Refactor suspend & resume

This commit is contained in:
Peje Nilsson 2017-06-09 15:16:44 +02:00
parent 652e4ed733
commit 370d065544

287
actions.c
View file

@ -114,7 +114,7 @@ static int bigwords(long foo)
game.foobar=k; game.foobar=k;
if (k != 4) return(2009); if (k != 4) return(2009);
game.foobar=0; game.foobar=0;
if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
return(2011); return(2011);
/* Bring back troll if we steal the eggs back from him before /* Bring back troll if we steal the eggs back from him before
* crossing. */ * crossing. */
@ -554,7 +554,7 @@ static int fly(token_t obj)
RSPEAK(SPK); RSPEAK(SPK);
return(2); return(2);
} }
static int inven(token_t obj) static int inven(token_t obj)
/* Inventory. If object, treat same as find. Else report on current burden. */ /* Inventory. If object, treat same as find. Else report on current burden. */
{ {
@ -598,7 +598,7 @@ int light(token_t obj)
RSPEAK(39); RSPEAK(39);
if (game.wzdark) return(2000); if (game.wzdark) return(2000);
return(2012); return(2012);
} }
} }
static int listen(void) static int listen(void)
@ -638,7 +638,7 @@ static int lock(token_t verb, token_t obj)
if (HERE(CHAIN))obj=CHAIN; if (HERE(CHAIN))obj=CHAIN;
if (obj == 0) return(2011); if (obj == 0) return(2011);
} }
/* Lock, unlock object. Special stuff for opening clam/oyster /* Lock, unlock object. Special stuff for opening clam/oyster
* and for chain. */ * and for chain. */
if (obj == CLAM || obj == OYSTER) if (obj == CLAM || obj == OYSTER)
@ -716,7 +716,7 @@ static int read(FILE *input, token_t obj)
} }
if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000); if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
} }
if (DARK(0)) { if (DARK(0)) {
SETPRM(1,WD1,WD1X); SETPRM(1,WD1,WD1X);
RSPEAK(256); RSPEAK(256);
@ -889,6 +889,81 @@ static int wave(token_t obj)
} }
} }
static int suspend_resume_common(long kk)
{
/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
DATIME(&I,&K);
K=I+650*K;
SAVWRD(kk,K);
K=VRSION;
SAVWRD(0,K);
if(K != VRSION) {
SETPRM(1,K/10,MOD(K,10));
SETPRM(3,VRSION/10,MOD(VRSION,10));
RSPEAK(269);
return(2000);
}
/* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) whose values between turns are
* irrelevant and some whose values when a game is
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
SAVARR(game.abbrev,LOCSIZ);
SAVARR(game.atloc,LOCSIZ);
SAVARR(game.dloc,NDWARVES);
SAVARR(game.dseen,NDWARVES);
SAVARR(game.fixed,NOBJECTS);
SAVARR(game.hinted,HNTSIZ);
SAVARR(game.hintlc,HNTSIZ);
SAVARR(game.link,NOBJECTS*2);
SAVARR(game.odloc,NDWARVES);
SAVARR(game.place,NOBJECTS);
SAVARR(game.prop,NOBJECTS);
SAVWRD(kk,K);
if(K != 0) {
RSPEAK(270);
exit(0);
}
K=NUL;
game.zzword=RNDVOC(3,game.zzword);
if(kk > 0) return(8);
RSPEAK(266);
exit(0);
}
static int suspend(FILE *input)
/* Suspend. Offer to save things in a file, but charging some points (so
* can't win by using saved games to retry battles or to start over after
* learning zzword). */
{
SPK=201;
RSPEAK(260);
if(!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
return suspend_resume_common(-1);
}
static int resume(FILE *input)
/* Resume. Read a suspended game back from a file. */
{
if(game.loc != 1 || game.abbrev[1] != 1) {
RSPEAK(268);
if(!YES(input,200,54,54)) return(2012);
}
return suspend_resume_common(1);
}
/* This stuff was broken off as part of an effort to get the main program /* This stuff was broken off as part of an effort to get the main program
* to compile without running out of memory. We're called with a number * to compile without running out of memory. We're called with a number
* that says what label the caller wanted to "goto", and we return a * that says what label the caller wanted to "goto", and we return a
