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:
46
src/detect.c
46
src/detect.c
@@ -254,13 +254,13 @@ check_map_spot(coordxy x, coordxy y, char oclass, unsigned material)
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if (glyph_is_object(glyph)) {
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/* there's some object shown here */
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if (oclass == ALL_CLASSES) {
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return !(gl.level.objects[x][y] /* stale if nothing here */
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return !(svl.level.objects[x][y] /* stale if nothing here */
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|| ((mtmp = m_at(x, y)) != 0 && mtmp->minvent));
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} else {
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if (material
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&& objects[glyph_to_obj(glyph)].oc_material == material) {
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/* object shown here is of interest because material matches */
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for (otmp = gl.level.objects[x][y]; otmp;
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for (otmp = svl.level.objects[x][y]; otmp;
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otmp = otmp->nexthere)
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if (o_material(otmp, GOLD))
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return FALSE;
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@@ -275,7 +275,7 @@ check_map_spot(coordxy x, coordxy y, char oclass, unsigned material)
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}
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if (oclass && objects[glyph_to_obj(glyph)].oc_class == oclass) {
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/* obj shown here is of interest because its class matches */
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for (otmp = gl.level.objects[x][y]; otmp;
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for (otmp = svl.level.objects[x][y]; otmp;
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otmp = otmp->nexthere)
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if (o_in(otmp, oclass))
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return FALSE;
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@@ -636,7 +636,7 @@ object_detect(struct obj *detector, /* object doing the detecting */
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do_dknown_of(obj);
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}
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for (obj = gl.level.buriedobjlist; obj; obj = obj->nobj) {
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for (obj = svl.level.buriedobjlist; obj; obj = obj->nobj) {
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if (!class || o_in(obj, class)) {
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if (u_at(obj->ox, obj->oy))
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ctu++;
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@@ -684,7 +684,7 @@ object_detect(struct obj *detector, /* object doing the detecting */
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/*
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* Map all buried objects first.
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*/
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for (obj = gl.level.buriedobjlist; obj; obj = obj->nobj)
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for (obj = svl.level.buriedobjlist; obj; obj = obj->nobj)
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if (!class || (otmp = o_in(obj, class)) != 0) {
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if (class) {
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if (otmp != obj) {
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@@ -705,7 +705,7 @@ object_detect(struct obj *detector, /* object doing the detecting */
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*/
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for (x = 1; x < COLNO; x++)
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for (y = 0; y < ROWNO; y++)
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for (obj = gl.level.objects[x][y]; obj; obj = obj->nexthere)
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for (obj = svl.level.objects[x][y]; obj; obj = obj->nexthere)
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if ((!class && !boulder) || (otmp = o_in(obj, class)) != 0
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|| (otmp = o_in(obj, boulder)) != 0) {
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if (class || boulder) {
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@@ -933,7 +933,7 @@ display_trap_map(int cursed_src)
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/* show chest traps first, first buried chests then floor chests, so
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that subsequent floor trap display will override if both types are
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present at the same location */
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(void) detect_obj_traps(gl.level.buriedobjlist, TRUE, cursed_src);
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(void) detect_obj_traps(svl.level.buriedobjlist, TRUE, cursed_src);
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(void) detect_obj_traps(fobj, TRUE, cursed_src);
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for (mon = fmon; mon; mon = mon->nmon) {
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if (DEADMONSTER(mon) || (mon->isgd && !mon->mx))
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@@ -947,7 +947,7 @@ display_trap_map(int cursed_src)
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dummytrap.ttyp = TRAPPED_DOOR;
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for (door = 0; door < gd.doorindex; door++) {
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cc = gd.doors[door];
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cc = svd.doors[door];
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if (levl[cc.x][cc.y].typ == SDOOR) /* see above */
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continue;
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if (levl[cc.x][cc.y].doormask & D_TRAPPED) {
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@@ -1004,7 +1004,7 @@ trap_detect(
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}
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found = TRUE;
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}
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if ((tr = detect_obj_traps(gl.level.buriedobjlist, FALSE, 0))
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if ((tr = detect_obj_traps(svl.level.buriedobjlist, FALSE, 0))
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!= OTRAP_NONE) {
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if (tr & OTRAP_THERE) {
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display_trap_map(cursed_src);
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@@ -1027,7 +1027,7 @@ trap_detect(
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found = TRUE;
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/* door traps */
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for (door = 0; door < gd.doorindex; door++) {
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cc = gd.doors[door];
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cc = svd.doors[door];
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/* levl[][].doormask and .wall_info both overlay levl[][].flags;
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the bit in doormask for D_TRAPPED is also a bit in wall_info;
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secret doors use wall_info so can't be marked as trapped */
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@@ -1362,7 +1362,7 @@ show_map_spot(coordxy x, coordxy y, boolean cnf)
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* opposite to how normal vision behaves.
