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/*
* File: startup.cc
* Summary: Collection of startup related functions and objects
* Written by:
*/
#include "AppHdr.h"
#include "arena.h"
#include "cio.h"
#include "command.h"
#include "ctest.h"
#include "database.h"
#include "dbg-maps.h"
#include "defines.h"
#include "dlua.h"
#include "dungeon.h"
#include "env.h"
#include "exclude.h"
#include "files.h"
#include "food.h"
#include "hints.h"
#include "initfile.h"
#include "itemname.h"
#include "items.h"
#include "jobs.h"
#include "lev-pand.h"
#include "macro.h"
#include "maps.h"
#include "menu.h"
#include "message.h"
#include "misc.h"
#include "mon-cast.h"
#include "mon-util.h"
#include "mutation.h"
#include "newgame.h"
#include "ng-init.h"
#include "ng-input.h"
#include "ng-setup.h"
#include "notes.h"
#include "options.h"
#include "output.h"
#include "skills2.h"
#include "spl-book.h"
#include "spl-util.h"
#include "stairs.h"
#include "startup.h"
#include "state.h"
#include "stuff.h"
#include "terrain.h"
#ifdef USE_TILE
#include "tileview.h"
#endif
#include "view.h"
#include "viewchar.h"
#ifdef USE_TILE
#include "tilereg-crt.h"
#endif
// Initialise a whole lot of stuff...
static void _initialize()
{
Options.fixup_options();
you.symbol = '@';
you.colour = LIGHTGREY;
if (Options.seed)
seed_rng(Options.seed);
else
seed_rng();
get_typeid_array().init(ID_UNKNOWN_TYPE);
init_char_table(Options.char_set);
init_show_table();
init_monster_symbols();
init_spell_descs(); // This needs to be way up top. {dlb}
init_zap_index();
init_mut_index();
init_mon_name_cache();
init_mons_spells();
// init_item_name_cache() needs to be redone after init_char_table()
// and init_show_table() have been called, so that the glyphs will
// be set to use with item_names_by_glyph_cache.
init_item_name_cache();
msg::initialise_mpr_streams();
// Init item array.
for (int i = 0; i < MAX_ITEMS; ++i)
init_item(i);
// Empty messaging string.
info[0] = 0;
for (int i = 0; i < MAX_MONSTERS; ++i)
menv[i].reset();
igrd.init(NON_ITEM);
mgrd.init(NON_MONSTER);
env.map_knowledge.init(map_cell());
env.pgrid.init(0);
you.unique_creatures.init(false);
you.unique_items.init(UNIQ_NOT_EXISTS);
// Set up the Lua interpreter for the dungeon builder.
init_dungeon_lua();
#ifdef USE_TILE
// Draw the splash screen before the database gets initialised as that
// may take awhile and it's better if the player can look at a pretty
// screen while this happens.
if (!crawl_state.map_stat_gen && !crawl_state.test
&& Options.tile_title_screen)
{
tiles.draw_title();
tiles.update_title_msg("Loading Databases...");
}
#endif
// Initialise internal databases.
databaseSystemInit();
#ifdef USE_TILE
if (Options.tile_title_screen)
tiles.update_title_msg("Loading Spells and Features...");
#endif
init_feat_desc_cache();
init_spell_name_cache();
init_spell_rarities();
#ifdef USE_TILE
if (Options.tile_title_screen)
tiles.update_title_msg("Loading maps...");
#endif
// Read special levels and vaults.
read_maps();
if (crawl_state.build_db)
end(0);
if (!crawl_state.io_inited)
cio_init();
// System initialisation stuff.
textbackground(0);
#ifdef USE_TILE
if (Options.tile_title_screen)
{
tiles.update_title_msg("Loading complete, press any key to start.");
tiles.hide_title();
}
#endif
clrscr();
#ifdef DEBUG_DIAGNOSTICS
if (crawl_state.map_stat_gen)
{
generate_map_stats();
end(0, false);
}
#endif
if (crawl_state.test)
{
#if defined(DEBUG_TESTS) && !defined(DEBUG)
#error "DEBUG must be defined if DEBUG_TESTS is defined"
#endif
#if defined(DEBUG_DIAGNOSTICS) || defined(DEBUG_TESTS)
#ifdef USE_TILE
init_player_doll();
#endif
crawl_state.show_more_prompt = false;
crawl_tests::run_tests(true);
// Superfluous, just to make it clear that this is the end of
// the line.
