Refactor suspend & resume
This commit is contained in:
parent
652e4ed733
commit
370d065544
1 changed files with 148 additions and 139 deletions
287
actions.c
287
actions.c
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@ -114,7 +114,7 @@ static int bigwords(long foo)
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game.foobar=k;
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if (k != 4) return(2009);
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game.foobar=0;
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if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
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if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
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return(2011);
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/* Bring back troll if we steal the eggs back from him before
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* crossing. */
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@ -554,7 +554,7 @@ static int fly(token_t obj)
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RSPEAK(SPK);
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return(2);
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}
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static int inven(token_t obj)
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/* Inventory. If object, treat same as find. Else report on current burden. */
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{
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@ -598,7 +598,7 @@ int light(token_t obj)
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RSPEAK(39);
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if (game.wzdark) return(2000);
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return(2012);
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}
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}
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}
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static int listen(void)
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@ -638,7 +638,7 @@ static int lock(token_t verb, token_t obj)
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if (HERE(CHAIN))obj=CHAIN;
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if (obj == 0) return(2011);
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}
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/* Lock, unlock object. Special stuff for opening clam/oyster
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* and for chain. */
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if (obj == CLAM || obj == OYSTER)
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@ -716,7 +716,7 @@ static int read(FILE *input, token_t obj)
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}
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if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
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}
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if (DARK(0)) {
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SETPRM(1,WD1,WD1X);
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RSPEAK(256);
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@ -889,6 +889,81 @@ static int wave(token_t obj)
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}
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}
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static int suspend_resume_common(long kk)
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{
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/* This next part is shared with the "resume" code. The two cases are
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* distinguished by the value of kk (-1 for suspend, +1 for resume). */
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DATIME(&I,&K);
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K=I+650*K;
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SAVWRD(kk,K);
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K=VRSION;
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SAVWRD(0,K);
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if(K != VRSION) {
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SETPRM(1,K/10,MOD(K,10));
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SETPRM(3,VRSION/10,MOD(VRSION,10));
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RSPEAK(269);
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return(2000);
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}
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/* Herewith are all the variables whose values can change during a game,
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* omitting a few (such as I, J, ATTACK) whose values between turns are
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* irrelevant and some whose values when a game is
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
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SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
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SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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SAVARR(game.abbrev,LOCSIZ);
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SAVARR(game.atloc,LOCSIZ);
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SAVARR(game.dloc,NDWARVES);
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SAVARR(game.dseen,NDWARVES);
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SAVARR(game.fixed,NOBJECTS);
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SAVARR(game.hinted,HNTSIZ);
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SAVARR(game.hintlc,HNTSIZ);
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SAVARR(game.link,NOBJECTS*2);
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SAVARR(game.odloc,NDWARVES);
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SAVARR(game.place,NOBJECTS);
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SAVARR(game.prop,NOBJECTS);
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SAVWRD(kk,K);
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if(K != 0) {
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RSPEAK(270);
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exit(0);
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}
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K=NUL;
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game.zzword=RNDVOC(3,game.zzword);
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if(kk > 0) return(8);
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RSPEAK(266);
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exit(0);
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}
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static int suspend(FILE *input)
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/* Suspend. Offer to save things in a file, but charging some points (so
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* can't win by using saved games to retry battles or to start over after
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* learning zzword). */
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{
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SPK=201;
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RSPEAK(260);
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if(!YES(input,200,54,54)) return(2012);
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game.saved=game.saved+5;
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return suspend_resume_common(-1);
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}
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static int resume(FILE *input)
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/* Resume. Read a suspended game back from a file. */
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{
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if(game.loc != 1 || game.abbrev[1] != 1) {
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RSPEAK(268);
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if(!YES(input,200,54,54)) return(2012);
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}
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return suspend_resume_common(1);
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}
