Mercurial > hg > early-roguelike
annotate urogue/state.c @ 256:c495a4f288c6
Import UltraRogue from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 31 Jan 2017 19:56:04 -0500 |
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children | 2908dc47f9e2 |
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Import UltraRogue from the Roguelike Restoration Project (r1490)
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1 /* |
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2 state.c - Portable Rogue Save State Code |
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3 |
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4 Copyright (C) 1993, 1995 Nicholas J. Kisseberth |
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5 |
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6 Redistribution and use in source and binary forms, with or without |
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7 modification, are permitted provided that the following conditions |
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8 are met: |
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9 1. Redistributions of source code must retain the above copyright |
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10 notice, this list of conditions and the following disclaimer. |
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11 2. Redistributions in binary form must reproduce the above copyright |
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12 notice, this list of conditions and the following disclaimer in the |
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13 documentation and/or other materials provided with the distribution. |
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14 3. Neither the name(s) of the author(s) nor the names of other contributors |
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15 may be used to endorse or promote products derived from this software |
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16 without specific prior written permission. |
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17 |
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18 THIS SOFTWARE IS PROVIDED BY THE AUTHOR(S) AND CONTRIBUTORS ``AS IS'' AND |
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19 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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20 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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21 ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR(S) OR CONTRIBUTORS BE LIABLE |
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22 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
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23 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS |
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24 OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
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25 HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
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26 LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
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27 OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
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28 SUCH DAMAGE. |
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29 */ |
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30 |
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31 /* |
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32 Notes |
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33 |
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34 Should move all game variables into one place |
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35 Should move save/restore code into save.c or some such |
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36 */ |
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37 |
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38 #include <assert.h> |
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39 #include <stdlib.h> |
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40 #include <string.h> |
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41 #include "rogue.h" |
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42 |
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43 /* |
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44 Variables for global game state. |
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45 |
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46 All variables that need to get saved when saving a game |
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47 are defined in this file. Long term goal is to move many |
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48 of these variables into a "struct level" data type of some |
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49 kind... perhaps not, maybe struct game... |
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50 |
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51 Other global variables that don't need to get saved are |
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52 kept in main.c. |
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53 |
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54 Other global variables that don't change during the course |
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55 of a game are kept in urogue.c, monsdata.c, data.c. |
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56 */ |
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57 |
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58 #define _X_ { 0, 0, 0, 0, 0 } |
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59 |
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60 struct delayed_action |
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61 d_list[MAXDAEMONS] = /* daemon/fuse list */ |
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62 { |
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63 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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64 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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65 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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66 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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67 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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68 _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, _X_, |
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69 }; |
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70 |
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71 #undef _X_ |
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72 |
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73 char *s_names[MAXSCROLLS]; /* Names of the scrolls */ |
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74 char *p_colors[MAXPOTIONS]; /* Colors of the potions */ |
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75 char *r_stones[MAXRINGS]; /* Stone settings of the rings */ |
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76 char *ws_made[MAXSTICKS]; /* What sticks are made of */ |
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77 char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */ |
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78 |
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79 char *guess_items[MAXMAGICTYPES][MAXMAGICITEMS]; /* guess magic is */ |
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80 int know_items[MAXMAGICTYPES][MAXMAGICITEMS]; /* flag knowlede of magic */ |
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81 /* object data */ |
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82 |
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83 struct trap traps[2 * MAXTRAPS]; /* 2x for special effects */ |
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84 struct room rooms[MAXROOMS]; /* One for each room -- A level */ |
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85 struct room *oldrp = NULL; /* Roomin(&player.t_oldpos) */ |
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86 struct thing player; /* The rogue */ |
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87 struct linked_list *lvl_obj = NULL; /* Treasure on this level */ |
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88 struct linked_list *fam_ptr = NULL; /* A ptr to the familiar */ |
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89 struct linked_list *mlist = NULL; /* Monsters on this level */ |