@ -908,7 +983,7 @@ int action(FILE *input, long STARTAT, long verb, long obj)
} }
BUG(99); BUG(99);
L4000: L4000:
SPK=ACTSPK[verb]; SPK=ACTSPK[verb];
if (WD2 > 0 && verb != SAY) return(2800); if (WD2 > 0 && verb != SAY) return(2800);
if (verb == SAY)obj=WD2; if (verb == SAY)obj=WD2;
@ -918,79 +993,79 @@ L4000:
switch (verb-1) { switch (verb-1) {
case 0: /* CARRY */ return carry(INTRANSITIVE); case 0: /* CARRY */ return carry(INTRANSITIVE);
case 1: /* DROP */ return(8000); case 1: /* DROP */ return(8000);
case 2: /* SAY */ return(8000); case 2: /* SAY */ return(8000);
case 3: /* UNLOC */ return lock(verb, INTRANSITIVE); case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
case 4: /* NOTHI */ return(2009); case 4: /* NOTHI */ return(2009);
case 5: /* LOCK */ return lock(verb, INTRANSITIVE); case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
case 6: /* LIGHT */ return light(INTRANSITIVE); case 6: /* LIGHT */ return light(INTRANSITIVE);
case 7: /* EXTIN */ return extinguish(INTRANSITIVE); case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
case 8: /* WAVE */ return(8000); case 8: /* WAVE */ return(8000);
case 9: /* CALM */ return(8000); case 9: /* CALM */ return(8000);
case 10: /* WALK */ return(2011); case 10: /* WALK */ return(2011);
case 11: /* ATTAC */ return attack(input, verb, obj); case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(obj); case 12: /* POUR */ return pour(obj);
case 13: /* EAT */ return eat(INTRANSITIVE); case 13: /* EAT */ return eat(INTRANSITIVE);
case 14: /* DRINK */ return drink(obj); case 14: /* DRINK */ return drink(obj);
case 15: /* RUB */ return(8000); case 15: /* RUB */ return(8000);
case 16: /* TOSS */ return(8000); case 16: /* TOSS */ return(8000);
case 17: /* QUIT */ return quit(input); case 17: /* QUIT */ return quit(input);
case 18: /* FIND */ return(8000); case 18: /* FIND */ return(8000);
case 19: /* INVEN */ return inven(obj); case 19: /* INVEN */ return inven(obj);
case 20: /* FEED */ return(8000); case 20: /* FEED */ return(8000);
case 21: /* FILL */ return fill(obj); case 21: /* FILL */ return fill(obj);
case 22: /* BLAST */ return blast(); case 22: /* BLAST */ return blast();
case 23: /* SCOR */ return vscore(); case 23: /* SCOR */ return vscore();
case 24: /* FOO */ return bigwords(WD1); case 24: /* FOO */ return bigwords(WD1);
case 25: /* BRIEF */ return brief(); case 25: /* BRIEF */ return brief();
case 26: /* READ */ return read(input, INTRANSITIVE); case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000); case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000); case 28: /* WAKE */ return(8000);
case 29: /* SUSP */ goto L8300; case 29: /* SUSP */ return suspend(input);
case 30: /* RESU */ goto L8310; case 30: /* RESU */ return resume(input);
case 31: /* FLY */ return fly(INTRANSITIVE); case 31: /* FLY */ return fly(INTRANSITIVE);
case 32: /* LISTE */ return listen(); case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir(); case 33: /* ZZZZ */ return reservoir();
} }
BUG(23); BUG(23);
/* Analyse a transitive verb. */ /* Analyse a transitive verb. */
L4090: switch (verb-1) { L4090: switch (verb-1) {
case 0: /* CARRY */ return carry(obj); case 0: /* CARRY */ return carry(obj);
case 1: /* DROP */ return discard(obj, false); case 1: /* DROP */ return discard(obj, false);
case 2: /* SAY */ return say(); case 2: /* SAY */ return say();
case 3: /* UNLOC */ return lock(verb, obj); case 3: /* UNLOC */ return lock(verb, obj);
case 4: /* NOTHI */ return(2009); case 4: /* NOTHI */ return(2009);
case 5: /* LOCK */ return lock(verb, obj); case 5: /* LOCK */ return lock(verb, obj);
case 6: /* LIGHT */ return light(obj); case 6: /* LIGHT */ return light(obj);
