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

@@ -362,7 +362,7 @@ lvlfill_maze_grid(int x1, int y1, int x2, int y2, schar filling)
for (x = x1; x <= x2; x++)
for (y = y1; y <= y2; y++) {
if (gl.level.flags.corrmaze)
if (svl.level.flags.corrmaze)
levl[x][y].typ = STONE;
else
levl[x][y].typ = (y < 2 || ((x % 2) && (y % 2))) ? STONE
@@ -625,7 +625,7 @@ flip_level(
}
/* buried objects */
for (otmp = gl.level.buriedobjlist; otmp; otmp = otmp->nobj) {
for (otmp = svl.level.buriedobjlist; otmp; otmp = otmp->nobj) {
if (!inFlipArea(otmp->ox, otmp->oy))
continue;
if (flp & 1)
@@ -730,7 +730,7 @@ flip_level(
}
/* regions (poison clouds, etc) */
for (i = 0; i < gn.n_regions; i++) {
for (i = 0; i < svn.n_regions; i++) {
int j, tmp1, tmp2;
if (flp & 1) {
tmp1 = FlipY(gr.regions[i]->bounding_box.ly);
@@ -759,7 +759,7 @@ flip_level(
}
/* rooms */
for (sroom = &gr.rooms[0]; ; sroom++) {
for (sroom = &svr.rooms[0]; ; sroom++) {
if (sroom->hx < 0)
break;
@@ -809,7 +809,7 @@ flip_level(
/* doors */
for (i = 0; i < gd.doorindex; i++) {
Flip_coord(gd.doors[i]);
Flip_coord(svd.doors[i]);
}
/* the map */
@@ -825,13 +825,13 @@ flip_level(
levl[x][y] = levl[x][ny];
levl[x][ny] = trm;
otmp = gl.level.objects[x][y];
gl.level.objects[x][y] = gl.level.objects[x][ny];
gl.level.objects[x][ny] = otmp;
otmp = svl.level.objects[x][y];
svl.level.objects[x][y] = svl.level.objects[x][ny];
svl.level.objects[x][ny] = otmp;
mtmp = gl.level.monsters[x][y];
gl.level.monsters[x][y] = gl.level.monsters[x][ny];
gl.level.monsters[x][ny] = mtmp;
mtmp = svl.level.monsters[x][y];
svl.level.monsters[x][y] = svl.level.monsters[x][ny];
svl.level.monsters[x][ny] = mtmp;
}
}
if (flp & 2) {
@@ -846,13 +846,13 @@ flip_level(
levl[x][y] = levl[nx][y];
levl[nx][y] = trm;
otmp = gl.level.objects[x][y];
gl.level.objects[x][y] = gl.level.objects[nx][y];
gl.level.objects[nx][y] = otmp;
otmp = svl.level.objects[x][y];
svl.level.objects[x][y] = svl.level.objects[nx][y];
svl.level.objects[nx][y] = otmp;
mtmp = gl.level.monsters[x][y];
gl.level.monsters[x][y] = gl.level.monsters[nx][y];
gl.level.monsters[nx][y] = mtmp;
mtmp = svl.level.monsters[x][y];
svl.level.monsters[x][y] = svl.level.monsters[nx][y];
svl.level.monsters[nx][y] = mtmp;
}
}
@@ -884,7 +884,7 @@ flip_level(
if (ball_active && !ball_fliparea)
placebc();
Flip_coord(iflags.travelcc);
Flip_coord(gc.context.digging.pos);
Flip_coord(svc.context.digging.pos);
}
fix_wall_spines(1, 0, COLNO - 1, ROWNO - 1);
@@ -1063,7 +1063,7 @@ set_door_orientation(int x, int y)
staticfn boolean
shared_with_room(int x, int y, struct mkroom *droom)
{
int rmno = (droom - gr.rooms) + ROOMOFFSET;
int rmno = (droom - svr.rooms) + ROOMOFFSET;
if (!isok(x,y))
return FALSE;
@@ -1086,7 +1086,7 @@ maybe_add_door(int x, int y, struct mkroom *droom)
{
if (droom->hx >= 0
&& ((!droom->irregular && inside_room(droom, x, y))
|| (int) levl[x][y].roomno == (droom - gr.rooms) + ROOMOFFSET
