Finish save.go split: header/player halves, drop inline err

This commit is contained in:
2026-07-22 21:54:41 +07:00
parent 43b4fbe746
commit 80484bcd31

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@@ -177,8 +177,48 @@ func (g *RogueGame) packIdx(obj *Object) int {
// snapshot captures the complete game state.
func (g *RogueGame) snapshot() *SaveState {
p := &g.Player
st := &SaveState{
st := g.snapshotHeader()
// the map, sans monster pointers (rebuilt on load)
st.Places = make([]savedPlace, len(g.Level.Places))
for i := range g.Level.Places {
st.Places[i] = savedPlace{
Ch: g.Level.Places[i].Ch,
Flags: g.Level.Places[i].Flags,
}
}
// level objects by value; remember their pointers for dest encoding
objAt := make(map[*Object]int, len(g.Level.Objects))
for i, o := range g.Level.Objects {
st.Objects = append(st.Objects, *o)
objAt[o] = i
}
st.Player = g.snapshotPlayer()
// monsters, with chase targets as (kind, index) references
for _, m := range g.Level.Monsters {
sc := savedCreature{
Pos: m.Pos, Turn: m.Turn, Type: m.Type, Disguise: m.Disguise,
OldCh: m.OldCh, Flags: m.Flags, Stats: m.Stats,
RoomIdx: g.roomIdx(m.Room),
}
for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o)
}
st.Monsters = append(st.Monsters, sc)
st.Dests = append(st.Dests, g.destRefFor(m, objAt))
}
return st
}
// snapshotHeader captures the scalar game state (the field list of
// state.c rs_save_file).
func (g *RogueGame) snapshotHeader() *SaveState {
return &SaveState{
Version: saveFormatVersion,
Seed: g.Rng.Seed,
Dnum: g.Dnum,
@@ -226,25 +266,14 @@ func (g *RogueGame) snapshot() *SaveState {
AllScore: g.AllScore,
Screen: g.scr.Std.Contents(),
}
}
// the map, sans monster pointers (rebuilt on load)
st.Places = make([]savedPlace, len(g.Level.Places))
for i := range g.Level.Places {
st.Places[i] = savedPlace{
Ch: g.Level.Places[i].Ch,
Flags: g.Level.Places[i].Flags,
}
}
// snapshotPlayer captures the player, equipment as pack indices (the
// player half of snapshot).
func (g *RogueGame) snapshotPlayer() savedPlayer {
p := &g.Player
// level objects by value; remember their pointers for dest encoding
objAt := make(map[*Object]int, len(g.Level.Objects))
for i, o := range g.Level.Objects {
st.Objects = append(st.Objects, *o)
objAt[o] = i
}
// the player
st.Player = savedPlayer{
sp := savedPlayer{
Body: savedCreature{
Pos: p.Pos, Turn: p.Turn, Type: p.Type, Disguise: p.Disguise,
OldCh: p.OldCh, Flags: p.Flags, Stats: p.Stats,
@@ -260,25 +289,10 @@ func (g *RogueGame) snapshot() *SaveState {
MaxStats: p.MaxStats, VfHit: p.VfHit,
}
for _, o := range p.Pack {
st.Player.Body.Pack = append(st.Player.Body.Pack, *o)
sp.Body.Pack = append(sp.Body.Pack, *o)
}
// monsters, with chase targets as (kind, index) references
for _, m := range g.Level.Monsters {
sc := savedCreature{
Pos: m.Pos, Turn: m.Turn, Type: m.Type, Disguise: m.Disguise,
OldCh: m.OldCh, Flags: m.Flags, Stats: m.Stats,
RoomIdx: g.roomIdx(m.Room),
}
for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o)
}
st.Monsters = append(st.Monsters, sc)
st.Dests = append(st.Dests, g.destRefFor(m, objAt))
}
return st
return sp
}
// destRefFor encodes a monster's chase target as a (kind, index)
@@ -315,7 +329,32 @@ func (g *RogueGame) destRefFor(m *Monster, objAt map[*Object]int) destRef {
// applySnapshot rebuilds live game state from a snapshot.
func (g *RogueGame) applySnapshot(st *SaveState) {
p := &g.Player
g.applyHeader(st)
for i := range g.Level.Places {
g.Level.Places[i] = Place{
Ch: st.Places[i].Ch,
Flags: st.Places[i].Flags,
}
}
// level objects
g.Level.Objects = nil
for i := range st.Objects {
o := st.Objects[i]
g.Level.Objects = append(g.Level.Objects, &o)
}
g.applyPlayer(st)
g.applyMonsters(st)
g.applyDests(st)
g.scr.Std.SetContents(st.Screen)
}
// applyHeader restores the scalar game state (the field list of
// applySnapshot).
func (g *RogueGame) applyHeader(st *SaveState) {
g.Rng.Seed = st.Seed
g.Dnum = st.Dnum
g.Whoami = st.Whoami
@@ -360,22 +399,12 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
g.LastScore = st.LastScore
g.AllScore = st.AllScore
g.Playing = true
}
for i := range g.Level.Places {
g.Level.Places[i] = Place{
Ch: st.Places[i].Ch,
Flags: st.Places[i].Flags,
}
}
// level objects
g.Level.Objects = nil
for i := range st.Objects {
o := st.Objects[i]
g.Level.Objects = append(g.Level.Objects, &o)
}
// the player
// applyPlayer restores the player, resolving equipment pack indices
// (the player half of applySnapshot).
func (g *RogueGame) applyPlayer(st *SaveState) {
p := &g.Player
sp := &st.Player
p.Pos = sp.Body.Pos
p.Turn = sp.Body.Turn
@@ -412,11 +441,6 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
p.NoFood = sp.NoFood
p.MaxStats = sp.MaxStats
p.VfHit = sp.VfHit
g.applyMonsters(st)
g.applyDests(st)
g.scr.Std.SetContents(st.Screen)
}
// applyMonsters rebuilds the monster list and its map index from a
@@ -507,7 +531,8 @@ prompt:
g.FileName = buf
if err := g.saveFile(g.FileName); err != nil {
err := g.saveFile(g.FileName)
if err != nil {
g.msg("%s", err.Error())
continue