distinguish global variables that get written to savefile
The g? structs had a mix of variables that were written to
the savefile, and those that were not.
For better clarity and to distinguish those that end up in
the savefile, relocate some g? variables that get written
directly to the savefile into different structs.
This updates EDITLEVEL, although technically it probably
didn't need to, since savefile contents are not changing.
Details:
gb.bases -> svb.bases
gb.bbubbles -> svb.bbubbles
gb.branches -> svb.branches
gc.context -> svc.context
gd.disco -> svd.disco
gd.dndest -> svd.dndest
gd.doors -> svd.doors
gd.doors_alloc -> svd.doors_alloc
gd.dungeon_topology -> svd.dungeon_topology
gd.dungeons -> svd.dungeons
ge.exclusion_zones -> sve.exclusion_zones
gh.hackpid -> svh.hackpid
gi.inv_pos -> svi.inv_pos
gk.killer -> svk.killer
gl.lastseentyp -> svl.lastseentyp
gl.level -> svl.level
gl.level_info -> svl.level_info
gm.mapseenchn -> svm.mapseenchn
gm.moves -> svm.moves
gm.mvitals -> svm.mvitals
gn.n_dgns -> svn.n_dgns
gn.n_regions -> svn.n_regions
gn.nroom -> svn.nroom
go.oracle_cnt -> svo.oracle_cnt
gp.pl_character -> svp.pl_character
gp.pl_fruit -> svp.pl_fruit
gp.plname -> svp.plname
gp.program_state -> svp.program_state
gq.quest_status -> svq.quest_status
gr.rooms -> svr.rooms
gs.sp_levchn -> svs.sp_levchn
gs.spl_book -> svs.spl_book
gt.timer_id -> svt.timer_id
gt.tune -> svt.tune
gu.updest -> svu.updest
gx.xmax -> svx.xmax
gx.xmin -> svx.xmin
gy.ymax -> svy.ymax
gy.ymin -> svy.ymin
Related note:
There are some pointer variables that are heads of chains that were not
moved from 'g?' to 'sv?', because they are not actually written to the
savefile directly, but the objects/monst/trap/lightsource/timer in the
chains they point to are. That can be changed, if desired.
Examples: gi.invent, gm.migrating_objs, gb.billobjs, gm.migrating_mons,
gf.ftrap, gl.light_base, gt.timer_base
This commit is contained in:
42
src/bones.c
42
src/bones.c
@@ -22,7 +22,7 @@ no_bones_level(d_level *lev)
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assign_level(lev, &gs.save_dlevel);
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return (boolean) (((sptr = Is_special(lev)) != 0 && !sptr->boneid)
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|| !gd.dungeons[lev->dnum].boneid
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|| !svd.dungeons[lev->dnum].boneid
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/* no bones on the last or multiway branch levels
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in any dungeon (level 1 isn't multiway) */
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|| Is_botlevel(lev)
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@@ -94,7 +94,7 @@ resetobjs(struct obj *ochain, boolean restore)
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result depends upon hero's location */
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&& inside_shop(ox, oy)
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&& *(p = in_rooms(ox, oy, SHOPBASE))
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&& tended_shop(&gr.rooms[*p - ROOMOFFSET]));
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&& tended_shop(&svr.rooms[*p - ROOMOFFSET]));
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}
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} else { /* saving */
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/* do not zero out o_ids for ghost levels anymore */
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@@ -317,7 +317,7 @@ fixuporacle(struct monst *oracle)
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oracle->mpeaceful = 1; /* for behavior toward next character */
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o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
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if (o_ridx >= 0 && gr.rooms[o_ridx].rtype == DELPHI)
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if (o_ridx >= 0 && svr.rooms[o_ridx].rtype == DELPHI)
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return TRUE; /* no fixup needed */
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/*
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@@ -328,14 +328,14 @@ fixuporacle(struct monst *oracle)
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*/
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/* find original delphi chamber; should always succeed */
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for (ridx = 0; ridx < SIZE(gr.rooms); ++ridx)
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if (gr.rooms[ridx].orig_rtype == DELPHI)
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for (ridx = 0; ridx < SIZE(svr.rooms); ++ridx)
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if (svr.rooms[ridx].orig_rtype == DELPHI)
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break;
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if (o_ridx != ridx && ridx < SIZE(gr.rooms)) {
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if (o_ridx != ridx && ridx < SIZE(svr.rooms)) {
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/* room found and she's not in it, so try to move her there */
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cc.x = (gr.rooms[ridx].lx + gr.rooms[ridx].hx) / 2;
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cc.y = (gr.rooms[ridx].ly + gr.rooms[ridx].hy) / 2;
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cc.x = (svr.rooms[ridx].lx + svr.rooms[ridx].hx) / 2;
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cc.y = (svr.rooms[ridx].ly + svr.rooms[ridx].hy) / 2;
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if (enexto(&cc, cc.x, cc.y, oracle->data)) {
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rloc_to(oracle, cc.x, cc.y);
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o_ridx = levl[oracle->mx][oracle->my].roomno - ROOMOFFSET;
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@@ -345,7 +345,7 @@ fixuporacle(struct monst *oracle)
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same as used to happen before this fixup was introduced] */
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}
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if (ridx == o_ridx) /* if she's in her room, mark it as such */
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gr.rooms[ridx].rtype = DELPHI;
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svr.rooms[ridx].rtype = DELPHI;
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return TRUE; /* keep oracle in new bones file */
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}
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@@ -462,7 +462,7 @@ savebones(int how, time_t when, struct obj *corpse)
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return;
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}
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give_u_to_m_resistances(mtmp);
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mtmp = christen_monst(mtmp, gp.plname);
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mtmp = christen_monst(mtmp, svp.plname);
