Moved decl.c globals into instance globals.
This commit is contained in:
@@ -139,15 +139,15 @@ register int fd;
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int cnt;
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s_level *tmplev, *x;
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sp_levchn = (s_level *) 0;
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g.sp_levchn = (s_level *) 0;
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mread(fd, (genericptr_t) &cnt, sizeof(int));
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for (; cnt > 0; cnt--) {
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tmplev = (s_level *) alloc(sizeof(s_level));
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mread(fd, (genericptr_t) tmplev, sizeof(s_level));
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if (!sp_levchn)
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sp_levchn = tmplev;
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if (!g.sp_levchn)
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g.sp_levchn = tmplev;
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else {
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for (x = sp_levchn; x->next; x = x->next)
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for (x = g.sp_levchn; x->next; x = x->next)
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;
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x->next = tmplev;
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}
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@@ -658,7 +658,7 @@ unsigned int *stuckid, *steedid;
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* side-effects too early in the game.
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* Disable see_monsters() here, re-enable it at the top of moveloop()
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*/
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defer_see_monsters = TRUE;
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g.defer_see_monsters = TRUE;
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/* this comes after inventory has been loaded */
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for (otmp = invent; otmp; otmp = otmp->nobj)
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@@ -672,13 +672,13 @@ unsigned int *stuckid, *steedid;
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uwep = 0; /* clear it and have setuwep() reinit */
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setuwep(otmp); /* (don't need any null check here) */
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if (!uwep || uwep->otyp == PICK_AXE || uwep->otyp == GRAPPLING_HOOK)
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unweapon = TRUE;
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g.unweapon = TRUE;
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restore_dungeon(fd);
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restlevchn(fd);
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mread(fd, (genericptr_t) &moves, sizeof moves);
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mread(fd, (genericptr_t) &monstermoves, sizeof monstermoves);
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mread(fd, (genericptr_t) &quest_status, sizeof (struct q_score));
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mread(fd, (genericptr_t) &g.quest_status, sizeof (struct q_score));
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mread(fd, (genericptr_t) spl_book, (MAXSPELL + 1) * sizeof (struct spell));
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restore_artifacts(fd);
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restore_oracles(fd);
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@@ -686,11 +686,11 @@ unsigned int *stuckid, *steedid;
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mread(fd, (genericptr_t) stuckid, sizeof *stuckid);
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if (u.usteed)
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mread(fd, (genericptr_t) steedid, sizeof *steedid);
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mread(fd, (genericptr_t) pl_character, sizeof pl_character);
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mread(fd, (genericptr_t) g.pl_character, sizeof g.pl_character);
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mread(fd, (genericptr_t) pl_fruit, sizeof pl_fruit);
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freefruitchn(ffruit); /* clean up fruit(s) made by initoptions() */
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ffruit = loadfruitchn(fd);
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mread(fd, (genericptr_t) g.pl_fruit, sizeof g.pl_fruit);
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freefruitchn(g.ffruit); /* clean up fruit(s) made by initoptions() */
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g.ffruit = loadfruitchn(fd);
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restnames(fd);
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restore_waterlevel(fd);
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@@ -799,7 +799,7 @@ register int fd;
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struct obj *otmp;
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g.restoring = TRUE;
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get_plname_from_file(fd, plname);
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get_plname_from_file(fd, g.plname);
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getlev(fd, 0, (xchar) 0, FALSE);
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if (!restgamestate(fd, &stuckid, &steedid)) {
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display_nhwindow(WIN_MESSAGE, TRUE);
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@@ -839,7 +839,7 @@ register int fd;
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#endif
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clear_nhwindow(WIN_MESSAGE);
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You("return to level %d in %s%s.", depth(&u.uz),
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dungeons[u.uz.dnum].dname,
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g.dungeons[u.uz.dnum].dname,
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flags.debug ? " while in debug mode"
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: flags.explore ? " while in explore mode" : "");
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curs(WIN_MAP, 1, 1);
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@@ -877,7 +877,7 @@ register int fd;
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(void) lseek(fd, (off_t) 0, 0);
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#endif
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(void) validate(fd, (char *) 0); /* skip version and savefile info */
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get_plname_from_file(fd, plname);
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get_plname_from_file(fd, g.plname);
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getlev(fd, 0, (xchar) 0, FALSE);
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(void) nhclose(fd);
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@@ -1058,20 +1058,20 @@ boolean ghostly;
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mread(fd, (genericptr_t) lastseentyp, sizeof(lastseentyp));
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mread(fd, (genericptr_t) &g.omoves, sizeof(g.omoves));
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elapsed = monstermoves - g.omoves;
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mread(fd, (genericptr_t) &upstair, sizeof(stairway));
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mread(fd, (genericptr_t) &dnstair, sizeof(stairway));
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mread(fd, (genericptr_t) &upladder, sizeof(stairway));
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mread(fd, (genericptr_t) &dnladder, sizeof(stairway));
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mread(fd, (genericptr_t) &sstairs, sizeof(stairway));
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mread(fd, (genericptr_t) &updest, sizeof(dest_area));
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mread(fd, (genericptr_t) &dndest, sizeof(dest_area));
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mread(fd, (genericptr_t) &g.upstair, sizeof(stairway));
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mread(fd, (genericptr_t) &g.dnstair, sizeof(stairway));
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mread(fd, (genericptr_t) &g.upladder, sizeof(stairway));
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mread(fd, (genericptr_t) &g.dnladder, sizeof(stairway));
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mread(fd, (genericptr_t) &g.sstairs, sizeof(stairway));
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mread(fd, (genericptr_t) &g.updest, sizeof(dest_area));
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mread(fd, (genericptr_t) &g.dndest, sizeof(dest_area));
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mread(fd, (genericptr_t) &level.flags, sizeof(level.flags));
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mread(fd, (genericptr_t) doors, sizeof(doors));
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rest_rooms(fd); /* No joke :-) */
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if (g.nroom)
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doorindex = rooms[g.nroom - 1].fdoor + rooms[g.nroom - 1].doorct;
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g.doorindex = rooms[g.nroom - 1].fdoor + rooms[g.nroom - 1].doorct;
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else
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doorindex = 0;
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g.doorindex = 0;
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restore_timers(fd, RANGE_LEVEL, ghostly, elapsed);
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restore_light_sources(fd);
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@@ -1157,8 +1157,8 @@ boolean ghostly;
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switch (br->type) {
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case BR_STAIR:
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case BR_NO_END1:
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case BR_NO_END2: /* OK to assign to sstairs if it's not used */
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assign_level(&sstairs.tolev, <mp);
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case BR_NO_END2: /* OK to assign to g.sstairs if it's not used */
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assign_level(&g.sstairs.tolev, <mp);
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break;
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case BR_PORTAL: /* max of 1 portal per level */
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for (trap = ftrap; trap; trap = trap->ntrap)
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@@ -1317,7 +1317,7 @@ boolean ghostly;
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#ifdef SELECTSAVED
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/* put up a menu listing each character from this player's saved games;
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returns 1: use plname[], 0: new game, -1: quit */
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returns 1: use g.plname[], 0: new game, -1: quit */
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int
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restore_menu(bannerwin)
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winid bannerwin; /* if not WIN_ERR, clear window and show copyright in menu */
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@@ -1328,7 +1328,7 @@ winid bannerwin; /* if not WIN_ERR, clear window and show copyright in menu */
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menu_item *chosen_game = (menu_item *) 0;
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int k, clet, ch = 0; /* ch: 0 => new game */
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*plname = '\0';
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*g.plname = '\0';
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saved = get_saved_games(); /* array of character names */
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if (saved && *saved) {
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tmpwin = create_nhwindow(NHW_MENU);
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@@ -1364,7 +1364,7 @@ winid bannerwin; /* if not WIN_ERR, clear window and show copyright in menu */
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if (select_menu(tmpwin, PICK_ONE, &chosen_game) > 0) {
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ch = chosen_game->item.a_int;
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if (ch > 0)
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Strcpy(plname, saved[ch - 1]);
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Strcpy(g.plname, saved[ch - 1]);
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else if (ch < 0)
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++ch; /* -1 -> 0 (new game), -2 -> -1 (quit) */
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free((genericptr_t) chosen_game);
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