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/* This stuff was broken off as part of an effort to get the main program
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* to compile without running out of memory. We're called with a number
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* that says what label the caller wanted to "goto", and we return a
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@ -908,7 +983,7 @@ int action(FILE *input, long STARTAT, long verb, long obj)
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}
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BUG(99);
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L4000:
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L4000:
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SPK=ACTSPK[verb];
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if (WD2 > 0 && verb != SAY) return(2800);
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if (verb == SAY)obj=WD2;
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@ -918,79 +993,79 @@ L4000:
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switch (verb-1) {
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case 0: /* CARRY */ return carry(INTRANSITIVE);
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case 1: /* DROP */ return(8000);
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case 2: /* SAY */ return(8000);
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case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
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case 6: /* LIGHT */ return light(INTRANSITIVE);
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case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
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case 8: /* WAVE */ return(8000);
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case 9: /* CALM */ return(8000);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(INTRANSITIVE);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return(8000);
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case 16: /* TOSS */ return(8000);
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case 17: /* QUIT */ return quit(input);
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case 18: /* FIND */ return(8000);
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case 19: /* INVEN */ return inven(obj);
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case 20: /* FEED */ return(8000);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return vscore();
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case 24: /* FOO */ return bigwords(WD1);
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case 25: /* BRIEF */ return brief();
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case 26: /* READ */ return read(input, INTRANSITIVE);
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case 27: /* BREAK */ return(8000);
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case 28: /* WAKE */ return(8000);
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case 29: /* SUSP */ goto L8300;
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case 30: /* RESU */ goto L8310;
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 32: /* LISTE */ return listen();
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case 33: /* ZZZZ */ return reservoir();
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case 1: /* DROP */ return(8000);
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case 2: /* SAY */ return(8000);
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case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
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case 6: /* LIGHT */ return light(INTRANSITIVE);
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case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
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case 8: /* WAVE */ return(8000);
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case 9: /* CALM */ return(8000);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(INTRANSITIVE);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return(8000);
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case 16: /* TOSS */ return(8000);
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case 17: /* QUIT */ return quit(input);
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case 18: /* FIND */ return(8000);
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case 19: /* INVEN */ return inven(obj);
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case 20: /* FEED */ return(8000);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return vscore();
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case 24: /* FOO */ return bigwords(WD1);
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case 25: /* BRIEF */ return brief();
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case 26: /* READ */ return read(input, INTRANSITIVE);
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case 27: /* BREAK */ return(8000);
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case 28: /* WAKE */ return(8000);
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case 29: /* SUSP */ return suspend(input);
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case 30: /* RESU */ return resume(input);
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 32: /* LISTE */ return listen();
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(23);
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/* Analyse a transitive verb. */
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L4090: switch (verb-1) {
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case 0: /* CARRY */ return carry(obj);
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case 1: /* DROP */ return discard(obj, false);
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case 2: /* SAY */ return say();
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case 3: /* UNLOC */ return lock(verb, obj);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, obj);
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case 6: /* LIGHT */ return light(obj);
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case 7: /* EXTI */ return extinguish(obj);
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case 8: /* WAVE */ return wave(obj);
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case 9: /* CALM */ return(2011);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(obj);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return rub(obj);
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case 16: /* TOSS */ return throw(input, verb, obj);
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case 17: /* QUIT */ return(2011);
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case 18: /* FIND */ return find(obj);
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case 19: /* INVEN */ return find(obj);
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case 20: /* FEED */ return feed(obj);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return(2011);
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case 24: /* FOO */ return(2011);
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case 25: /* BRIEF */ return(2011);
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case 26: /* READ */ return read(input, obj);
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case 27: /* BREAK */ return vbreak(obj);
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case 28: /* WAKE */ return wake(obj);
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case 29: /* SUSP */ return(2011);
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case 30: /* RESU */ return(2011);
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case 31: /* FLY */ return fly(obj);
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case 32: /* LISTE */ return(2011);
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case 33: /* ZZZZ */ return reservoir();
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case 0: /* CARRY */ return carry(obj);
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case 1: /* DROP */ return discard(obj, false);
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case 2: /* SAY */ return say();
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case 3: /* UNLOC */ return lock(verb, obj);
