static void savegamestate(struct memfile *mf) { unsigned book_id; mtag(mf, 0, MTAG_GAMESTATE); mfmagic_set(mf, STATE_MAGIC); /* must come before migrating_objs and migrating_mons are freed */ save_timers(mf, level, RANGE_GLOBAL); save_light_sources(mf, level, RANGE_GLOBAL); saveobjchn(mf, invent); savemonchn(mf, migrating_mons); save_mvitals(mf); save_quest_status(mf); save_spellbook(mf); save_artifacts(mf); save_oracles(mf); mwrite(mf, pl_character, sizeof pl_character); mwrite(mf, pl_fruit, sizeof pl_fruit); mwrite32(mf, current_fruit); savefruitchn(mf); savenames(mf); save_waterlevel(mf); mwrite32(mf, lastinvnr); save_mt_state(mf); save_track(mf); save_food(mf); save_steal(mf); save_dig_status(mf); book_id = book ? book->o_id : 0; mwrite32(mf, book_id); mwrite32(mf, stetho_last_used_move); mwrite32(mf, stetho_last_used_movement); mwrite32(mf, multi); save_rndmonst_state(mf); save_history(mf); }
void savelev(struct memfile *mf, xchar levnum) { int x, y; unsigned int lflags; struct level *lev = levels[levnum]; if (iflags.purge_monsters) { /* 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) */ dmonsfree(lev); } mfmagic_set(mf, LEVEL_MAGIC); mwrite8(mf, lev->z.dnum); mwrite8(mf, lev->z.dlevel); mwrite(mf, lev->levname, sizeof(lev->levname)); for (x = 0; x < COLNO; x++) for (y = 0; y < ROWNO; y++) save_location(mf, &lev->locations[x][y]); mwrite32(mf, lev->lastmoves); mwrite(mf, &lev->upstair, sizeof(stairway)); mwrite(mf, &lev->dnstair, sizeof(stairway)); mwrite(mf, &lev->upladder, sizeof(stairway)); mwrite(mf, &lev->dnladder, sizeof(stairway)); mwrite(mf, &lev->sstairs, sizeof(stairway)); mwrite(mf, &lev->updest, sizeof(dest_area)); mwrite(mf, &lev->dndest, sizeof(dest_area)); mwrite8(mf, lev->flags.nfountains); mwrite8(mf, lev->flags.nsinks); lflags = (lev->flags.has_shop << 31) | (lev->flags.has_vault << 30) | (lev->flags.has_zoo << 29) | (lev->flags.has_court << 28) | (lev->flags.has_morgue << 27) | (lev->flags.has_beehive << 26) | (lev->flags.has_barracks << 25) | (lev->flags.has_temple << 24) | (lev->flags.has_swamp << 23) | (lev->flags.noteleport << 22) | (lev->flags.hardfloor << 21) | (lev->flags.nommap << 20) | (lev->flags.hero_memory << 19) | (lev->flags.shortsighted << 18) | (lev->flags.graveyard << 17) | (lev->flags.is_maze_lev << 16) | (lev->flags.is_cavernous_lev << 15) | (lev->flags.arboreal << 14) | (lev->flags.forgotten << 13); mwrite32(mf, lflags); mwrite(mf, lev->doors, sizeof(lev->doors)); save_rooms(mf, lev); /* no dynamic memory to reclaim */ /* must be saved before mons, objs, and buried objs */ save_timers(mf, lev, RANGE_LEVEL); save_light_sources(mf, lev, RANGE_LEVEL); savemonchn(mf, lev->monlist); save_worm(mf, lev); /* save worm information */ savetrapchn(mf, lev->lev_traps); saveobjchn(mf, lev->objlist); saveobjchn(mf, lev->buriedobjlist); saveobjchn(mf, lev->billobjs); save_engravings(mf, lev); savedamage(mf, lev); save_regions(mf, lev); }