From 54d22714d93deb426012dbf693f9061ec13a7339 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Fri, 9 Jun 2017 09:54:23 -0400 Subject: [PATCH] Suspend/resume handler. --- actions.c | 151 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 83 insertions(+), 68 deletions(-) diff --git a/actions.c b/actions.c index b4ce9ec..47742e2 100644 --- a/actions.c +++ b/actions.c @@ -775,6 +775,87 @@ static int say(void) } +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); @@ -946,8 +1027,8 @@ L4000: 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(); @@ -1037,70 +1118,4 @@ L5190: if ((verb == FIND || verb == INVENT) && WD2 <= 0) goto L5010; * 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); } -- 2.31.1