|| (int) levl[x][y].roomno == (droom - svr.rooms) + ROOMOFFSET
|| shared_with_room(x, y, droom))) {
add_door(x, y, droom);
}
@@ -1107,10 +1107,10 @@ link_doors_rooms(void)
directive, set/clear levl[][].horizontal for it */
set_door_orientation(x, y);
for (tmpi = 0; tmpi < gn.nroom; tmpi++) {
maybe_add_door(x, y, &gr.rooms[tmpi]);
for (m = 0; m < gr.rooms[tmpi].nsubrooms; m++) {
maybe_add_door(x, y, gr.rooms[tmpi].sbrooms[m]);
for (tmpi = 0; tmpi < svn.nroom; tmpi++) {
maybe_add_door(x, y, &svr.rooms[tmpi]);
for (m = 0; m < svr.rooms[tmpi].nsubrooms; m++) {
maybe_add_door(x, y, svr.rooms[tmpi].sbrooms[m]);
}
}
}
@@ -1149,7 +1149,7 @@ rndtrap(void)
break;
case LEVEL_TELEP:
case TELEP_TRAP:
if (gl.level.flags.noteleport)
if (svl.level.flags.noteleport)
rtrap = NO_TRAP;
break;
case ROLLING_BOULDER_TRAP:
@@ -1168,7 +1168,7 @@ rndtrap(void)
*
* If x or y is negative, we generate a random coordinate within the area. If
* not negative, they are interpreted as relative to the last defined map or
* room, and are output as absolute gl.level.locations coordinates.
* room, and are output as absolute svl.level.locations coordinates.
*
* The "humidity" flag is used to ensure that engravings aren't created
* underwater, or eels on dry land.
@@ -1535,10 +1535,10 @@ create_room(
+ rn2(hx - (lx > 0 ? lx : 3) - dx - xborder + 1);
yabs = ly + (ly > 0 ? ylim : 2)
+ rn2(hy - (ly > 0 ? ly : 2) - dy - yborder + 1);
if (ly == 0 && hy >= (ROWNO - 1) && (!gn.nroom || !rn2(gn.nroom))
if (ly == 0 && hy >= (ROWNO - 1) && (!svn.nroom || !rn2(svn.nroom))
&& (yabs + dy > ROWNO / 2)) {
yabs = rn1(3, 2);
if (gn.nroom < 4 && dy > 1)
if (svn.nroom < 4 && dy > 1)
dy--;
}
if (!check_room(&xabs, &dx, &yabs, &dy, vault)) {
@@ -1624,12 +1624,12 @@ create_room(
split_rects(r1, &r2);
if (!vault) {
gs.smeq[gn.nroom] = gn.nroom;
gs.smeq[svn.nroom] = svn.nroom;
add_room(xabs, yabs, xabs + wtmp - 1, yabs + htmp - 1, rlit, rtype,
FALSE);
} else {
gr.rooms[gn.nroom].lx = xabs;
gr.rooms[gn.nroom].ly = yabs;
svr.rooms[svn.nroom].lx = xabs;
svr.rooms[svn.nroom].ly = yabs;
}
return TRUE;
}
@@ -1791,7 +1791,7 @@ create_trap(spltrap *t, struct mkroom *croom)
if (t->type == VIBRATING_SQUARE) {
pick_vibrasquare_location();
maketrap(gi.inv_pos.x, gi.inv_pos.y, VIBRATING_SQUARE);
maketrap(svi.inv_pos.x, svi.inv_pos.y, VIBRATING_SQUARE);
return;
} else if (croom) {
get_free_room_loc(&x, &y, croom, t->coord);
@@ -1920,7 +1920,7 @@ create_monster(monster *m, struct mkroom *croom)
pm = (struct permonst *) 0;
} else if (m->id != NON_PM) {
pm = &mons[m->id];
g_mvflags = (unsigned) gm.mvitals[monsndx(pm)].mvflags;
g_mvflags = (unsigned) svm.mvitals[monsndx(pm)].mvflags;
if ((pm->geno & G_UNIQ) && (g_mvflags & G_EXTINCT))
return;
if (g_mvflags & G_GONE) /* genocided or extinct */
@@ -2350,9 +2350,9 @@ create_object(object *o, struct mkroom *croom)
static const char prize_warning[] = "multiple prizes on %s level";
if (Is_mineend_level(&u.uz)) {
if (!gc.context.achieveo.mines_prize_oid) {
