
*
* Change History (most recent first):
*
* <1> -/--/-- LRH Created
*/
#ifndef FILES_H
#define FILES_H
#include "externs.h"
#include "FixAry.h"
#include <stdio.h>
#include <string>
#include <vector>
enum load_mode_type
{
LOAD_START_GAME, // game has just begun
LOAD_RESTART_GAME, // loaded savefile
LOAD_ENTER_LEVEL, // entered a level for the first time
LOAD_VISITOR // Visitor pattern to see all levels
};
// referenced in files - newgame - ouch - overmap:
#define MAX_LEVELS 50
// referenced in files - newgame - ouch:
extern FixedArray<bool, MAX_LEVELS, NUM_BRANCHES> tmp_file_pairs;
std::string datafile_path(std::string basename,
bool croak_on_fail = true,
bool test_base_path = false);
std::string get_parent_directory(const std::string &filename);
std::string get_base_filename(const std::string &filename);
bool check_dir(const std::string &what, std::string &dir, bool silent = false);
bool travel_load_map( branch_type branch, int absdepth );
std::vector<player_save_info> find_saved_characters();
std::string get_savedir();
std::string get_savedir_filename(const std::string &pre,
const std::string &suf,
const std::string &ext,
bool suppress_uid = false);
std::string get_savedir_path(const std::string &shortpath);
std::string get_prefs_filename();
std::string change_file_extension(const std::string &file,
const std::string &ext);
time_t file_modtime(const std::string &file);
bool is_newer(const std::string &a, const std::string &b);
void check_newer(const std::string &target,
const std::string &dependency,
void (*action)());
bool load( dungeon_feature_type stair_taken, load_mode_type load_mode,
level_area_type old_level_type, char old_level,
branch_type where_were_you2 );
// last updated 12may2000 {dlb}
/* ***********************************************************************
* called from: acr - misc
* *********************************************************************** */
void save_game(bool leave_game, const char *bye = NULL);
// Save game without exiting (used when changing levels).
void save_game_state();
// last updated 12may2000 {dlb}
/* ***********************************************************************
* called from: acr
* *********************************************************************** */
void restore_game(void);
bool apply_to_all_dungeons(bool (*applicator)());
// last updated 12may2000 {dlb}
/* ***********************************************************************
* called from: ouch
* *********************************************************************** */
void save_ghost( bool force = false );
// last updated 12may2000 {dlb}
/* ***********************************************************************
* called from: files hiscores
* *********************************************************************** */
std::string make_filename( const char *prefix, int level, branch_type branch,
level_area_type lt, bool isGhost );
FILE *lk_open(const char *mode, const std::string &file);
void lk_close(FILE *handle, const char *mode, const std::string &file);
// file locking stuff
#ifdef USE_FILE_LOCKING
bool lock_file_handle( FILE *handle, int type );
bool unlock_file_handle( FILE *handle );
#endif // USE_FILE_LOCKING
#ifdef SHARED_FILES_CHMOD_PRIVATE
#define DO_CHMOD_PRIVATE(x) chmod( (x), SHARED_FILES_CHMOD_PRIVATE )
#else
#define DO_CHMOD_PRIVATE(x) // empty command
#endif
class file_lock
{
public:
file_lock(const std::string &filename, const char *mode,
bool die_on_fail = true);
~file_lock();
private:
FILE *handle;
const char *mode;
std::string filename;
};
#endif
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