}
+static int suspendresume(FILE *input, bool resume)
+/* Suspend and resume */
+{
+ int kk;
+ if (!resume) {
+ /* Suspend. Offer to save things in a file, but charging
+ * some points (so can't win by using saved games to retry
+ * battles or to start over after learning zzword). */
+ SPK=201;
+ RSPEAK(260);
+ if (!YES(input,200,54,54)) return(2012);
+ game.saved=game.saved+5;
+ kk= -1;
+ }
+ else
+ {
+ /* Resume. Read a suspended game back from a file. */
+ kk=1;
+ if (game.loc != 1 || game.abbrev[1] != 1) {
+ RSPEAK(268);
+ if (!YES(input,200,54,54)) return(2012);
+ }
+ }
+
+ /* Suspend vs resume cases are distinguished by the value of kk
+ * (-1 for suspend, +1 for resume). */
+
+ /*
+ * FIXME: This is way more complicated than it needs to be in C.
+ * What we ought to do is define a save-block structure that
+ * includes a game state block and then use a single fread/fwrite
+ * for I/O. All the SAV* functions can be scrapped.
+ */
+
+ DATIME(&I,&K);
+ K=I+650*K;
+ SAVWRD(kk,K);
+ K=VRSION;
+ SAVWRD(0,K);
+ if (K != VRSION) {
+ SETPRM(1,K/10,MOD(K,10));
+ SETPRM(3,VRSION/10,MOD(VRSION,10));
+ RSPEAK(269);
+ return(2000);
+ }
+ /* Herewith are all the variables whose values can change during a game,
+ * omitting a few (such as I, J) whose values between turns are
+ * irrelevant and some whose values when a game is
+ * suspended or resumed are guaranteed to match. If unsure whether a value
+ * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
+ * with junk variables to bring it up to 7 values. */
+ SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
+ SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
+ SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
+ SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
+ SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
+ SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
+ SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
+ SAVARR(game.abbrev,LOCSIZ);
+ SAVARR(game.atloc,LOCSIZ);
+ SAVARR(game.dloc,NDWARVES);
+ SAVARR(game.dseen,NDWARVES);
+ SAVARR(game.fixed,NOBJECTS);
+ SAVARR(game.hinted,HNTSIZ);
+ SAVARR(game.hintlc,HNTSIZ);
+ SAVARR(game.link,NOBJECTS*2);
+ SAVARR(game.odloc,NDWARVES);
+ SAVARR(game.place,NOBJECTS);
+ SAVARR(game.prop,NOBJECTS);
+ SAVWRD(kk,K);
+ if (K != 0) {
+ RSPEAK(270);
+ exit(0);
+ }
+ K=NUL;
+ game.zzword=RNDVOC(3,game.zzword);
+ if (kk > 0) return(8);
+ RSPEAK(266);
+ exit(0);
+}
+
static int throw_support(long spk)
{
RSPEAK(spk);
case 26: /* READ */ return read(input, INTRANSITIVE);
case 27: /* BREAK */ return(8000);
case 28: /* WAKE */ return(8000);
- case 29: /* SUSP */ goto L8300;
- case 30: /* RESU */ goto L8310;
+ case 29: /* SUSP */ return suspendresume(input, false);
+ case 30: /* RESU */ return suspendresume(input, true);
case 31: /* FLY */ return fly(INTRANSITIVE);
case 32: /* LISTE */ return listen();
case 33: /* ZZZZ */ return reservoir();
* transitive, plus ten times the verb number. Many intransitive verbs use the
* transitive code, and some verbs use code for other verbs, as noted below. */
-/* Suspend. Offer to save things in a file, but charging some points (so
- * can't win by using saved games to retry battles or to start over after
- * learning zzword). */
-
-L8300: SPK=201;
- RSPEAK(260);
- if (!YES(input,200,54,54)) return(2012);
- game.saved=game.saved+5;
- kk= -1;
-
-/* This next part is shared with the "resume" code. The two cases are
- * distinguished by the value of kk (-1 for suspend, +1 for resume). */
-
-L8305: DATIME(&I,&K);
- K=I+650*K;
- SAVWRD(kk,K);
- K=VRSION;
- SAVWRD(0,K);
- if (K != VRSION) goto L8312;
-/* Herewith are all the variables whose values can change during a game,
- * omitting a few (such as I, J, ATTACK) whose values between turns are
- * irrelevant and some whose values when a game is
- * suspended or resumed are guaranteed to match. If unsure whether a value
- * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
- * with junk variables to bring it up to 7 values. */
- SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
- SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
- SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
- SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
- SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
- SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
- SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
- SAVARR(game.abbrev,LOCSIZ);
- SAVARR(game.atloc,LOCSIZ);
- SAVARR(game.dloc,NDWARVES);
- SAVARR(game.dseen,NDWARVES);
- SAVARR(game.fixed,NOBJECTS);
- SAVARR(game.hinted,HNTSIZ);
- SAVARR(game.hintlc,HNTSIZ);
- SAVARR(game.link,NOBJECTS*2);
- SAVARR(game.odloc,NDWARVES);
- SAVARR(game.place,NOBJECTS);
- SAVARR(game.prop,NOBJECTS);
- SAVWRD(kk,K);
- if (K != 0) goto L8318;
- K=NUL;
- game.zzword=RNDVOC(3,game.zzword);
- if (kk > 0) return(8);
- RSPEAK(266);
- exit(0);
-
-/* Resume. Read a suspended game back from a file. */
-
-L8310: kk=1;
- if (game.loc == 1 && game.abbrev[1] == 1) goto L8305;
- RSPEAK(268);
- if (!YES(input,200,54,54)) return(2012);
- goto L8305;
-
-L8312: SETPRM(1,K/10,MOD(K,10));
- SETPRM(3,VRSION/10,MOD(VRSION,10));
- RSPEAK(269);
- return(2000);
-
-L8318: RSPEAK(270);
- exit(0);
}