Begin gathering saveable game state into a structure. Not yet complete.
No logic changes. A bunch of globals turn into fields (with the same names except for lowercasing) in struct game_t. Eventually this will allow drastic simplification of the save/load logic.
This commit is contained in:
parent
dc9d9e467b
commit
42189d79d7
11 changed files with 260 additions and 231 deletions
64
actions1.c
64
actions1.c
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@ -94,8 +94,8 @@ L5110: if(K == DWARF && ATDWRF(LOC) > 0) goto L5010;
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L5120: if(OBJ != PLANT || !AT(PLANT2) || PROP[PLANT2] == 0) goto L5130;
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OBJ=PLANT2;
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goto L5010;
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L5130: if(OBJ != KNIFE || KNFLOC != LOC) goto L5140;
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KNFLOC= -1;
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L5130: if(OBJ != KNIFE || game.knfloc != LOC) goto L5140;
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game.knfloc= -1;
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SPK=116;
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return(2011);
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L5140: if(OBJ != ROD || !HERE(ROD2)) goto L5190;
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@ -160,9 +160,9 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
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if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
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if(SPK != 31 || !HERE(KEYS)) return(2011);
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if(OBJ == CHAIN) goto L9048;
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if(!CLOSNG) goto L9043;
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if(!game.closng) goto L9043;
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K=130;
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if(!PANIC)CLOCK2=15;
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if(!PANIC)game.clock2=15;
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PANIC=true;
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return(2010);
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@ -208,17 +208,17 @@ L9049: SPK=172;
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/* Light. Applicable only to lamp and urn. */
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && LIMIT >= 0)OBJ=LAMP;
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L8070: if(HERE(LAMP) && PROP[LAMP] == 0 && game.limit >= 0)OBJ=LAMP;
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if(HERE(URN) && PROP[URN] == 1)OBJ=OBJ*100+URN;
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if(OBJ == 0 || OBJ > 100) return(8000);
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L9070: if(OBJ == URN) goto L9073;
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if(OBJ != LAMP) return(2011);
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SPK=184;
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if(LIMIT < 0) return(2011);
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if(game.limit < 0) return(2011);
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PROP[LAMP]=1;
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RSPEAK(39);
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if(WZDARK) return(2000);
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if(game.wzdark) return(2000);
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return(2012);
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L9073: SPK=38;
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@ -250,12 +250,12 @@ L9086: PROP[LAMP]=0;
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/* Wave. No effect unless waving rod at fissure or at bird. */
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L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
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if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
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return(2011);
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if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
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if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
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if(CLOSED) return(18999);
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if(CLOSNG || !AT(FISSUR)) return(2011);
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if(game.closed) return(18999);
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if(game.closng || !AT(FISSUR)) return(2011);
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if(HERE(BIRD))RSPEAK(SPK);
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PROP[FISSUR]=1-PROP[FISSUR];
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PSPEAK(FISSUR,2-PROP[FISSUR]);
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@ -360,7 +360,7 @@ L8180: if(YES(input,22,54,54)) score(1);
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L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
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DWARF && ATDWRF(LOC) > 0))SPK=94;
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if(CLOSED)SPK=138;
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if(game.closed)SPK=138;
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if(TOTING(OBJ))SPK=24;
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return(2011);
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@ -370,9 +370,9 @@ L8200: SPK=98;
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/* 8201 */ for (I=1; I<=100; I++) {
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if(I == BEAR || !TOTING(I)) goto L8201;
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if(SPK == 98)RSPEAK(99);
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BLKLIN=false;
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game.blklin=false;
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PSPEAK(I,-1);
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BLKLIN=true;
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game.blklin=true;
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SPK=0;
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L8201: /*etc*/ ;
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} /* end loop */
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@ -386,11 +386,11 @@ L9220: return(fill());
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/* Blast. No effect unless you've got dynamite, which is a neat trick! */
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L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
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BONUS=133;
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if(LOC == 115)BONUS=134;
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if(HERE(ROD2))BONUS=135;
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RSPEAK(BONUS);
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L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
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game.bonus=133;
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if(LOC == 115)game.bonus=134;
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if(HERE(ROD2))game.bonus=135;
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RSPEAK(game.bonus);
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score(0);
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/* Score. Call scoring routine but tell it to return. */
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@ -407,13 +407,13 @@ L8240: score(-1);
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L8250: K=VOCAB(WD1,3);
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SPK=42;
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if(FOOBAR == 1-K) goto L8252;
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if(FOOBAR != 0)SPK=151;
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if(game.foobar == 1-K) goto L8252;
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if(game.foobar != 0)SPK=151;
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return(2011);
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L8252: FOOBAR=K;
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L8252: game.foobar=K;
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if(K != 4) return(2009);
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FOOBAR=0;
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game.foobar=0;
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if(PLACE[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && 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 crossing. */
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@ -429,8 +429,8 @@ L8252: FOOBAR=K;
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/* Brief. Intransitive only. Suppress long descriptions after first time. */
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L8260: SPK=156;
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ABBNUM=10000;
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DETAIL=3;
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game.abbnum=10000;
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game.detail=3;
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return(2011);
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/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
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@ -453,7 +453,7 @@ L9275: CLSHNT=YES(input,192,193,54);
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L9280: if(OBJ == MIRROR)SPK=148;
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if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
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if(OBJ != MIRROR || !CLOSED) return(2011);
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if(OBJ != MIRROR || !game.closed) return(2011);
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SPK=197;
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return(18999);
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@ -465,7 +465,7 @@ L9282: SPK=198;
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/* Wake. Only use is to disturb the dwarves. */
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L9290: if(OBJ != DWARF || !CLOSED) return(2011);
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L9290: if(OBJ != DWARF || !game.closed) return(2011);
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SPK=199;
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return(18999);
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@ -494,12 +494,12 @@ L8305: DATIME(I,K);
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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(ABBNUM,BLKLIN,BONUS,CLOCK1,CLOCK2,CLOSED,CLOSNG);
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SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
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SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
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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,LL,game.lmwarn,LOC,game.newloc,game.numdie);
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SAVWDS(OBJ,OLDLC2,OLDLOC,OLDOBJ,PANIC,SAVED,SETUP);
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SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
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SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,ZZWORD,OBJSND[BIRD]);
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SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,ZZWORD,OBJSND[BIRD]);
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SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
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SAVARR(ABB,LOCSIZ);
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SAVARR(ATLOC,LOCSIZ);
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@ -548,7 +548,7 @@ L9320: if(OBJ != RUG) return(2011);
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if(PROP[RUG] != 2) return(2011);
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OLDLC2=OLDLOC;
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OLDLOC=LOC;
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NEWLOC=PLACE[RUG]+FIXED[RUG]-LOC;
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game.newloc=PLACE[RUG]+FIXED[RUG]-LOC;
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SPK=226;
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if(PROP[SAPPH] >= 0)SPK=227;
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RSPEAK(SPK);
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@ -579,7 +579,7 @@ L8340: if(!AT(RESER) && LOC != FIXED[RESER]-1) return(2011);
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PROP[RESER]=1-PROP[RESER];
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if(AT(RESER)) return(2012);
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OLDLC2=LOC;
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NEWLOC=0;
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game.newloc=0;
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RSPEAK(241);
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return(2);
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