annotate rogue5/rooms.c @ 81:0e212d46b68f

rogue4: don't put savefile metadata into the savefile. The save_file() function in save.c stored the savefile's device number, inode number, creation time, and modification time in the file. The restore() function read them back, and apparently used to compare them to protect against cheaters. Unfortunately, the types and sizes of these numbers differ from system to system, which ruins the Roguelike Restoration Project's fine portability work. So they have been removed from the savefile. This BREAKS SAVEFILE COMPATIBILITY, but old files can be converted by excising the chunk starting at offset 0x22 with length sizeof(ino_t) + sizeof(dev_t) + 2 * sizeof(time_t). That's 0x14 on i686 and 0x20 on x86_64, at least with current versions of Linux and glibc.
author John "Elwin" Edwards
date Mon, 05 Aug 2013 20:49:41 -0700
parents f502bf60e6e4
children
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33
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.45 (Berkeley) 02/05/99
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include <ctype.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 typedef struct spot { /* position matrix for maze positions */
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18 int nexits;
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19 coord exits[4];
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20 int used;
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21 } SPOT;
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22
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23 #define GOLDGRP 1
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24
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25 /*
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26 * do_rooms:
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27 * Create rooms and corridors with a connectivity graph
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28 */
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29
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30 void
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31 do_rooms(void)
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32 {
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33 int i;
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34 struct room *rp;
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35 THING *tp;
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36 int left_out;
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37 coord top;
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38 coord bsze; /* maximum room size */
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39 coord mp;
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40
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41 bsze.x = NUMCOLS / 3;
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42 bsze.y = NUMLINES / 3;
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43 /*
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44 * Clear things for a new level
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45 */
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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47 {
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48 rp->r_goldval = 0;
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49 rp->r_nexits = 0;
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50 rp->r_flags = 0;
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51 }
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52 /*
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53 * Put the gone rooms, if any, on the level
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54 */
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55 left_out = rnd(4);
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56 for (i = 0; i < left_out; i++)
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57 rooms[rnd_room()].r_flags |= ISGONE;
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58 /*
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59 * dig and populate all the rooms on the level
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60 */
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61 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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62 {
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63 /*
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64 * Find upper left corner of box that this room goes in
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65 */
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66 top.x = (i % 3) * bsze.x + 1;
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67 top.y = (i / 3) * bsze.y;
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68 if (rp->r_flags & ISGONE)
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69 {
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70 /*
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71 * Place a gone room. Make certain that there is a blank line
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72 * for passage drawing.
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73 */
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74 do
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75 {
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76 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
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77 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
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78 rp->r_max.x = -NUMCOLS;
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79 rp->r_max.y = -NUMLINES;
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80 } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
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81 continue;
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82 }
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83 /*
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84 * set room type
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85 */
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86 if (rnd(10) < level - 1)
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87 {
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88 rp->r_flags |= ISDARK; /* dark room */
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89 if (rnd(15) == 0)
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90 rp->r_flags = ISMAZE; /* maze room */
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91 }
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92 /*
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93 * Find a place and size for a random room
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94 */
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95 if (rp->r_flags & ISMAZE)
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96 {
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97 rp->r_max.x = bsze.x - 1;
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98 rp->r_max.y = bsze.y - 1;
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99 if ((rp->r_pos.x = top.x) == 1)
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100 rp->r_pos.x = 0;
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101 if ((rp->r_pos.y = top.y) == 0)
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102 {
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103 rp->r_pos.y++;
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104 rp->r_max.y--;
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105 }
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106 }
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107 else
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