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:
Eric S. Raymond 2017-05-23 18:47:04 -04:00
parent dc9d9e467b
commit 42189d79d7
11 changed files with 260 additions and 231 deletions

62
init.c
View file

@ -278,20 +278,20 @@ L1014: TRNVLS=TRNVLS+1;
/* The stuff for section 3 is encoded here. Each "from-location" gets a
* contiguous section of the "TRAVEL" array. Each entry in travel is
* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
* this is the last entry for this location. KEY(N) is the index in travel
* of the first option at location N. */
L1030: LOC=GETNUM(OPENED);
if(LOC == -1) goto L1002;
NEWLOC=GETNUM(NULL);
game.newloc=GETNUM(NULL);
if(KEY[LOC] != 0) goto L1033;
KEY[LOC]=TRVS;
goto L1035;
L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
L1035: L=GETNUM(NULL);
if(L == 0) goto L1039;
TRAVEL[TRVS]=NEWLOC*1000+L;
TRAVEL[TRVS]=game.newloc*1000+L;
TRVS=TRVS+1;
if(TRVS == TRVSIZ)BUG(3);
goto L1035;
@ -519,7 +519,7 @@ L1106: /*etc*/ ;
* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
* for dwarf, in case one of them starts out on top of the adventurer. (No 2
* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
* DFLAG controls the level of activation of all this:
* game.dflag controls the level of activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
* 2 Met first dwarf, others start moving, no knives thrown yet
@ -534,7 +534,7 @@ L1106: /*etc*/ ;
for (I=1; I<=6; I++) {
DSEEN[I]=false;
} /* end loop */
DFLAG=0;
game.dflag=0;
DLOC[1]=19;
DLOC[2]=27;
DLOC[3]=33;
@ -544,21 +544,21 @@ L1106: /*etc*/ ;
DALTLC=18;
/* Other random flags and counters, as follows:
* ABBNUM How often we should print non-abbreviated descriptions
* BONUS Used to determine amount of bonus if he reaches closing
* CLOCK1 Number of turns from finding last treasure till closing
* CLOCK2 Number of turns from first warning till blinding flash
* game.abbnum How often we should print non-abbreviated descriptions
* game.bonus Used to determine amount of bonus if he reaches closing
* game.clock1 Number of turns from finding last treasure till closing
* game.clock2 Number of turns from first warning till blinding flash
* CONDS Min value for cond(loc) if loc has any hints
* DETAIL How often we've said "not allowed to give more detail"
* DKILL Number of dwarves killed (unused in scoring, needed for msg)
* FOOBAR Current progress in saying "FEE FIE FOE FOO".
* HOLDNG Number of objects being carried
* game.detail How often we've said "not allowed to give more detail"
* game.dkill Number of dwarves killed (unused in scoring, needed for msg)
* game.foobar Current progress in saying "FEE FIE FOE FOO".
* game.holdng Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
* IWEST How many times he's said "west" instead of "w"
* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
* LIMIT Lifetime of lamp (not set here)
* game.iwest How many times he's said "west" instead of "w"
* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
* game.limit Lifetime of lamp (not set here)
* MAXDIE Number of reincarnation messages available (up to 5)
* NUMDIE Number of times killed so far
* game.numdie Number of times killed so far
* THRESH Next #turns threshhold (-1 if none)
* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
* TRNLUZ # points lost so far due to number of turns used
@ -570,27 +570,27 @@ L1106: /*etc*/ ;
THRESH= -1;
if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
TRNLUZ=0;
LMWARN=false;
game.lmwarn=false;
IGO=0;
IWEST=0;
KNFLOC=0;
DETAIL=0;
ABBNUM=5;
game.iwest=0;
game.knfloc=0;
game.detail=0;
game.abbnum=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
NUMDIE=0;
HOLDNG=0;
DKILL=0;
FOOBAR=0;
BONUS=0;
CLOCK1=30;
CLOCK2=50;
game.numdie=0;
game.holdng=0;
game.dkill=0;
game.foobar=0;
game.bonus=0;
game.clock1=30;
game.clock2=50;
CONDS=SETBIT(11);
SAVED=0;
CLOSNG=false;
game.closng=false;
PANIC=false;
CLOSED=false;
game.closed=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;