Hengband
2.2.1
|
マクロ定義 | |
#define | SLF_SECOND 0x0001 /* Called from another save/load function */ |
#define | SLF_NO_KILL 0x0002 /* Don't kill temporal files */ |
関数 | |
bool | save_player (void) |
セーブデータ書き込みのメインルーチン / Attempt to save the player in a savefile [詳解] | |
bool | load_player (void) |
セーブデータ読み込みのメインルーチン / Attempt to Load a "savefile" [詳解] | |
void | remove_loc (void) |
ファイルロック処理 [詳解] | |
bool | save_floor (saved_floor_type *sf_ptr, BIT_FLAGS mode) |
ゲームプレイ中のフロア一時保存出力処理メインルーチン / Attempt to save the temporally saved-floor data [詳解] | |
#define SLF_NO_KILL 0x0002 /* Don't kill temporal files */ |
#define SLF_SECOND 0x0001 /* Called from another save/load function */ |
bool load_player | ( | void | ) |
セーブデータ読み込みのメインルーチン / Attempt to Load a "savefile"
Version 2.7.0 introduced a slightly different "savefile" format from older versions, requiring a completely different parsing method.
Note that savefiles from 2.7.0 - 2.7.2 are completely obsolete.
Pre-2.8.0 savefiles lose some data, see "load2.c" for info.
Pre-2.7.0 savefiles lose a lot of things, see "load1.c" for info.
On multi-user systems, you may only "read" a savefile if you will be allowed to "write" it later, this prevents painful situations in which the player loads a savefile belonging to someone else, and then is not allowed to save his game when he quits.
We return "TRUE" if the savefile was usable, and we set the global flag "current_world_ptr->character_loaded" if a real, living, character was loaded.
Note that we always try to load the "current" savefile, even if there is no such file, so we must check for "empty" savefile names.
void remove_loc | ( | void | ) |
ファイルロック処理
bool save_floor | ( | saved_floor_type * | sf_ptr, |
BIT_FLAGS | mode | ||
) |
ゲームプレイ中のフロア一時保存出力処理メインルーチン / Attempt to save the temporally saved-floor data
sf_ptr | 保存フロア参照ポインタ |
mode | 保存オプション |
bool save_player | ( | void | ) |
セーブデータ書き込みのメインルーチン / Attempt to save the player in a savefile