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*/
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oldglyph = glyph_at(x, y);
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if (gl.level.flags.hero_memory) {
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if (svl.level.flags.hero_memory) {
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magic_map_background(x, y, 0);
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newsym(x, y); /* show it, if not blocked */
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} else {
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@@ -1375,7 +1375,7 @@ show_map_spot(coordxy x, coordxy y, boolean cnf)
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map_engraving(ep, 1);
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} else if (glyph_is_trap(oldglyph) || glyph_is_object(oldglyph)) {
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show_glyph(x, y, oldglyph);
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if (gl.level.flags.hero_memory)
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if (svl.level.flags.hero_memory)
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lev->glyph = oldglyph;
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}
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}
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@@ -1395,7 +1395,7 @@ do_mapping(void)
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for (zy = 0; zy < ROWNO; zy++)
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show_map_spot(zx, zy, Confusion);
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if (!gl.level.flags.hero_memory || unconstrained) {
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if (!svl.level.flags.hero_memory || unconstrained) {
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flush_screen(1); /* flush temp screen */
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/* browse_map() instead of display_nhwindow(WIN_MAP, TRUE) */
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browse_map(TER_DETECT | TER_MAP | TER_TRP | TER_OBJ,
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@@ -1472,7 +1472,7 @@ do_vicinity_map(
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if (OBJ_AT(zx, zy)) {
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/* not vobj_at(); this is not vision-based access;
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unlike object detection, we don't notice buried items */
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otmp = gl.level.objects[zx][zy];
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otmp = svl.level.objects[zx][zy];
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if (extended)
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otmp->dknown = 1;
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map_object(otmp, TRUE);
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@@ -1489,7 +1489,7 @@ do_vicinity_map(
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the map and we're not doing extended/blessed clairvoyance
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(hence must be swallowed or underwater), show "unseen
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creature" unless map already displayed a monster here */
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if ((unconstrained || !gl.level.flags.hero_memory)
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if ((unconstrained || !svl.level.flags.hero_memory)
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&& !extended && (zx != u.ux || zy != u.uy)
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&& !glyph_is_monster(oldglyph))
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map_invisible(zx, zy);
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@@ -1512,7 +1512,7 @@ do_vicinity_map(
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if (random_farsight && flags.quick_farsight)
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mdetected = odetected = FALSE;
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if (!gl.level.flags.hero_memory || unconstrained
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if (!svl.level.flags.hero_memory || unconstrained
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|| mdetected || odetected) {
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flush_screen(1); /* flush temp screen */
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/* the getpos() prompt from browse_map() is only shown when
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@@ -1639,7 +1639,7 @@ openone(coordxy zx, coordxy zy, genericptr_t num)
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int *num_p = (int *) num;
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if (OBJ_AT(zx, zy)) {
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for (otmp = gl.level.objects[zx][zy]; otmp; otmp = otmp->nexthere) {
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for (otmp = svl.level.objects[zx][zy]; otmp; otmp = otmp->nexthere) {
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if (Is_box(otmp) && otmp->olocked) {
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otmp->olocked = 0;
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(*num_p)++;
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@@ -2041,14 +2041,14 @@ reveal_terrain_getglyph(
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/* for 'full', show the actual terrain for the entire level,
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otherwise what the hero remembers for seen locations with
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monsters, objects, and/or traps removed as caller dictates */
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seenv = (full || gl.level.flags.hero_memory)
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seenv = (full || svl.level.flags.hero_memory)
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? levl[x][y].seenv : cansee(x, y) ? SVALL : 0;
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if (full) {
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levl[x][y].seenv = SVALL;
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glyph = back_to_glyph(x, y);
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levl[x][y].seenv = seenv;
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} else {
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levl_glyph = gl.level.flags.hero_memory ? levl[x][y].glyph
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levl_glyph = svl.level.flags.hero_memory ? levl[x][y].glyph
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: seenv ? back_to_glyph(x, y)
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: default_glyph;
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/* glyph_at() returns the displayed glyph, which might
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@@ -2074,7 +2074,7 @@ reveal_terrain_getglyph(
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|| glyph_is_invisible(glyph)) {
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if (!seenv) {
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glyph = default_glyph;
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} else if (gl.lastseentyp[x][y] == levl[x][y].typ) {
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} else if (svl.lastseentyp[x][y] == levl[x][y].typ) {
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glyph = back_to_glyph(x, y);
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} else {
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/* look for a mimic here posing as furniture;
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@@ -2098,7 +2098,7 @@ reveal_terrain_getglyph(
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* doormask==D_OPEN for an open door remembered as a wall.
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*/
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save_spot = levl[x][y];
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levl[x][y].typ = gl.lastseentyp[x][y];
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levl[x][y].typ = svl.lastseentyp[x][y];
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if (IS_WALL(levl[x][y].typ) || levl[x][y].typ == SDOOR)
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xy_set_wall_state(x, y); /* levl[x][y].wall_info */
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glyph = back_to_glyph(x, y);
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@@ -2122,7 +2122,7 @@ dump_map(void)
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coordxy x, y;
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int glyph, skippedrows, lastnonblank;
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unsigned subset = TER_MAP | TER_TRP | TER_OBJ | TER_MON;
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int default_glyph = cmap_to_glyph(gl.level.flags.arboreal ? S_tree
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int default_glyph = cmap_to_glyph(svl.level.flags.arboreal ? S_tree
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: S_stone);
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char buf[COLBUFSZ];
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boolean blankrow, toprow;
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@@ -2197,7 +2197,7 @@ reveal_terrain(
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if (unconstrain_map())
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docrt();
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default_glyph = cmap_to_glyph(gl.level.flags.arboreal ? S_tree
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default_glyph = cmap_to_glyph(svl.level.flags.arboreal ? S_tree
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: S_stone);
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for (x = 1; x < COLNO; x++)
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Reference in New Issue
Block a user