gc.context.achieveo.mines_prize_oid = otmp->o_id;
gc.context.achieveo.mines_prize_otyp = otmp->otyp;
if (!svc.context.achieveo.mines_prize_oid) {
svc.context.achieveo.mines_prize_oid = otmp->o_id;
svc.context.achieveo.mines_prize_otyp = otmp->otyp;
/* prevent stacking; cleared when achievement is recorded;
will be reset in addinv_core1() */
otmp->nomerge = 1;
@@ -2360,9 +2360,9 @@ create_object(object *o, struct mkroom *croom)
impossible(prize_warning, "mines end");
}
} else if (Is_sokoend_level(&u.uz)) {
if (!gc.context.achieveo.soko_prize_oid) {
gc.context.achieveo.soko_prize_oid = otmp->o_id;
gc.context.achieveo.soko_prize_otyp = otmp->otyp;
if (!svc.context.achieveo.soko_prize_oid) {
svc.context.achieveo.soko_prize_oid = otmp->o_id;
svc.context.achieveo.soko_prize_otyp = otmp->otyp;
otmp->nomerge = 1; /* redundant; Sokoban prizes don't stack;
* will be reset in addinv_core1() */
} else {
@@ -2415,7 +2415,7 @@ create_altar(altar *a, struct mkroom *croom)
} else {
get_location_coord(&x, &y, DRY, croom, a->coord);
if ((sproom = (schar) *in_rooms(x, y, TEMPLE)) != 0)
croom = &gr.rooms[sproom - ROOMOFFSET];
croom = &svr.rooms[sproom - ROOMOFFSET];
else
croom_is_temple = FALSE;
}
@@ -2439,7 +2439,7 @@ create_altar(altar *a, struct mkroom *croom)
levl[x][y].altarmask |= AM_SHRINE;
if (a->shrine == 2) /* high altar or sanctum */
levl[x][y].altarmask |= AM_SANCTUM;
gl.level.flags.has_temple = TRUE;
svl.level.flags.has_temple = TRUE;
}
}
@@ -2636,11 +2636,11 @@ create_corridor(corridor *c)
impossible("create_corridor to/from a random wall");
return;
}
if (!search_door(&gr.rooms[c->src.room], &org.x, &org.y, c->src.wall,
if (!search_door(&svr.rooms[c->src.room], &org.x, &org.y, c->src.wall,
c->src.door))
return;
if (c->dest.room != -1) {
if (!search_door(&gr.rooms[c->dest.room],
if (!search_door(&svr.rooms[c->dest.room],
&dest.x, &dest.y, c->dest.wall, c->dest.door))
return;
switch (c->src.wall) {
@@ -2703,7 +2703,7 @@ fill_special_room(struct mkroom *croom)
/* Shop ? */
if (croom->rtype >= SHOPBASE) {
stock_room(croom->rtype - SHOPBASE, croom);
gl.level.flags.has_shop = TRUE;
svl.level.flags.has_shop = TRUE;
return;
}
@@ -2728,28 +2728,28 @@ fill_special_room(struct mkroom *croom)
}
switch (croom->rtype) {
case VAULT:
gl.level.flags.has_vault = TRUE;
svl.level.flags.has_vault = TRUE;
break;
case ZOO:
gl.level.flags.has_zoo = TRUE;
svl.level.flags.has_zoo = TRUE;
break;
case COURT:
gl.level.flags.has_court = TRUE;
svl.level.flags.has_court = TRUE;
break;
case MORGUE:
gl.level.flags.has_morgue = TRUE;
svl.level.flags.has_morgue = TRUE;
break;
case BEEHIVE:
gl.level.flags.has_beehive = TRUE;
svl.level.flags.has_beehive = TRUE;
break;
case BARRACKS:
gl.level.flags.has_barracks = TRUE;
svl.level.flags.has_barracks = TRUE;
break;
case TEMPLE:
gl.level.flags.has_temple = TRUE;
svl.level.flags.has_temple = TRUE;
break;
case SWAMP:
gl.level.flags.has_swamp = TRUE;
svl.level.flags.has_swamp = TRUE;
