Suspend/resume handler.
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parent
652e4ed733
commit
54d22714d9
1 changed files with 83 additions and 68 deletions
151
actions.c
151
actions.c
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@ -775,6 +775,87 @@ static int say(void)
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}
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}
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static int suspendresume(FILE *input, bool resume)
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/* Suspend and resume */
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{
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int kk;
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if (!resume) {
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/* Suspend. Offer to save things in a file, but charging
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* some points (so can't win by using saved games to retry
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* battles or to start over after learning zzword). */
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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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kk= -1;
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}
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else
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{
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/* Resume. Read a suspended game back from a file. */
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kk=1;
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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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}
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/* Suspend vs resume cases are distinguished by the value of kk
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* (-1 for suspend, +1 for resume). */
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/*
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* FIXME: This is way more complicated than it needs to be in C.
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* What we ought to do is define a save-block structure that
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* includes a game state block and then use a single fread/fwrite
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* for I/O. All the SAV* functions can be scrapped.
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*/
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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) 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 throw_support(long spk)
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static int throw_support(long spk)
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{
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{
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RSPEAK(spk);
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RSPEAK(spk);
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@ -946,8 +1027,8 @@ L4000:
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case 26: /* READ */ return read(input, INTRANSITIVE);
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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 27: /* BREAK */ return(8000);
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case 28: /* WAKE */ 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 29: /* SUSP */ return suspendresume(input, false);
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case 30: /* RESU */ goto L8310;
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case 30: /* RESU */ return suspendresume(input, true);
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 31: /* FLY */ return fly(INTRANSITIVE);
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case 32: /* LISTE */ return listen();
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case 32: /* LISTE */ return listen();
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case 33: /* ZZZZ */ return reservoir();
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case 33: /* ZZZZ */ return reservoir();
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@ -1037,70 +1118,4 @@ 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, 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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* 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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}
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