Suspend/resume handler.

This commit is contained in:
Eric S. Raymond 2017-06-09 09:54:23 -04:00
parent 652e4ed733
commit 54d22714d9

151
actions.c
View file

@ -775,6 +775,87 @@ static int say(void)
} }
static int suspendresume(FILE *input, bool resume)
/* Suspend and resume */
{
int kk;
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) static int throw_support(long spk)
{ {
RSPEAK(spk); RSPEAK(spk);
@ -946,8 +1027,8 @@ L4000:
case 26: /* READ */ return read(input, INTRANSITIVE); case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000); case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000); case 28: /* WAKE */ return(8000);
case 29: /* SUSP */ goto L8300; case 29: /* SUSP */ return suspendresume(input, false);
case 30: /* RESU */ goto L8310; case 30: /* RESU */ return suspendresume(input, true);
case 31: /* FLY */ return fly(INTRANSITIVE); case 31: /* FLY */ return fly(INTRANSITIVE);
case 32: /* LISTE */ return listen(); case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir(); case 33: /* ZZZZ */ return reservoir();
@ -1037,70 +1118,4 @@ L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010;
* transitive, plus ten times the verb number. Many intransitive verbs use the * transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */ * transitive code, and some verbs use code for other verbs, as noted below. */
/* 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). */
L8300: SPK=201;
RSPEAK(260);
if (!YES(input,200,54,54)) return(2012);
game.saved=game.saved+5;
kk= -1;
/* This next part is shared with the "resume" code. The two cases are
* distinguished by the value of kk (-1 for suspend, +1 for resume). */
L8305: DATIME(&I,&K);
K=I+650*K;
SAVWRD(kk,K);
K=VRSION;
SAVWRD(0,K);
if (K != VRSION) goto L8312;
/* Herewith are all the variables whose values can change during a game,
* omitting a few (such as I, J, ATTACK) 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) goto L8318;
K=NUL;
game.zzword=RNDVOC(3,game.zzword);
if (kk > 0) return(8);
RSPEAK(266);
exit(0);
/* Resume. Read a suspended game back from a file. */
L8310: kk=1;
if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
RSPEAK(268);
if (!YES(input,200,54,54)) return(2012);
goto L8305;
L8312: SETPRM(1,K/10,MOD(K,10));
SETPRM(3,VRSION/10,MOD(VRSION,10));
RSPEAK(269);
return(2000);
L8318: RSPEAK(270);
exit(0);
} }