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:
@@ -89,7 +89,7 @@ throw_obj(struct obj *obj, int shotlimit)
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long wep_mask;
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boolean twoweap, weakmultishot;
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int res = ECMD_TIME;
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struct obj_split save_osplit = gc.context.objsplit;
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struct obj_split save_osplit = svc.context.objsplit;
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/* ask "in what direction?" */
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if (!getdir((char *) 0)) {
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@@ -140,8 +140,8 @@ throw_obj(struct obj *obj, int shotlimit)
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/* throwing with one hand, but pluralize since the
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expression "with your bare hands" sounds better */
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makeplural(body_part(HAND)));
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Sprintf(gk.killer.name, "throwing %s bare-handed", killer_xname(obj));
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instapetrify(gk.killer.name);
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Sprintf(svk.killer.name, "throwing %s bare-handed", killer_xname(obj));
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instapetrify(svk.killer.name);
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}
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if (welded(obj)) {
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weldmsg(obj);
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@@ -280,7 +280,7 @@ throw_obj(struct obj *obj, int shotlimit)
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|| obj->o_id == save_osplit.child_oid)) {
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/* futureproofing: objsplit will have been affected if partial stack
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was thrown; objects will have been split off stack to throw. */
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gc.context.objsplit = save_osplit;
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svc.context.objsplit = save_osplit;
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(void) unsplitobj(obj);
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}
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return res;
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@@ -579,7 +579,7 @@ void
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endmultishot(boolean verbose)
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{
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if (gm.m_shot.i < gm.m_shot.n) {
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if (verbose && !gc.context.mon_moving) {
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if (verbose && !svc.context.mon_moving) {
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You("stop %s after the %d%s %s.",
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gm.m_shot.s ? "firing" : "throwing",
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gm.m_shot.i, ordin(gm.m_shot.i),
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@@ -873,9 +873,9 @@ hurtle_step(genericptr_t arg, coordxy x, coordxy y)
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if (touch_petrifies(mon->data)
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/* this is a bodily collision, so check for body armor */
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&& !uarmu && !uarm && !uarmc) {
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Sprintf(gk.killer.name, "bumping into %s",
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Sprintf(svk.killer.name, "bumping into %s",
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an(pmname(mon->data, NEUTRAL)));
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instapetrify(gk.killer.name);
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instapetrify(svk.killer.name);
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}
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if (touch_petrifies(gy.youmonst.data)
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&& !which_armor(mon, W_ARMU | W_ARM | W_ARMC)) {
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@@ -1031,17 +1031,17 @@ mhurtle_step(genericptr_t arg, coordxy x, coordxy y)
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if ((mtmp = m_at(x, y)) != 0 && mtmp != mon) {
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if (canseemon(mon) || canseemon(mtmp))
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pline("%s bumps into %s.", Monnam(mon), a_monnam(mtmp));
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wakeup(mtmp, !gc.context.mon_moving);
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wakeup(mtmp, !svc.context.mon_moving);
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/* check whether 'mon' is turned to stone by touching 'mtmp' */
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if (touch_petrifies(mtmp->data)
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&& !which_armor(mon, W_ARMU | W_ARM | W_ARMC)) {
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minstapetrify(mon, !gc.context.mon_moving);
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minstapetrify(mon, !svc.context.mon_moving);
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newsym(mon->mx, mon->my);
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}
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/* and whether 'mtmp' is turned to stone by being touched by 'mon' */
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if (touch_petrifies(mon->data)
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&& !which_armor(mtmp, W_ARMU | W_ARM | W_ARMC)) {
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minstapetrify(mtmp, !gc.context.mon_moving);
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minstapetrify(mtmp, !svc.context.mon_moving);
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newsym(mtmp->mx, mtmp->my);
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}
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} else if (u_at(x, y)) {
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@@ -1057,12 +1057,12 @@ mhurtle_step(genericptr_t arg, coordxy x, coordxy y)
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}
