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:
nhmall
2024-07-13 14:57:50 -04:00
parent 0e4083153c
commit 6c0ae092c6
174 changed files with 3502 additions and 3305 deletions

View File

@@ -355,7 +355,7 @@ loot_xname(struct obj *obj)
if (wizard) { /* flags.debug */
/* paranoia: before toggling off wizard mode, guard against a
panic in xname() producing a normal mode panic save file */
gp.program_state.something_worth_saving = 0;
svp.program_state.something_worth_saving = 0;
flags.debug = FALSE;
}
@@ -363,7 +363,7 @@ loot_xname(struct obj *obj)
if (save_debug) {
flags.debug = TRUE;
gp.program_state.something_worth_saving = 1;
svp.program_state.something_worth_saving = 1;
}
/* restore the object */
if (obj->oclass == POTION_CLASS) {
@@ -1006,11 +1006,11 @@ addinv_core1(struct obj *obj)
dumplog, originally just recorded in XLOGFILE */
if (is_mines_prize(obj)) {
record_achievement(ACH_MINE_PRIZE);
gc.context.achieveo.mines_prize_oid = 0; /* done with luckstone o_id */
svc.context.achieveo.mines_prize_oid = 0; /* done with luckstone o_id */
obj->nomerge = 0; /* was set in create_object(sp_lev.c) */
} else if (is_soko_prize(obj)) {
record_achievement(ACH_SOKO_PRIZE);
gc.context.achieveo.soko_prize_oid = 0; /* done with bag/amulet o_id */
svc.context.achieveo.soko_prize_oid = 0; /* done with bag/amulet o_id */
obj->nomerge = 0; /* (got set in sp_lev.c) */
}
}
@@ -1384,7 +1384,7 @@ delallobj(coordxy x, coordxy y)
{
struct obj *otmp, *otmp2;
for (otmp = gl.level.objects[x][y]; otmp; otmp = otmp2) {
for (otmp = svl.level.objects[x][y]; otmp; otmp = otmp2) {
if (otmp == uball)
unpunish();
/* after unpunish(), or might get deallocated chain */
@@ -1437,7 +1437,7 @@ sobj_at(int otyp, coordxy x, coordxy y)
{
struct obj *otmp;
for (otmp = gl.level.objects[x][y]; otmp; otmp = otmp->nexthere)
for (otmp = svl.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (otmp->otyp == otyp)
break;
@@ -1561,7 +1561,7 @@ obj_here(struct obj *obj, coordxy x, coordxy y)
{
struct obj *otmp;
for (otmp = gl.level.objects[x][y]; otmp; otmp = otmp->nexthere)
for (otmp = svl.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (obj == otmp)
return TRUE;
return FALSE;
@@ -1570,7 +1570,7 @@ obj_here(struct obj *obj, coordxy x, coordxy y)
struct obj *
g_at(coordxy x, coordxy y)
{
struct obj *obj = gl.level.objects[x][y];
struct obj *obj = svl.level.objects[x][y];
while (obj) {
if (obj->oclass == COIN_CLASS)
@@ -2650,7 +2650,7 @@ update_inventory(void)
{
int save_suppress_price;
if (!gp.program_state.in_moveloop) /* not covered by suppress_map_output */
if (!svp.program_state.in_moveloop) /* not covered by suppress_map_output */
return;
if (suppress_map_output()) /* despite name, used for perm_invent too */
return;
@@ -4347,7 +4347,7 @@ dotypeinv(void)
title[0] = '\0';
u_carried = count_unpaid(gi.invent);
u_floor = count_unpaid(fobj);
u_buried = count_unpaid(gl.level.buriedobjlist);
u_buried = count_unpaid(svl.level.buriedobjlist);
any_unpaid = u_carried + u_floor + u_buried;