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case 4: /* NOTHI */ return(2009);
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case 5: /* LOCK */ return lock(verb, obj);
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case 6: /* LIGHT */ return light(obj);
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case 7: /* EXTI */ return extinguish(obj);
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case 8: /* WAVE */ return wave(obj);
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case 9: /* CALM */ return(2011);
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case 10: /* WALK */ return(2011);
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case 11: /* ATTAC */ return attack(input, verb, obj);
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case 12: /* POUR */ return pour(obj);
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case 13: /* EAT */ return eat(obj);
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case 14: /* DRINK */ return drink(obj);
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case 15: /* RUB */ return rub(obj);
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case 16: /* TOSS */ return throw(input, verb, obj);
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case 17: /* QUIT */ return(2011);
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case 18: /* FIND */ return find(obj);
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case 19: /* INVEN */ return find(obj);
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case 20: /* FEED */ return feed(obj);
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case 21: /* FILL */ return fill(obj);
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case 22: /* BLAST */ return blast();
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case 23: /* SCOR */ return(2011);
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case 24: /* FOO */ return(2011);
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case 25: /* BRIEF */ return(2011);
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case 26: /* READ */ return read(input, obj);
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case 27: /* BREAK */ return vbreak(obj);
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case 28: /* WAKE */ return wake(obj);
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case 29: /* SUSP */ return(2011);
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case 30: /* RESU */ return(2011);
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case 31: /* FLY */ return fly(obj);
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case 32: /* LISTE */ return(2011);
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case 33: /* ZZZZ */ return reservoir();
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}
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BUG(24);
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@ -1037,70 +1112,4 @@ L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
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* transitive, plus ten times the verb number. Many intransitive verbs use the
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* transitive code, and some verbs use code for other verbs, as noted below. */
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/* Suspend. Offer to save things in a file, but charging some points (so
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* can't win by using saved games to retry battles or to start over after
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* learning zzword). */
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L8300: SPK=201;
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RSPEAK(260);
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if (!YES(input,200,54,54)) return(2012);
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game.saved=game.saved+5;
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kk= -1;
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/* This next part is shared with the "resume" code. The two cases are
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* distinguished by the value of kk (-1 for suspend, +1 for resume). */
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L8305: DATIME(&I,&K);
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K=I+650*K;
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SAVWRD(kk,K);
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K=VRSION;
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SAVWRD(0,K);
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if (K != VRSION) goto L8312;
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/* Herewith are all the variables whose values can change during a game,
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* omitting a few (such as I, J, ATTACK) whose values between turns are
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* irrelevant and some whose values when a game is
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* suspended or resumed are guaranteed to match. If unsure whether a value
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* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
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* with junk variables to bring it up to 7 values. */
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SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
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SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
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SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
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SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
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SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
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SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
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SAVARR(game.abbrev,LOCSIZ);
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SAVARR(game.atloc,LOCSIZ);
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SAVARR(game.dloc,NDWARVES);
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SAVARR(game.dseen,NDWARVES);
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SAVARR(game.fixed,NOBJECTS);
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SAVARR(game.hinted,HNTSIZ);
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SAVARR(game.hintlc,HNTSIZ);
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SAVARR(game.link,NOBJECTS*2);
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SAVARR(game.odloc,NDWARVES);
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SAVARR(game.place,NOBJECTS);
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SAVARR(game.prop,NOBJECTS);
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SAVWRD(kk,K);
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if (K != 0) goto L8318;
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K=NUL;
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game.zzword=RNDVOC(3,game.zzword);
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if (kk > 0) return(8);
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RSPEAK(266);
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exit(0);
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/* Resume. Read a suspended game back from a file. */
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L8310: kk=1;
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if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
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RSPEAK(268);
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if (!YES(input,200,54,54)) return(2012);
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goto L8305;
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L8312: SETPRM(1,K/10,MOD(K,10));
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SETPRM(3,VRSION/10,MOD(VRSION,10));
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RSPEAK(269);
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return(2000);
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L8318: RSPEAK(270);
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exit(0);
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}
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