end(0, false);
#else
end(1, false, "Non-debug Crawl cannot run tests. "
"Please use a debug build (defined FULLDEBUG, DEBUG_DIAGNOSTIC "
"or DEBUG_TESTS)");
#endif
}
}
static void _post_init(bool newc)
{
// Fix the mutation definitions for the species we're playing.
fixup_mutations();
// Load macros
macro_init();
crawl_state.need_save = true;
calc_hp();
calc_mp();
food_change(true);
run_map_preludes();
if (newc && you.char_direction == GDT_GAME_START)
{
// Chaos Knights of Lugonu start out in the Abyss.
you.level_type = LEVEL_ABYSS;
you.entry_cause = EC_UNKNOWN;
}
// XXX: Any invalid level_id should do.
level_id old_level;
old_level.level_type = NUM_LEVEL_AREA_TYPES;
load(you.entering_level ? you.transit_stair : DNGN_STONE_STAIRS_DOWN_I,
you.entering_level ? LOAD_ENTER_LEVEL :
newc ? LOAD_START_GAME : LOAD_RESTART_GAME,
old_level);
if (newc && you.char_direction == GDT_GAME_START)
{
// Randomise colours properly for the Abyss.
init_pandemonium();
}
#ifdef DEBUG_DIAGNOSTICS
// Debug compiles display a lot of "hidden" information, so we auto-wiz.
you.wizard = true;
#endif
init_properties();
burden_change();
you.redraw_stats.init(true);
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_experience = true;
you.redraw_quiver = true;
you.wield_change = true;
// Start timer on session.
you.start_time = time(NULL);
#ifdef CLUA_BINDINGS
clua.runhook("chk_startgame", "b", newc);
std::string yname = you.your_name; // XXX: what's this for?
read_init_file(true);
Options.fixup_options();
you.your_name = yname;
// In case Lua changed the character set.
init_char_table(Options.char_set);
init_show_table();
init_monster_symbols();
#endif
#ifdef USE_TILE
// Override inventory weights options for tiled menus.
if (Options.tile_menu_icons && Options.show_inventory_weights)
Options.show_inventory_weights = false;
init_player_doll();
tiles.resize();
#endif
draw_border();
new_level();
update_turn_count();
// Set vision radius to player's current vision.
set_los_radius(you.current_vision);
init_exclusion_los();
trackers_init_new_level(false);
if (newc) // start a new game
{
you.friendly_pickup = Options.default_friendly_pickup;
// Mark items in inventory as of unknown origin.
origin_set_inventory(origin_set_unknown);
// For a new game, wipe out monsters in LOS, and
// for new hints mode games also the items.
zap_los_monsters(Hints.hints_events[HINT_SEEN_FIRST_OBJECT]);
// For a newly started hints mode, turn secret doors into normal ones.
if (Hints.hints_left)
hints_zap_secret_doors();
}
#ifdef USE_TILE
tile_new_level(newc);
#endif
// This just puts the view up for the first turn.
viewwindow();
activate_notes(true);
// XXX: And run Lua map postludes for D:1. Kinda hacky, it shouldn't really
// be here.
if (newc)
run_map_epilogues();
}
/**
* Helper for show_startup_menu()
* constructs the game modes section
*/
static void _construct_game_modes_menu(MenuScroller* menu)
{
TextItem* tmp = NULL;
std::string text;
tmp = new TextItem();
text = "Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_NORMAL);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Dungeon Crawl: The main game: full of monsters, "
"items, gods and danger!");
menu->attach_item(tmp);
tmp->set_visible(true);
tmp = new TextItem();
text = "Tutorial for Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_TUTORIAL);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Tutorial that covers the basics of "
"Dungeon Crawl survival.");
menu->attach_item(tmp);
tmp->set_visible(true);
tmp = new TextItem();
text = "Hints mode for Dungeon Crawl";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_HINTS);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("A mostly normal game that provides more "
"advanced hints than the tutorial.");
menu->attach_item(tmp);
tmp->set_visible(true);
tmp = new TextItem();
text = "Dungeon Sprint";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_SPRINT);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Hard, fixed single level game mode.");
menu->attach_item(tmp);
tmp->set_visible(true);
tmp = new TextItem();
text = "Instructions";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id('?');
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Help menu.");
menu->attach_item(tmp);
tmp->set_visible(true);
tmp = new TextItem();
text = "The Arena";
tmp->set_text(text);
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
tmp->set_id(GAME_TYPE_ARENA);
// Scroller does not care about x-coordinates and only cares about
// item height obtained from max.y - min.y
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_description_text("Pit computer controlled teams versus each other!");
menu->attach_item(tmp);
tmp->set_visible(true);
}
static void _construct_save_games_menu(MenuScroller* menu,
const std::vector<player_save_info>& chars)
{
if (chars.size() == 0)
{
// no saves
return;
}
std::string text;
std::vector<player_save_info>::iterator it;
for (unsigned int i = 0; i < chars.size(); ++i)
{
#ifdef USE_TILE
SaveMenuItem* tmp = new SaveMenuItem();
#else
TextItem* tmp = new TextItem();
#endif
tmp->set_text(chars.at(i).short_desc());
tmp->set_bounds(coord_def(1, 1), coord_def(1, 2));
tmp->set_fg_colour(WHITE);
tmp->set_highlight_colour(WHITE);
// unique id
tmp->set_id(NUM_GAME_TYPE + i);
#ifdef USE_TILE
tmp->set_doll(chars.at(i).doll);
#endif
//tmp->set_description_text("...");
menu->attach_item(tmp);
tmp->set_visible(true);
}
}
// Should probably use some std::find invocation instead.
