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.
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dc9d9e467b
commit
42189d79d7
11 changed files with 260 additions and 231 deletions
62
init.c
62
init.c
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@ -278,20 +278,20 @@ L1014: TRNVLS=TRNVLS+1;
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/* The stuff for section 3 is encoded here. Each "from-location" gets a
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* contiguous section of the "TRAVEL" array. Each entry in travel is
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* NEWLOC*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* game.newloc*1000 + KEYWORD (from section 4, motion verbs), and is negated if
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* this is the last entry for this location. KEY(N) is the index in travel
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* of the first option at location N. */
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L1030: LOC=GETNUM(OPENED);
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if(LOC == -1) goto L1002;
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NEWLOC=GETNUM(NULL);
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game.newloc=GETNUM(NULL);
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if(KEY[LOC] != 0) goto L1033;
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KEY[LOC]=TRVS;
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goto L1035;
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L1033: TRVS--; TRAVEL[TRVS]= -TRAVEL[TRVS]; TRVS++;
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L1035: L=GETNUM(NULL);
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if(L == 0) goto L1039;
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TRAVEL[TRVS]=NEWLOC*1000+L;
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TRAVEL[TRVS]=game.newloc*1000+L;
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TRVS=TRVS+1;
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if(TRVS == TRVSIZ)BUG(3);
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goto L1035;
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@ -519,7 +519,7 @@ L1106: /*etc*/ ;
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* prior loc of each dwarf, initially garbage. DALTLC is alternate initial loc
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* for dwarf, in case one of them starts out on top of the adventurer. (No 2
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* of the 5 initial locs are adjacent.) DSEEN is true if dwarf has seen him.
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* DFLAG controls the level of activation of all this:
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* game.dflag controls the level of activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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@ -534,7 +534,7 @@ L1106: /*etc*/ ;
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for (I=1; I<=6; I++) {
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DSEEN[I]=false;
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} /* end loop */
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DFLAG=0;
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game.dflag=0;
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DLOC[1]=19;
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DLOC[2]=27;
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DLOC[3]=33;
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@ -544,21 +544,21 @@ L1106: /*etc*/ ;
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DALTLC=18;
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/* Other random flags and counters, as follows:
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* ABBNUM How often we should print non-abbreviated descriptions
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* BONUS Used to determine amount of bonus if he reaches closing
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* CLOCK1 Number of turns from finding last treasure till closing
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* CLOCK2 Number of turns from first warning till blinding flash
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* CONDS Min value for cond(loc) if loc has any hints
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* DETAIL How often we've said "not allowed to give more detail"
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* DKILL Number of dwarves killed (unused in scoring, needed for msg)
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* FOOBAR Current progress in saying "FEE FIE FOE FOO".
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* HOLDNG Number of objects being carried
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill Number of dwarves killed (unused in scoring, needed for msg)
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* game.foobar Current progress in saying "FEE FIE FOE FOO".
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* game.holdng Number of objects being carried
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* IGO How many times he's said "go XXX" instead of "XXX"
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* IWEST How many times he's said "west" instead of "w"
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* KNFLOC 0 if no knife here, loc if knife here, -1 after caveat
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* LIMIT Lifetime of lamp (not set here)
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* game.iwest How many times he's said "west" instead of "w"
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* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
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* game.limit Lifetime of lamp (not set here)
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* MAXDIE Number of reincarnation messages available (up to 5)
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* NUMDIE Number of times killed so far
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* game.numdie Number of times killed so far
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* THRESH Next #turns threshhold (-1 if none)
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* TRNDEX Index in TRNVAL of next threshhold (section 14 of database)
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* TRNLUZ # points lost so far due to number of turns used
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@ -570,27 +570,27 @@ L1106: /*etc*/ ;
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THRESH= -1;
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if(TRNVLS > 0)THRESH=MOD(TRNVAL[1],100000)+1;
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TRNLUZ=0;
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LMWARN=false;
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game.lmwarn=false;
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IGO=0;
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IWEST=0;
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KNFLOC=0;
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DETAIL=0;
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ABBNUM=5;
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game.iwest=0;
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game.knfloc=0;
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game.detail=0;
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game.abbnum=5;
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for (I=0; I<=4; I++) {
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{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
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} /* end loop */
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NUMDIE=0;
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HOLDNG=0;
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DKILL=0;
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FOOBAR=0;
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BONUS=0;
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CLOCK1=30;
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CLOCK2=50;
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game.numdie=0;
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game.holdng=0;
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game.dkill=0;
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game.foobar=0;
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game.bonus=0;
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game.clock1=30;
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game.clock2=50;
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CONDS=SETBIT(11);
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SAVED=0;
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CLOSNG=false;
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game.closng=false;
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PANIC=false;
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CLOSED=false;
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game.closed=false;
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CLSHNT=false;
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NOVICE=false;
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SETUP=1;
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