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

@@ -413,7 +413,7 @@ shkveg(void)
j = maxprob = 0;
ok[0] = 0; /* lint suppression */
for (i = gb.bases[(int) oclass]; i < NUM_OBJECTS; ++i) {
for (i = svb.bases[(int) oclass]; i < NUM_OBJECTS; ++i) {
if (objects[i].oc_class != oclass)
break;
@@ -463,7 +463,7 @@ mkshobj_at(const struct shclass *shp, int sx, int sy, boolean mkspecl)
struct obj *novel = mksobj_at(SPE_NOVEL, sx, sy, FALSE, FALSE);
if (novel)
gc.context.tribute.bookstock = TRUE;
svc.context.tribute.bookstock = TRUE;
return;
}
@@ -575,7 +575,7 @@ free_eshk(struct monst *mtmp)
}
/* find a door in room sroom which is good for shop entrance.
returns -1 if no good door found, or the gd.doors index
returns -1 if no good door found, or the svd.doors index
and the door coordinates in sx, sy */
staticfn int
good_shopdoor(struct mkroom *sroom, coordxy *sx, coordxy *sy)
@@ -585,12 +585,12 @@ good_shopdoor(struct mkroom *sroom, coordxy *sx, coordxy *sy)
for (i = 0; i < sroom->doorct; i++) {
int di = sroom->fdoor + i;
*sx = gd.doors[di].x;
*sy = gd.doors[di].y;
*sx = svd.doors[di].x;
*sy = svd.doors[di].y;
/* check that the shopkeeper placement is sane */
if (sroom->irregular) {
int rmno = (int) ((sroom - gr.rooms) + ROOMOFFSET);
int rmno = (int) ((sroom - svr.rooms) + ROOMOFFSET);
if (isok(*sx - 1, *sy) && !levl[*sx - 1][*sy].edge
&& (int) levl[*sx - 1][*sy].roomno == rmno)
@@ -646,7 +646,7 @@ shkinit(const struct shclass *shp, struct mkroom *sroom)
pline("doormax=%d doorct=%d fdoor=%d", gd.doorindex, sroom->doorct,
sh);
while (j--) {
pline("door [%d,%d]", gd.doors[sh].x, gd.doors[sh].y);
pline("door [%d,%d]", svd.doors[sh].x, svd.doors[sh].y);
sh++;
}
display_nhwindow(WIN_MESSAGE, FALSE);
@@ -666,11 +666,11 @@ shkinit(const struct shclass *shp, struct mkroom *sroom)
set_malign(shk);
shk->msleeping = 0;
mon_learns_traps(shk, ALL_TRAPS); /* we know all the traps already */
eshkp->shoproom = (schar) ((sroom - gr.rooms) + ROOMOFFSET);
eshkp->shoproom = (schar) ((sroom - svr.rooms) + ROOMOFFSET);
sroom->resident = shk;
eshkp->shoptype = sroom->rtype;
assign_level(&eshkp->shoplevel, &u.uz);
eshkp->shd = gd.doors[sh];
eshkp->shd = svd.doors[sh];
eshkp->shk.x = sx;
eshkp->shk.y = sy;
eshkp->robbed = eshkp->credit = eshkp->debit = eshkp->loan = 0L;
@@ -692,12 +692,12 @@ stock_room_goodpos(struct mkroom *sroom, int rmno, int sh, int sx, int sy)
if (sroom->irregular) {
if (levl[sx][sy].edge
|| (int) levl[sx][sy].roomno != rmno
|| distmin(sx, sy, gd.doors[sh].x, gd.doors[sh].y) <= 1)
|| distmin(sx, sy, svd.doors[sh].x, svd.doors[sh].y) <= 1)
return FALSE;
} else if ((sx == sroom->lx && gd.doors[sh].x == sx - 1)
|| (sx == sroom->hx && gd.doors[sh].x == sx + 1)
|| (sy == sroom->ly && gd.doors[sh].y == sy - 1)
|| (sy == sroom->hy && gd.doors[sh].y == sy + 1))
} else if ((sx == sroom->lx && svd.doors[sh].x == sx - 1)
|| (sx == sroom->hx && svd.doors[sh].x == sx + 1)
|| (sy == sroom->ly && svd.doors[sh].y == sy - 1)
|| (sy == sroom->hy && svd.doors[sh].y == sy + 1))
return FALSE;
/* only generate items on solid floor squares */
@@ -721,7 +721,7 @@ stock_room(int shp_indx, struct mkroom *sroom)
int sx, sy, sh;
int stockcount = 0, specialspot = 0;
char buf[BUFSZ];
int rmno = (int) ((sroom - gr.rooms) + ROOMOFFSET);
int rmno = (int) ((sroom - svr.rooms) + ROOMOFFSET);
const struct shclass *shp = &shtypes[shp_indx];
/* first, try to place a shopkeeper in the room */
@@ -729,8 +729,8 @@ stock_room(int shp_indx, struct mkroom *sroom)
return;
/* make sure no doorways without doors, and no trapped doors, in shops */
sx = gd.doors[sroom->fdoor].x;
sy = gd.doors[sroom->fdoor].y;
sx = svd.doors[sroom->fdoor].x;
sy = svd.doors[sroom->fdoor].y;
if (levl[sx][sy].doormask == D_NODOOR) {
levl[sx][sy].doormask = D_ISOPEN;
newsym(sx, sy);
@@ -760,7 +760,7 @@ stock_room(int shp_indx, struct mkroom *sroom)
|| *in_rooms(m, n, 0)) ? ROOM : CORR;
}
if (gc.context.tribute.enabled && !gc.context.tribute.bookstock) {
if (svc.context.tribute.enabled && !svc.context.tribute.bookstock) {
/*
* Out of the number of spots where we're actually
* going to put stuff, randomly single out one in particular.
@@ -792,7 +792,7 @@ stock_room(int shp_indx, struct mkroom *sroom)
mongone(mtmp);
}
gl.level.flags.has_shop = TRUE;
svl.level.flags.has_shop = TRUE;
}
/* does shkp's shop stock this item type? */
@@ -865,7 +865,7 @@ shkname(struct monst *mtmp)
} else {
const char *shknm = ESHK(mtmp)->shknam;
if (Hallucination && !gp.program_state.gameover) {
if (Hallucination && !svp.program_state.gameover) {
const char *const *nlp;
int num;