Use fixed-lwength types to make the save format more portable
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2 changed files with 38 additions and 36 deletions
72
advent.h
72
advent.h
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@ -176,30 +176,32 @@ typedef enum {
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GO_DWARFWAKE,
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GO_DWARFWAKE,
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} phase_codes_t;
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} phase_codes_t;
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typedef int vocab_t; // index into a vocabulary array */
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/* Use fixed-lwength types to make the save format moore portable */
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typedef int verb_t; // index into an actions array */
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typedef int32_t vocab_t; // index into a vocabulary array */
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typedef int obj_t; // index into the object array */
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typedef int32_t verb_t; // index into an actions array */
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typedef int loc_t; // index into the locations array */
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typedef int32_t obj_t; // index into the object array */
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typedef int turn_t; // turn counter or threshold */
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typedef int32_t loc_t; // index into the locations array */
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typedef int32_t turn_t; // turn counter or threshold */
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typedef int32_t bool32_t; // turn counter or threshold */
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struct game_t {
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struct game_t {
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int32_t lcg_x;
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int32_t lcg_x;
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int abbnum; // How often to print int descriptions
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int32_t abbnum; // How often to print int descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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score_t bonus; // What kind of finishing bonus we are getting
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loc_t chloc; // pirate chest location
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loc_t chloc; // pirate chest location
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loc_t chloc2; // pirate chest alternate location
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loc_t chloc2; // pirate chest alternate location
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turn_t clock1; // # turns from finding last treasure to close
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turn_t clock1; // # turns from finding last treasure to close
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turn_t clock2; // # turns from warning till blinding flash
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turn_t clock2; // # turns from warning till blinding flash
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bool clshnt; // has player read the clue in the endgame?
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bool32_t clshnt; // has player read the clue in the endgame?
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bool closed; // whether we're all the way closed
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bool32_t closed; // whether we're all the way closed
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bool closng; // whether it's closing time yet
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bool32_t closng; // whether it's closing time yet
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bool lmwarn; // has player been warned about lamp going dim?
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bool32_t lmwarn; // has player been warned about lamp going dim?
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bool novice; // asked for instructions at start-up?
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bool32_t novice; // asked for instructions at start-up?
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bool panic; // has player found out he's trapped?
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bool32_t panic; // has player found out he's trapped?
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bool wzdark; // whether the loc he's leaving was dark
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bool32_t wzdark; // whether the loc he's leaving was dark
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bool blooded; // has player drunk of dragon's blood?
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bool32_t blooded; // has player drunk of dragon's blood?
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int conds; // min value for cond[loc] if loc has any hints
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int32_t conds; // min value for cond[loc] if loc has any hints
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int detail; // level of detail in descriptions
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int32_t detail; // level of detail in descriptions
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/* dflag controls the level of activation of dwarves:
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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@ -207,14 +209,14 @@ struct game_t {
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy) */
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* 3+ Dwarves are mad (increases their accuracy) */
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int dflag;
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int32_t dflag;
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int dkill; // dwarves killed
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int32_t dkill; // dwarves killed
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int dtotal; // total dwarves (including pirate) in loc
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int32_t dtotal; // total dwarves (including pirate) in loc
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int foobar; // progress in saying "FEE FIE FOE FOO".
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int32_t foobar; // progress in saying "FEE FIE FOE FOO".
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int holdng; // number of objects being carried
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int32_t holdng; // number of objects being carried
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int igo; // # uses of "go" instead of a direction
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int32_t igo; // # uses of "go" instead of a direction
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int iwest; // # times he's said "west" instead of "w"
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int32_t iwest; // # times he's said "west" instead of "w"
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loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
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loc_t knfloc; // knife location; LOC_NOWERE if none, -1 after caveat
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turn_t limit; // lifetime of lamp
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turn_t limit; // lifetime of lamp
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loc_t loc; // where player is now
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loc_t loc; // where player is now
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@ -223,33 +225,33 @@ struct game_t {
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loc_t oldloc; // where player was
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loc_t oldloc; // where player was
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loc_t oldlc2; // where player was two moves ago
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loc_t oldlc2; // where player was two moves ago
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obj_t oldobj; // last object player handled
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obj_t oldobj; // last object player handled
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int saved; // point penalty for saves
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int32_t saved; // point penalty for saves
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int tally; // count of treasures gained
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int32_t tally; // count of treasures gained
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int thresh; // current threshold for endgame scoring tier
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int32_t thresh; // current threshold for endgame scoring tier
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bool seenbigwords; // have we red the graffiti in the Giant's Room?
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bool32_t seenbigwords; // have we red the graffiti in the Giant's Room?
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turn_t trnluz; // # points lost so far due to turns used
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turn_t trnluz; // # points lost so far due to turns used
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turn_t turns; // counts commands given (ignores yes/no)
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turn_t turns; // counts commands given (ignores yes/no)
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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struct {
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struct {
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int abbrev; // has location been seen?
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int32_t abbrev; // has location been seen?
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int atloc; // head of object linked list per location
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int32_t atloc; // head of object linked list per location
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} locs[NLOCATIONS + 1];
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} locs[NLOCATIONS + 1];
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struct {
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struct {
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int seen; // true if dwarf has seen him
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int32_t seen; // true if dwarf has seen him
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loc_t loc; // location of dwarves, initially hard-wired in
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loc_t loc; // location of dwarves, initially hard-wired in
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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loc_t oldloc; // prior loc of each dwarf, initially garbage
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} dwarves[NDWARVES + 1];
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} dwarves[NDWARVES + 1];
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struct {
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struct {
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#ifdef FOUNDBOOL
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#ifdef FOUNDBOOL
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bool found; // has the location of this object bween found?
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bool32_t found; // has the location of this object bween found?
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#endif
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#endif
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loc_t fixed; // fixed location of object (if not IS_FREE)
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loc_t fixed; // fixed location of object (if not IS_FREE)
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int prop; // object state */
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int32_t prop; // object state */
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loc_t place; // location of object
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loc_t place; // location of object
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} objects[NOBJECTS + 1];
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} objects[NOBJECTS + 1];
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struct {
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struct {
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bool used; // hints[i].used = true iff hint i has been used.
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bool32_t used; // hints[i].used = true iff hint i has been used.
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int lc; // hints[i].lc = show int at LOC with cond bit i
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int32_t lc; // hints[i].lc = show int at LOC with cond bit i
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} hints[NHINTS];
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} hints[NHINTS];
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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obj_t link[NOBJECTS * 2 + 1];// object-list links
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};
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};
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@ -292,7 +294,7 @@ typedef struct {
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* files afterwards. Otherwise you will get a spurious failure due to the old version
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* files afterwards. Otherwise you will get a spurious failure due to the old version
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* having been generated into a check file.
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* having been generated into a check file.
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*/
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*/
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#define SAVE_VERSION 30
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#define SAVE_VERSION 31
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/*
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/*
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* Goes at start of file so saves can be identified by file(1) and the like.
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* Goes at start of file so saves can be identified by file(1) and the like.
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@ -11,7 +11,7 @@ down a gully.
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Can't open file y, try again.
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Can't open file y, try again.
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I'm sorry, but that Adventure was begun using Version -133.-7 of the
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I'm sorry, but that Adventure was begun using Version -133.-7 of the
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save file format, and this program uses Version 3.0. You must find an instance
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save file format, and this program uses Version 3.1. You must find an instance
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using that other version in order to resume that Adventure.
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using that other version in order to resume that Adventure.
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You're in front of building.
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You're in front of building.
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