case 7: /* EXTI */ return extinguish(obj); case 7: /* EXTI */ return extinguish(obj);
case 8: /* WAVE */ return wave(obj); case 8: /* WAVE */ return wave(obj);
case 9: /* CALM */ return(2011); case 9: /* CALM */ return(2011);
case 10: /* WALK */ return(2011); case 10: /* WALK */ return(2011);
case 11: /* ATTAC */ return attack(input, verb, obj); case 11: /* ATTAC */ return attack(input, verb, obj);
case 12: /* POUR */ return pour(obj); case 12: /* POUR */ return pour(obj);
case 13: /* EAT */ return eat(obj); case 13: /* EAT */ return eat(obj);
case 14: /* DRINK */ return drink(obj); case 14: /* DRINK */ return drink(obj);
case 15: /* RUB */ return rub(obj); case 15: /* RUB */ return rub(obj);
case 16: /* TOSS */ return throw(input, verb, obj); case 16: /* TOSS */ return throw(input, verb, obj);
case 17: /* QUIT */ return(2011); case 17: /* QUIT */ return(2011);
case 18: /* FIND */ return find(obj); case 18: /* FIND */ return find(obj);
case 19: /* INVEN */ return find(obj); case 19: /* INVEN */ return find(obj);
case 20: /* FEED */ return feed(obj); case 20: /* FEED */ return feed(obj);
case 21: /* FILL */ return fill(obj); case 21: /* FILL */ return fill(obj);
case 22: /* BLAST */ return blast(); case 22: /* BLAST */ return blast();
case 23: /* SCOR */ return(2011); case 23: /* SCOR */ return(2011);
case 24: /* FOO */ return(2011); case 24: /* FOO */ return(2011);
case 25: /* BRIEF */ return(2011); case 25: /* BRIEF */ return(2011);
case 26: /* READ */ return read(input, obj); case 26: /* READ */ return read(input, obj);
case 27: /* BREAK */ return vbreak(obj); case 27: /* BREAK */ return vbreak(obj);
case 28: /* WAKE */ return wake(obj); case 28: /* WAKE */ return wake(obj);
case 29: /* SUSP */ return(2011); case 29: /* SUSP */ return(2011);
case 30: /* RESU */ return(2011); case 30: /* RESU */ return(2011);
case 31: /* FLY */ return fly(obj); case 31: /* FLY */ return fly(obj);
case 32: /* LISTE */ return(2011); case 32: /* LISTE */ return(2011);
case 33: /* ZZZZ */ return reservoir(); case 33: /* ZZZZ */ return reservoir();
} }
BUG(24); BUG(24);
@ -1037,70 +1112,4 @@ L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
* transitive, plus ten times the verb number. Many intransitive verbs use the * transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */ * transitive code, and some verbs use code for other verbs, as noted below. */
/* Suspend. Offer to save things in a file, but charging some points (so
* can't win by using saved games to retry battles or to start over after
* learning zzword). */
L8300: SPK=201;
RSPEAK(260);
if (!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
kk= -1;
/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
L8305: DATIME(&I,&K);
K=I+650*K;
SAVWRD(kk,K);
K=VRSION;
SAVWRD(0,K);
if (K != VRSION) goto L8312;
/* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) whose values between turns are
* irrelevant and some whose values when a game is
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
SAVARR(game.abbrev,LOCSIZ);
SAVARR(game.atloc,LOCSIZ);
SAVARR(game.dloc,NDWARVES);
SAVARR(game.dseen,NDWARVES);
SAVARR(game.fixed,NOBJECTS);
SAVARR(game.hinted,HNTSIZ);
SAVARR(game.hintlc,HNTSIZ);
SAVARR(game.link,NOBJECTS*2);
SAVARR(game.odloc,NDWARVES);
SAVARR(game.place,NOBJECTS);
SAVARR(game.prop,NOBJECTS);
SAVWRD(kk,K);
if (K != 0) goto L8318;
K=NUL;
game.zzword=RNDVOC(3,game.zzword);
if (kk > 0) return(8);
RSPEAK(266);
exit(0);
/* Resume. Read a suspended game back from a file. */
L8310: kk=1;
if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
if (!YES(input,200,54,54)) return(2012);
goto L8305;
L8312: SETPRM(1,K/10,MOD(K,10));
SETPRM(3,VRSION/10,MOD(VRSION,10));
RSPEAK(269);
return(2000);
L8318: RSPEAK(270);
exit(0);
} }