break;
}
}
@@ -2765,7 +2765,7 @@ build_room(room *r, struct mkroom *mkr)
aroom = &gs.subrooms[gn.nsubroom];
okroom = create_subroom(mkr, r->x, r->y, r->w, r->h, rtype, r->rlit);
} else {
aroom = &gr.rooms[gn.nroom];
aroom = &svr.rooms[svn.nroom];
okroom = create_room(r->x, r->y, r->w, r->h, r->xalign, r->yalign,
rtype, r->rlit);
}
@@ -3692,31 +3692,31 @@ lspo_level_flags(lua_State *L)
const char *s = luaL_checkstring(L, i);
if (!strcmpi(s, "noteleport"))
gl.level.flags.noteleport = 1;
svl.level.flags.noteleport = 1;
else if (!strcmpi(s, "hardfloor"))
gl.level.flags.hardfloor = 1;
svl.level.flags.hardfloor = 1;
else if (!strcmpi(s, "nommap"))
gl.level.flags.nommap = 1;
svl.level.flags.nommap = 1;
else if (!strcmpi(s, "shortsighted"))
gl.level.flags.shortsighted = 1;
svl.level.flags.shortsighted = 1;
else if (!strcmpi(s, "arboreal"))
gl.level.flags.arboreal = 1;
svl.level.flags.arboreal = 1;
else if (!strcmpi(s, "mazelevel"))
gl.level.flags.is_maze_lev = 1;
svl.level.flags.is_maze_lev = 1;
else if (!strcmpi(s, "shroud"))
gl.level.flags.hero_memory = 1;
svl.level.flags.hero_memory = 1;
else if (!strcmpi(s, "graveyard"))
gl.level.flags.graveyard = 1;
svl.level.flags.graveyard = 1;
else if (!strcmpi(s, "icedpools"))
icedpools = 1;
else if (!strcmpi(s, "corrmaze"))
gl.level.flags.corrmaze = 1;
svl.level.flags.corrmaze = 1;
else if (!strcmpi(s, "premapped"))
gc.coder->premapped = 1;
else if (!strcmpi(s, "solidify"))
gc.coder->solidify = 1;
else if (!strcmpi(s, "sokoban"))
Sokoban = 1; /* gl.level.flags.sokoban_rules */
Sokoban = 1; /* svl.level.flags.sokoban_rules */
else if (!strcmpi(s, "inaccessibles"))
gc.coder->check_inaccessibles = 1;
else if (!strcmpi(s, "noflipx"))
@@ -3726,21 +3726,21 @@ lspo_level_flags(lua_State *L)
else if (!strcmpi(s, "noflip"))
gc.coder->allow_flips = 0;
else if (!strcmpi(s, "temperate"))
gl.level.flags.temperature = 0;
svl.level.flags.temperature = 0;
else if (!strcmpi(s, "hot"))
gl.level.flags.temperature = 1;
svl.level.flags.temperature = 1;
else if (!strcmpi(s, "cold"))
gl.level.flags.temperature = -1;
svl.level.flags.temperature = -1;
else if (!strcmpi(s, "nomongen"))
gl.level.flags.rndmongen = 0;
svl.level.flags.rndmongen = 0;
else if (!strcmpi(s, "nodeathdrops"))
gl.level.flags.deathdrops = 0;
svl.level.flags.deathdrops = 0;
else if (!strcmpi(s, "noautosearch"))
gl.level.flags.noautosearch = 1;
svl.level.flags.noautosearch = 1;
else if (!strcmpi(s, "fumaroles"))
gl.level.flags.fumaroles = 1;
svl.level.flags.fumaroles = 1;
else if (!strcmpi(s, "stormy"))
gl.level.flags.stormy = 1;
svl.level.flags.stormy = 1;
else {
char buf[BUFSZ];
@@ -4676,7 +4676,7 @@ l_table_getset_feature_flag(
}
/* guts of nhl_abs_coord; convert a coordinate relative to a map or room
* into an absolute coordinate in gl.level.locations.
* into an absolute coordinate in svl.level.locations.
*
* If there is no enclosing map or room, the coordinates are assumed to be
* absolute already.