static int _find_save(const std::vector<player_save_info>& chars,
const std::string& name)
{
for (int i = 0; i < static_cast<int>(chars.size()); ++i)
if (chars[i].name == name)
return (i);
return (-1);
}
static bool _game_defined(const newgame_def& ng)
{
return (ng.type != NUM_GAME_TYPE
&& ng.species != SP_UNKNOWN
&& ng.job != JOB_UNKNOWN);
}
static const int SCROLLER_MARGIN_X = 18;
static const int NAME_START_Y = 5;
static const int GAME_MODES_START_Y = 7;
static const int SAVE_GAMES_START_Y = GAME_MODES_START_Y + 2 + NUM_GAME_TYPE;
static const int MISC_TEXT_START_Y = 19;
static const int GAME_MODES_WIDTH = 60;
static const int NUM_HELP_LINES = 3;
static const int NUM_MISC_LINES = 5;
// Display more than just two saved characters if more are available
// and there's enough space.
static int _misc_text_start_y(int num)
{
const int max_lines = get_number_of_lines() - NUM_MISC_LINES;
#ifdef USE_TILE
return (max_lines);
#else
if (num <= 2)
return (MISC_TEXT_START_Y);
return (std::min(MISC_TEXT_START_Y + num - 1, max_lines));
#endif
}
/**
* Saves game mode and player name to ng_choice.
*/
static void _show_startup_menu(newgame_def* ng_choice,
const newgame_def& defaults)
{
std::vector<player_save_info> chars = find_all_saved_characters();
const int num_saves = chars.size();
const int max_col = get_number_of_cols() - 1;
const int max_line = get_number_of_lines() - 1;
const int help_start = _misc_text_start_y(num_saves);
const int help_end = help_start + NUM_HELP_LINES + 1;
const int desc_y = help_end;
clrscr();
PrecisionMenu menu;
menu.set_select_type(PrecisionMenu::PRECISION_SINGLESELECT);
MenuFreeform* freeform = new MenuFreeform();
freeform->init(coord_def(1, 1), coord_def(max_col, max_line), "freeform");
// This freeform will only containt unfocusable texts
freeform->allow_focus(false);
MenuScroller* game_modes = new MenuScroller();
game_modes->init(coord_def(SCROLLER_MARGIN_X, GAME_MODES_START_Y),
coord_def(GAME_MODES_WIDTH,
GAME_MODES_START_Y + NUM_GAME_TYPE + 1),
"game modes");
MenuScroller* save_games = new MenuScroller();
save_games->init(coord_def(SCROLLER_MARGIN_X, SAVE_GAMES_START_Y),
coord_def(max_col, help_start - 1),
"save games");
_construct_game_modes_menu(game_modes);
_construct_save_games_menu(save_games, chars);
NoSelectTextItem* tmp = new NoSelectTextItem();
tmp->set_text("Enter your name:");
tmp->set_bounds(coord_def(1, NAME_START_Y),
coord_def(SCROLLER_MARGIN_X, NAME_START_Y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
tmp = new NoSelectTextItem();
tmp->set_text("Choices:");
tmp->set_bounds(coord_def(1, GAME_MODES_START_Y),
coord_def(SCROLLER_MARGIN_X, GAME_MODES_START_Y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
tmp = new NoSelectTextItem();
tmp->set_text("Saved games:");
tmp->set_bounds(coord_def(1, SAVE_GAMES_START_Y),
coord_def(SCROLLER_MARGIN_X, SAVE_GAMES_START_Y + 1));
freeform->attach_item(tmp);
tmp->set_visible(true);
tmp = new NoSelectTextItem();
std::string text = "Use the up/down keys to select the type of game "
"or load a character.\n"
"You can type your name; if you leave it blank "
"you will be asked later.\n"
"Press Enter to start";
// TODO: this should include a description of that character.
