コード例 #1
0
ファイル: save.c プロジェクト: chasetopher/NetHack-4
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);
}
コード例 #2
0
ファイル: save.c プロジェクト: mbi/NitroHack
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);
}