@@ -4708,7 +4708,7 @@ cvt_to_abscoord(coordxy *x, coordxy *y)
}
}
/* inverse of cvt_to_abscoord; turn an absolute gl.level.locations coordinate
/* inverse of cvt_to_abscoord; turn an absolute svl.level.locations coordinate
* into one relative to the current map or room. */
void
cvt_to_relcoord(coordxy *x, coordxy *y)
@@ -5438,8 +5438,8 @@ lspo_exclusion(lua_State *L)
ez->hy = y2;
cvt_to_abscoord(&ez->lx, &ez->ly);
cvt_to_abscoord(&ez->hx, &ez->hy);
ez->next = ge.exclusion_zones;
ge.exclusion_zones = ez;
ez->next = sve.exclusion_zones;
sve.exclusion_zones = ez;
return 0;
}
@@ -5563,7 +5563,7 @@ lspo_region(lua_State *L)
*/
room_not_needed = (rtype == OROOM && !irregular
&& !do_arrival_room && !gi.in_mk_themerooms);
if (room_not_needed || gn.nroom >= MAXNROFROOMS) {
if (room_not_needed || svn.nroom >= MAXNROFROOMS) {
region tmpregion;
if (!room_not_needed)
impossible("Too many rooms on new level!");
@@ -5577,7 +5577,7 @@ lspo_region(lua_State *L)
return 0;
}
troom = &gr.rooms[gn.nroom];
troom = &svr.rooms[svn.nroom];
/* mark rooms that must be filled, but do it later */
troom->needfill = needfill;
@@ -5587,8 +5587,8 @@ lspo_region(lua_State *L)
if (irregular) {
gm.min_rx = gm.max_rx = dx1;
gm.min_ry = gm.max_ry = dy1;
gs.smeq[gn.nroom] = gn.nroom;
flood_fill_rm(dx1, dy1, gn.nroom + ROOMOFFSET, rlit, TRUE);
gs.smeq[svn.nroom] = svn.nroom;
flood_fill_rm(dx1, dy1, svn.nroom + ROOMOFFSET, rlit, TRUE);
add_room(gm.min_rx, gm.min_ry, gm.max_rx, gm.max_ry, FALSE, rtype,
TRUE);
troom->rlit = rlit;
@@ -5721,7 +5721,7 @@ lspo_mazewalk(lua_State *L)
}
if (ftyp < 1) {
ftyp = gl.level.flags.corrmaze ? CORR : ROOM;
ftyp = svl.level.flags.corrmaze ? CORR : ROOM;
}
if (dir == W_RANDOM)
@@ -5941,7 +5941,7 @@ lspo_finalize_level(lua_State *L)
* is currently not possible, we overload the corrmaze flag for this
* purpose.
*/
if (!gl.level.flags.corrmaze)
if (!svl.level.flags.corrmaze)
wallification(1, 0, COLNO - 1, ROWNO - 1);
if (L)
@@ -5961,8 +5961,8 @@ lspo_finalize_level(lua_State *L)
level_finalize_topology();
for (i = 0; i < gn.nroom; ++i) {
fill_special_room(&gr.rooms[i]);
for (i = 0; i < svn.nroom; ++i) {
fill_special_room(&svr.rooms[i]);
}
makemap_prepost(FALSE, wtower);
@@ -6272,10 +6272,10 @@ sp_level_coder_init(void)
(void) memset((genericptr_t) SpLev_Map, 0, sizeof SpLev_Map);
gl.level.flags.is_maze_lev = 0;
gl.level.flags.temperature = In_hell(&u.uz) ? 1 : 0;
gl.level.flags.rndmongen = 1;
gl.level.flags.deathdrops = 1;
svl.level.flags.is_maze_lev = 0;
svl.level.flags.temperature = In_hell(&u.uz) ? 1 : 0;
svl.level.flags.rndmongen = 1;
svl.level.flags.deathdrops = 1;
reset_xystart_size();
@@ -6383,7 +6383,7 @@ load_special(const char *name)
* is currently not possible, we overload the corrmaze flag for this
* purpose.
*/
if (!gl.level.flags.corrmaze)
if (!svl.level.flags.corrmaze)
wallification(1, 0, COLNO - 1, ROWNO - 1);
flip_level_rnd(gc.coder->allow_flips, FALSE);