extern void pressanykey(void);
extern void show_discoveries(void);
extern void touch_one_screen(Coord c);
-extern bool query_wizmode_death(void);
extern void welcome(void);
/* "I've changed things that need to be redisplayed" flags. */
rebuild_mapmons();
fclose(fp);
look_around_you();
- status_updated = 1;
- map_updated = 1;
- hard_redraw = 1;
+ notify_load_complete();
int i = unlinkat(datadir_fd, "victrix-abyssi.sav", 0);
if (i == -1)
{
default:
break;
}
- map_updated = 1;
}
bool Mon::can_pass(Coord c) const
print_msg("Welcome to level %d of the Abyss.\n", depth);
}
+void notify_load_complete(void)
+{
+ status_updated = 1;
+ map_updated = 1;
+ hard_redraw = 1;
+ display_update();
+ print_msg("Game successfully restored.\n");
+}
+
/* Debugging notifications */
void debug_bad_monspell(int spell)
print_msg(Msg_prio::Bug, "BUG: control flow passed through unexpected line %d in function %s\n", line, func);
}
+void debug_arbitrary_string(char const *func, int line, char const *s)
+{
+ print_msg(Msg_prio::Bug, "DEBUG:%s:%d:%s\n", func, line, s);
+}
+
/* notify-local-tty.cc */
// vim:cindent
void notify_fov(void);
void notify_tick(void);
void notify_change_of_depth(void);
+void notify_load_complete(void);
// Debugging notifications
void debug_move_oob(Coord c);
void debug_save_unlink_failed(void);
void debug_attacking_with_wielded_nonweapon(void);
void debug_control_flow(char const *func, int line);
+void debug_arbitrary_string(char const *func, int line, char const *s);
+
+bool query_wizmode_death(void);
#define DEBUG_CONTROL_FLOW() debug_control_flow(__FUNCTION__, __LINE__)
+#define DEBUG_ARBITRARY(s) debug_arbitrary_string(__FUNCTION__, __LINE__, (s))
// Provisional object designs
class Notify_uattkm