if (_game_defined(defaults))
text += ", Tab to repeat the last game's choice";
text += ".\n";
tmp->set_text(text);
tmp->set_bounds(coord_def(1, help_start), coord_def(max_col - 1, help_end));
freeform->attach_item(tmp);
tmp->set_visible(true);
menu.attach_object(freeform);
menu.attach_object(game_modes);
menu.attach_object(save_games);
MenuDescriptor* descriptor = new MenuDescriptor(&menu);
descriptor->init(coord_def(1, desc_y), coord_def(max_col, desc_y + 1),
"descriptor");
menu.attach_object(descriptor);
#ifdef USE_TILE
// Black and White highlighter looks kinda bad on tiles
BoxMenuHighlighter* highlighter = new BoxMenuHighlighter(&menu);
#else
BlackWhiteHighlighter* highlighter = new BlackWhiteHighlighter(&menu);
#endif
highlighter->init(coord_def(-1, -1), coord_def(-1, -1), "highlighter");
menu.attach_object(highlighter);
#ifdef USE_TILE
tiles.get_crt()->attach_menu(&menu);
#endif
freeform->set_visible(true);
game_modes->set_visible(true);
save_games->set_visible(true);
descriptor->set_visible(true);
highlighter->set_visible(true);
// Draw legal info etc
opening_screen();
std::string input_string = defaults.name;
// If the game filled in a complete name, the user will
// usually want to enter a new name instead of adding
// to the current one.
bool full_name = !input_string.empty();
int save = _find_save(chars, input_string);
if (save != -1)
{
menu.set_active_object(save_games);
// save game id is offset by NUM_GAME_TYPE
save_games->set_active_item(NUM_GAME_TYPE + save);
}
else if (defaults.type != NUM_GAME_TYPE)
{
menu.set_active_object(game_modes);
game_modes->set_active_item(defaults.type);
}
else if (!chars.empty())
{
menu.set_active_object(save_games);
save_games->activate_first_item();
}
else
{
menu.set_active_object(game_modes);
game_modes->activate_first_item();
}
while (true)
{
menu.draw_menu();
textcolor(WHITE);
cgotoxy(SCROLLER_MARGIN_X, NAME_START_Y);
clear_to_end_of_line();
cgotoxy(SCROLLER_MARGIN_X, NAME_START_Y);
cprintf("%s", input_string.c_str());
const int keyn = getch_ck();
if (key_is_escape(keyn))
{
// End the game
end(0);
}
else if (keyn == '\t' && _game_defined(defaults))
{
*ng_choice = defaults;
return;
}
if (!menu.process_key(keyn))
{
// handle the non-action keys by hand to poll input
// Only consider alphanumeric keys and -_ .
// Note: this currently allows letters between 128 and 255 in
// 8-bit ancient charsets.
bool changed_name = false;
if (std::isalnum(keyn) || keyn == '-' || keyn == '.'
|| keyn == '_' || keyn == ' ')
{
if (full_name)
{
full_name = false;
input_string = "";
}
if ((int) input_string.length() < kNameLen)
{
input_string += static_cast<char> (keyn);
changed_name = true;
}
}
else if (keyn == CK_BKSP)
{
if (!input_string.empty())
{
if (full_name)
input_string = "";
else
input_string.erase(input_string.size() - 1);
changed_name = true;
full_name = false;
}
}
// clear the "That's a silly name line"
cgotoxy(SCROLLER_MARGIN_X, GAME_MODES_START_Y - 1);
clear_to_end_of_line();
// Depending on whether the current name occurs
// in the saved games, update the active object.
