Isolate the grotty save/resume code. Most of it will soon go away.

This commit is contained in:
Eric S. Raymond 2017-06-10 05:38:47 -04:00
parent 4c5474121f
commit 3af993abca
5 changed files with 230 additions and 222 deletions

View file

@ -3,8 +3,6 @@
#include "advent.h"
#include "database.h"
#define VRSION 25 /* bump on save format change */
/*
* Action handlers. Eventually we'll do lookup through a method table
* that calls these. Absolutely nothing like the original FORTRAN.
@ -776,88 +774,6 @@ static int say(void)
}
static int suspendresume(FILE *input, bool resume)
/* Suspend and resume */
{
int kk;
long i;
if (!resume) {
/* 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;
kk= -1;
}
else
{
/* Resume. Read a suspended game back from a file. */
kk=1;
if (game.loc != 1 || game.abbrev[1] != 1) {
RSPEAK(268);
if (!YES(input,200,54,54)) return(2012);
}
}
/* Suspend vs resume cases are distinguished by the value of kk
* (-1 for suspend, +1 for resume). */
/*
* FIXME: This is way more complicated than it needs to be in C.
* What we ought to do is define a save-block structure that
* includes a game state block and then use a single fread/fwrite
* for I/O. All the SAV* functions can be scrapped.
*/
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) 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 throw_support(long spk)
{
RSPEAK(spk);
@ -1021,8 +937,8 @@ int action(FILE *input, enum speechpart part, long verb, long obj)
case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000);
case 29: /* SUSP */ return suspendresume(input, false);
case 30: /* RESU */ return suspendresume(input, true);
case 29: /* SUSP */ return saveresume(input, false);
case 30: /* RESU */ return saveresume(input, true);
case 31: /* FLY */ return fly(INTRANSITIVE);
case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir();