Merge branch 'NetHack-3.6' into NetHack-3.7

This commit is contained in:
Patric Mueller
2019-05-26 18:16:22 +02:00

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 save.c $NHDT-Date: 1558856435 2019/05/26 07:40:35 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.119 $ */
/* NetHack 3.6 save.c $NHDT-Date: 1558880688 2019/05/26 14:24:48 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.120 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2009. */
/* NetHack may be freely redistributed. See license for details. */
@@ -136,8 +136,7 @@ dosave0()
return 0;
#endif
HUP if (iflags.window_inited)
{
HUP if (iflags.window_inited) {
nh_uncompress(fq_save);
fd = open_savefile();
if (fd > 0) {
@@ -472,35 +471,59 @@ int mode;
short tlev;
#endif
/* if we're tearing down the current level without saving anything
(which happens upon entrance to the endgame or after an aborted
restore attempt) then we don't want to do any actual I/O */
if (mode == FREE_SAVE)
/*
* Level file contents:
* version info (handled by caller);
* save file info (compression type; also by caller);
* process ID;
* internal level number (ledger number);
* bones info;
* actual level data.
*
* If we're tearing down the current level without saving anything
* (which happens at end of game or upon entrance to endgame or
* after an aborted restore attempt) then we don't want to do any
* actual I/O. So when only freeing, we skip to the bones info
* portion (which has some freeing to do), then jump quite a bit
* further ahead to the middle of the 'actual level data' portion.
*/
if (mode != FREE_SAVE) {
/* WRITE_SAVE (probably ORed with FREE_SAVE), or COUNT_SAVE */
/* purge any dead monsters (necessary if we're starting
a panic save rather than a normal one, or sometimes
when changing levels without taking time -- e.g.
create statue trap then immediately level teleport) */
if (iflags.purge_monsters)
dmonsfree();
if (fd < 0)
panic("Save on bad file!"); /* impossible */
#ifdef MFLOPPY
count_only = (mode & COUNT_SAVE);
#endif
if (lev >= 0 && lev <= maxledgerno())
g.level_info[lev].flags |= VISITED;
bwrite(fd, (genericptr_t) &g.hackpid, sizeof g.hackpid);
#ifdef TOS
tlev = lev;
tlev &= 0x00ff;
bwrite(fd, (genericptr_t) &tlev, sizeof tlev);
#else
bwrite(fd, (genericptr_t) &lev, sizeof lev);
#endif
}
/* bones info comes before level data; the intent is for an external
program ('hearse') to be able to match a bones file with the
corresponding log file entry--or perhaps just skip that?--without
the guessing that was needed in 3.4.3 and without having to
interpret level data to find where to start; unfortunately it
still needs to handle all the data compression schemes */
savecemetery(fd, mode, &g.level.bonesinfo);
if (mode == FREE_SAVE) /* see above */
goto skip_lots;
/* purge any dead monsters (necessary if we're starting
a panic save rather than a normal one, or sometimes
when changing levels without taking time -- e.g.
create statue trap then immediately level teleport) */
if (iflags.purge_monsters)
dmonsfree();
if (fd < 0)
panic("Save on bad file!"); /* impossible */
#ifdef MFLOPPY
count_only = (mode & COUNT_SAVE);
#endif
if (lev >= 0 && lev <= maxledgerno())
g.level_info[lev].flags |= VISITED;
bwrite(fd, (genericptr_t) &g.hackpid, sizeof g.hackpid);
#ifdef TOS
tlev = lev;
tlev &= 0x00ff;
bwrite(fd, (genericptr_t) &tlev, sizeof tlev);
#else
bwrite(fd, (genericptr_t) &lev, sizeof lev);
#endif
savecemetery(fd, mode, &g.level.bonesinfo);
savelevl(fd, (boolean) ((sfsaveinfo.sfi1 & SFI1_RLECOMP) == SFI1_RLECOMP));
bwrite(fd, (genericptr_t) g.lastseentyp, sizeof g.lastseentyp);
bwrite(fd, (genericptr_t) &g.monstermoves, sizeof g.monstermoves);
@@ -517,10 +540,7 @@ int mode;
/* from here on out, saving also involves allocated memory cleanup */
skip_lots:
/* this comes before the map, so need cleanup here if we skipped */
if (mode == FREE_SAVE)
savecemetery(fd, mode, &g.level.bonesinfo);
/* must be saved before mons, objs, and buried objs */
/* timers and lights must be saved before monsters and objects */
save_timers(fd, mode, RANGE_LEVEL);
save_light_sources(fd, mode, RANGE_LEVEL);
@@ -544,7 +564,7 @@ int mode;
/* level.bonesinfo = 0; -- handled by savecemetery() */
}
save_engravings(fd, mode);
savedamage(fd, mode);
savedamage(fd, mode); /* pending shop wall and/or floor repair */
save_regions(fd, mode);
if (mode != FREE_SAVE)
bflush(fd);