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/* and whether hero is turned to stone by being touched by 'mon' */
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if (touch_petrifies(mon->data) && !(uarmu || uarm || uarmc)) {
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Snprintf(gk.killer.name, sizeof gk.killer.name, "being hit by %s",
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Snprintf(svk.killer.name, sizeof svk.killer.name, "being hit by %s",
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/* combine m_monnam() and noname_monnam():
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"{your,a} hurtling cockatrice" w/o assigned name */
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x_monnam(mon, mon->mtame ? ARTICLE_YOUR : ARTICLE_A,
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"hurtling", EXACT_NAME | SUPPRESS_NAME, FALSE));
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instapetrify(gk.killer.name);
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instapetrify(svk.killer.name);
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newsym(u.ux, u.uy);
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}
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}
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@@ -1134,7 +1134,7 @@ mhurtle(struct monst *mon, int dx, int dy, int range)
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{
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coord mc, cc;
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wakeup(mon, !gc.context.mon_moving);
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wakeup(mon, !svc.context.mon_moving);
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/* At the very least, debilitate the monster */
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mon->movement = 0;
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mon->mstun = 1;
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@@ -1397,8 +1397,8 @@ toss_up(struct obj *obj, boolean hitsroof)
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&& !(poly_when_stoned(gy.youmonst.data)
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&& polymon(PM_STONE_GOLEM))) {
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petrify:
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gk.killer.format = KILLED_BY;
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Strcpy(gk.killer.name, "elementary physics"); /* what goes up... */
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svk.killer.format = KILLED_BY;
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Strcpy(svk.killer.name, "elementary physics"); /* what goes up... */
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You("turn to stone.");
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if (obj)
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dropy(obj); /* bypass most of hitfloor() */
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@@ -1818,8 +1818,8 @@ return_throw_to_inv(
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/* if 'obj' is from a stack split, we can put it back by undoing split
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so there's no chance of merging with some other compatible stack */
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if (obj->o_id == gc.context.objsplit.parent_oid
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|| obj->o_id == gc.context.objsplit.child_oid) {
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if (obj->o_id == svc.context.objsplit.parent_oid
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|| obj->o_id == svc.context.objsplit.child_oid) {
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obj->nobj = gi.invent;
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gi.invent = obj;
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obj->where = OBJ_INVENT;
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@@ -1925,7 +1925,7 @@ tmiss(struct obj *obj, struct monst *mon, boolean maybe_wakeup)
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#define special_obj_hits_leader(obj, mon) \
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((is_quest_artifact(obj) || objects[obj->otyp].oc_unique \
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|| (obj->otyp == FAKE_AMULET_OF_YENDOR && !obj->known)) \
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&& mon->m_id == gq.quest_status.leader_m_id)
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&& mon->m_id == svq.quest_status.leader_m_id)
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/* whether or not object should be destroyed when it hits its target */
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boolean
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@@ -1944,7 +1944,7 @@ should_mulch_missile(struct obj *obj)
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around longer on average. */
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chance = 3 + greatest_erosion(obj) - obj->spe;
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broken = chance > 1 ? rn2(chance) : !rn2(4);
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if (obj->blessed && (gc.context.mon_moving ? !rn2(3) : !rnl(4)))
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if (obj->blessed && (svc.context.mon_moving ? !rn2(3) : !rnl(4)))
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broken = FALSE;
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/* Flint and hard gems don't break easily */
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@@ -2614,8 +2614,8 @@ throw_gold(struct obj *obj)
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You("cannot throw gold at yourself.");
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/* If we tried to throw part of a stack, force it to merge back
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together (same as in throw_obj). Essential for gold. */
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if (obj->o_id == gc.context.objsplit.parent_oid
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|| obj->o_id == gc.context.objsplit.child_oid)
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if (obj->o_id == svc.context.objsplit.parent_oid
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|| obj->o_id == svc.context.objsplit.child_oid)
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(void) unsplitobj(obj);
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return ECMD_CANCEL;
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}
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