// We want enter to start a new game if no character
// with the given name exists, or load the corresponding
// game.
if (changed_name)
{
int i = _find_save(chars, input_string);
if (i == -1)
{
menu.set_active_object(game_modes);
}
else
{
menu.set_active_object(save_games);
// save game ID is offset by NUM_GAME_TYPE
save_games->set_active_item(NUM_GAME_TYPE + i);
}
}
else
{
// Menu might have changed selection -- sync name.
int id = menu.get_active_item()->get_id();
switch (id)
{
case GAME_TYPE_ARENA:
input_string = "";
break;
case GAME_TYPE_NORMAL:
case GAME_TYPE_TUTORIAL:
case GAME_TYPE_SPRINT:
case GAME_TYPE_HINTS:
// If a game type is chosen, the user expects
// to start a new game. Just blanking the name
// it it clashes for now.
if (_find_save(chars, input_string) != -1)
input_string = "";
break;
case '?':
break;
default:
int save_number = id - NUM_GAME_TYPE;
input_string = chars.at(save_number).name;
full_name = true;
break;
}
}
}
// we had a significant action!
std::vector<MenuItem*> selected = menu.get_selected_items();
if (selected.size() == 0)
{
// Uninteresting action, poll a new key
continue;
}
int id = selected.at(0)->get_id();
switch (id)
{
case GAME_TYPE_NORMAL:
case GAME_TYPE_TUTORIAL:
case GAME_TYPE_SPRINT:
case GAME_TYPE_HINTS:
trim_string(input_string);
if (is_good_name(input_string, true, false))
{
ng_choice->type = static_cast<game_type>(id);
ng_choice->name = input_string;
return;
}
else
{
// bad name
textcolor(RED);
cgotoxy(SCROLLER_MARGIN_X ,GAME_MODES_START_Y - 1);
clear_to_end_of_line();
cprintf("That's a silly name");
}
continue;
case GAME_TYPE_ARENA:
ng_choice->type = GAME_TYPE_ARENA;
return;
case '?':
list_commands();
// recursive escape because help messes up CRTRegion
_show_startup_menu(ng_choice, defaults);
return;
default:
// It was a savegame instead
const int save_number = id - NUM_GAME_TYPE;
// Save the savegame character name
ng_choice->name = chars.at(save_number).name;
ng_choice->type = chars.at(save_number).saved_game_type;
return;
}
}
}
static void _choose_arena_teams(newgame_def* choice,
const newgame_def& defaults)
{
if (!choice->arena_teams.empty())
return;
clear_message_store();
clrscr();
cprintf("Enter your choice of teams:\n");
cgotoxy(1, 4);
if (!defaults.arena_teams.empty())
cprintf("Enter - %s\n", defaults.arena_teams.c_str());
cprintf("\n");
cprintf("Examples:\n");
cprintf(" Sigmund v Jessica\n");
cprintf(" 99 orc v the royal jelly\n");
cprintf(" 20-headed hydra v 10 kobold ; scimitar ego:flaming\n");
cgotoxy(1, 2);
char buf[80];
if (cancelable_get_line(buf, sizeof(buf)))
end(0);
choice->arena_teams = buf;
if (choice->arena_teams.empty())
choice->arena_teams = defaults.arena_teams;
}
bool startup_step()
{
std::string name;
_initialize();
newgame_def choice = Options.game;
// Setup base game type *before* reading startup prefs -- the prefs file
// may be in a game-specific subdirectory.
crawl_state.type = choice.type;
newgame_def defaults = read_startup_prefs();
// Set the crawl_state gametype to the requested game type. This must
// be done before looking for the savegame or the startup prefs file.
if (crawl_state.type == GAME_TYPE_UNSPECIFIED
&& defaults.type != GAME_TYPE_UNSPECIFIED)
{
crawl_state.type = defaults.type;
}
// Name from environment overwrites the one from command line.
if (!SysEnv.crawl_name.empty())
choice.name = SysEnv.crawl_name;
#ifndef DGAMELAUNCH
// We could also check whether game type has been set here,
// but it's probably not necessary to choose non-default game
// types while specifying a name externally.
if (!is_good_name(choice.name, false, false)
&& choice.type != GAME_TYPE_ARENA)
{
_show_startup_menu(&choice, defaults);
// [ds] Must set game type here, or we won't be able to load
// Sprint saves.
crawl_state.type = choice.type;
}
#endif
// TODO: integrate arena better with
// choose_game and setup_game
if (choice.type == GAME_TYPE_ARENA)
{
_choose_arena_teams(&choice, defaults);
write_newgame_options_file(choice);
run_arena(choice.arena_teams);
end(0, false);
}
bool newchar = false;
if (save_exists(choice.name))
{
restore_game(choice.name);
save_player_name();
}
else
{
newgame_def ng;
bool restore = choose_game(&ng, &choice, defaults);
if (restore)
{
restore_game(ng.name);
save_player_name();
}
else
{
setup_game(ng);
newchar = true;
}
}
_post_init(newchar);
return (newchar);
}
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