+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);
+}
+