In Dungeon Crawl Stone Soup, you can have multiple saves in order to have different characters, but each character only has the one save. (Also, I would be willing to wrap this up in an official extension and maintain it. You call the ability to ever play more than one game a missing feature?Īnyway, thanks for the code! You definitely posted all this at exactly the right time for me. I knew I had to be missing something! (I wouldn’t call it a bug, though–just an unimplemented feature. Thanks for pointing out the missing restart feature. I know you can have multiple games going at once in Dungeon Crawl Stone Soup. Hm, I seem to recall that I could do this in Nethack… but I may be wrong. Return FileIO_Error(extf, “tried to access a non-file”) įref = glk_fileref_create_by_name(fileusage_SavedGame + fileusage_BinaryMode, Glulx_ChangeAnyToCString(struc–>AUXF_FILENAME), 0) ĬarryOutActivity( (+ failing to delete a saved game +) ) [ FileIO_DeleteSavedGame extf struc fref res The former, at least, will require a bit of I6. You would also need to add the instruction to delete at the appropriate point in the restart code, as well as after quitting. Here’s the code to add saved game file deletion (won’t work for any other type of file!). ) The I6 for deleting a file is actually pretty simple, once you’ve had a look at the general parameters for handling files in FileIO.i6t. (My points of reference are Rogue, Nethack, Slash’Em, POWDER, and 100 Rogues.) Or maybe they do allow for multiple saved games and I’m just missing something in the interface… Maybe it’s just the philosophy taken up in the Mac and/or iOS ports, but I’ve never seen any interface for keeping multiple games going at once. Really? My experience is pretty much limited to the classics, but all of the roguelikes I’ve spent any amount of time with have used the one-game-at-a-time model. If I understand it correctly your game only allows the player to have one active game at a time, whereas the roguelikes I played allow you to have as many as you wish. You’ll need to change the extension from. Feel free to give yourself authorship if you want to credit my contribution, you can use the standard method for providing additional credit (see 25.4 in the manual). for submission to the library, you have my blessing. If anyone wants to write some documentation, fix problems, modify as desired, etc. I am not going to release this extension to the extensions library, as I already have a lot of extensions out there and I don’t want to have to support it–I see it more as a quick Sunday afternoon itch that I needed to scratch. (In fact, I’m not even sure how to properly test whether it’s working.) It doesn’t seem to work with Quixe, and I’m not sure what it would take to get it working. You’ll also need to read the code if you want to understand how it works! If you want to alter behavior or default messages, though, you’ll need to read the code. All that’s required to use the extension is to include it. Use “Roguelike mode is false” to start the game with roguelike mode off, and “now roguelike mode is true/false” to change it over the course of the game. The standard save and restore code is not, however, altered if you want to use both roguelike mode and standard mode in your game, you can–just not at the same time.The standard SAVE and RESTORE commands are blocked to avoid confusion.If the game finds an existing save file at startup, it automatically loads it.There is no need for the player to issue any command to save. Game saves automatically and silently every turn, just before reading in a command.I’ve put together a little extension that implements automated save and restore a la roguelike games.
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