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newsym(u.ux, u.uy);
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/* ["Your body rises from the dead as an <mname>..." used
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to be given here, but it has been moved to done() so that
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@@ -478,7 +478,7 @@ savebones(int how, time_t when, struct obj *corpse)
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/* embed your possessions in your statue */
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otmp = mk_named_object(STATUE, &mons[u.umonnum], u.ux, u.uy,
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gp.plname);
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svp.plname);
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drop_upon_death((struct monst *) 0, otmp, u.ux, u.uy);
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if (!otmp)
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@@ -495,7 +495,7 @@ savebones(int how, time_t when, struct obj *corpse)
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gi.in_mklev = FALSE;
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if (!mtmp)
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return;
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mtmp = christen_monst(mtmp, gp.plname);
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mtmp = christen_monst(mtmp, svp.plname);
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if (corpse)
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(void) obj_attach_mid(corpse, mtmp->m_id);
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}
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@@ -521,8 +521,8 @@ savebones(int how, time_t when, struct obj *corpse)
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}
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set_ghostly_objlist(fobj);
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resetobjs(fobj, FALSE);
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set_ghostly_objlist(gl.level.buriedobjlist);
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resetobjs(gl.level.buriedobjlist, FALSE);
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set_ghostly_objlist(svl.level.buriedobjlist);
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resetobjs(svl.level.buriedobjlist, FALSE);
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/* Hero is no longer on the map. */
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u.ux0 = u.ux, u.uy0 = u.uy;
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@@ -534,7 +534,7 @@ savebones(int how, time_t when, struct obj *corpse)
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levl[x][y].seenv = 0;
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levl[x][y].waslit = 0;
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levl[x][y].glyph = GLYPH_UNEXPLORED;
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gl.lastseentyp[x][y] = 0;
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svl.lastseentyp[x][y] = 0;
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}
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/* Attach bones info to the current level before saving. */
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@@ -546,7 +546,7 @@ savebones(int how, time_t when, struct obj *corpse)
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gender and alignment reflect final values rather than what the
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character started out as, same as topten and logfile entries */
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Sprintf(newbones->who, "%s-%.3s-%.3s-%.3s-%.3s",
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gp.plname, gu.urole.filecode,
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svp.plname, gu.urole.filecode,
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gu.urace.filecode, genders[flags.female].filecode,
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aligns[1 - u.ualign.type].filecode);
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formatkiller(newbones->how, sizeof newbones->how, how, TRUE);
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@@ -556,13 +556,13 @@ savebones(int how, time_t when, struct obj *corpse)
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newbones->bonesknown = FALSE;
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/* if current character died on a bones level, the cemetery list
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will have multiple entries, most recent (this dead hero) first */
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newbones->next = gl.level.bonesinfo;
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gl.level.bonesinfo = newbones;
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newbones->next = svl.level.bonesinfo;
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svl.level.bonesinfo = newbones;
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/* flag these bones if they are being created in wizard mode;
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they might already be flagged as such, even when we're playing
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in normal mode, if this level came from a previous bones file */
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if (wizard)
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gl.level.flags.wizard_bones = 1;
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svl.level.flags.wizard_bones = 1;
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nhfp = create_bonesfile(&u.uz, &bonesid, whynot);
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if (!nhfp) {
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@@ -690,7 +690,7 @@ getbones(void)
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resetobjs(mtmp->minvent, TRUE);
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}
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resetobjs(fobj, TRUE);
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resetobjs(gl.level.buriedobjlist, TRUE);
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resetobjs(svl.level.buriedobjlist, TRUE);
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fix_shop_damage();
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}
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}
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@@ -731,7 +731,7 @@ bones_include_name(const char *name)
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Strcat(buf, "-");
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len = strlen(buf);
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for (bp = gl.level.bonesinfo; bp; bp = bp->next) {
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for (bp = svl.level.bonesinfo; bp; bp = bp->next) {
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if (!strncmp(bp->who, buf, len))
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return TRUE;
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}
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