tally_BUCX(gi.invent, FALSE, &bcnt, &ucnt, &ccnt, &xcnt, &ocnt, &jcnt);
@@ -4661,7 +4661,7 @@ look_here(
if (!skip_objects && (trap = t_at(u.ux, u.uy)) && trap->tseen)
There("is %s here.", an(trapname(trap->ttyp, FALSE)));
otmp = gl.level.objects[u.ux][u.uy];
otmp = svl.level.objects[u.ux][u.uy];
dfeature = dfeature_at(u.ux, u.uy, fbuf2);
if (dfeature && !strcmp(dfeature, "pool of water") && Underwater)
dfeature = 0;
@@ -4851,7 +4851,7 @@ stackobj(struct obj *obj)
{
struct obj *otmp;
for (otmp = gl.level.objects[obj->ox][obj->oy]; otmp; otmp = otmp->nexthere)
for (otmp = svl.level.objects[obj->ox][obj->oy]; otmp; otmp = otmp->nexthere)
if (otmp != obj && merged(&obj, &otmp))
break;
return;
@@ -5249,7 +5249,7 @@ useupf(struct obj *obj, long numused)
otmp = splitobj(obj, numused);
else
otmp = obj;
if (!gc.context.mon_moving && costly_spot(otmp->ox, otmp->oy)) {
if (!svc.context.mon_moving && costly_spot(otmp->ox, otmp->oy)) {
if (strchr(u.urooms, *in_rooms(otmp->ox, otmp->oy, 0)))
addtobill(otmp, FALSE, FALSE, FALSE);
else
@@ -5975,7 +5975,7 @@ display_binventory(coordxy x, coordxy y, boolean as_if_seen)
should use the normal look_here command instead of probing (caller
has already used bhitpile() which will have set dknown on all items) */
if (is_pool_or_lava(x, y) && !Underwater
&& (obj = gl.level.objects[x][y]) != 0) {
&& (obj = svl.level.objects[x][y]) != 0) {
const char *real_liquid = is_pool(x, y) ? "water" : "lava",
*seen_liquid = hliquid(real_liquid);
@@ -5991,7 +5991,7 @@ display_binventory(coordxy x, coordxy y, boolean as_if_seen)
underwhat = more_than_1 ? "under them" : "beneath it";
} else {
Sprintf(qbuf, "Things that are under the %s here:", seen_liquid);
if (query_objlist(qbuf, &gl.level.objects[x][y], BY_NEXTHERE,
if (query_objlist(qbuf, &svl.level.objects[x][y], BY_NEXTHERE,
&selected, PICK_NONE, allow_all) > 0)
free((genericptr_t) selected), selected = 0;
for (n2 = 0; obj; obj = obj->nexthere)
@@ -6001,7 +6001,7 @@ display_binventory(coordxy x, coordxy y, boolean as_if_seen)
}
/* count # of buried objects here */
for (n = 0, obj = gl.level.buriedobjlist; obj; obj = obj->nobj)
for (n = 0, obj = svl.level.buriedobjlist; obj; obj = obj->nobj)
if (obj->ox == x && obj->oy == y) {
if (as_if_seen)
obj->dknown = 1;
@@ -6013,7 +6013,7 @@ display_binventory(coordxy x, coordxy y, boolean as_if_seen)
go.only.y = y;
/* "buried here", but vary if we've already shown underwater items */
Sprintf(qbuf, "Things that are buried %s:", underwhat);
if (query_objlist(qbuf, &gl.level.buriedobjlist, INVORDER_SORT,
if (query_objlist(qbuf, &svl.level.buriedobjlist, INVORDER_SORT,
&selected, PICK_NONE, only_here) > 0)
free((genericptr_t) selected);
go.only.x = go.only.y = 0;
@@ -6120,7 +6120,7 @@ sync_perminvent(void)
WIN_INVEN = create_nhwindow(NHW_MENU);
}
if (WIN_INVEN != WIN_ERR && gp.program_state.beyond_savefile_load) {
if (WIN_INVEN != WIN_ERR && svp.program_state.beyond_savefile_load) {
gi.in_sync_perminvent = 1;
(void) display_inventory((char *) 0, FALSE);
gi.in_sync_perminvent = 0;