Mercurial > hg > early-roguelike
annotate rogue5/scrolls.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 |
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date | Mon, 05 Aug 2013 20:49:41 -0700 |
parents | f502bf60e6e4 |
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rev | line source |
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33
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1 /* |
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2 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.c 4.44 (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 <curses.h> |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * read_scroll: |
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19 * Read a scroll from the pack and do the appropriate thing |
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20 */ |
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21 |
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22 void |
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23 read_scroll(void) |
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24 { |
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25 THING *obj; |
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26 PLACE *pp; |
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27 int y, x; |
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28 int ch; |
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29 int i; |
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30 int discardit = FALSE; |
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31 struct room *cur_room; |
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32 THING *orig_obj; |
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33 coord mp; |
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34 |
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35 obj = get_item("read", SCROLL); |
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36 if (obj == NULL) |
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37 return; |
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38 if (obj->o_type != SCROLL) |
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39 { |
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40 if (!terse) |
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41 msg("there is nothing on it to read"); |
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42 else |
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43 msg("nothing to read"); |
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44 return; |
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45 } |
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46 /* |
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47 * Calculate the effect it has on the poor guy. |
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48 */ |
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49 if (obj == cur_weapon) |
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50 cur_weapon = NULL; |
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51 /* |
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52 * Get rid of the thing |
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53 */ |
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54 discardit = (obj->o_count == 1); |
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55 leave_pack(obj, FALSE, FALSE); |
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56 orig_obj = obj; |
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57 |
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58 switch (obj->o_which) |
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59 { |
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60 case S_CONFUSE: |
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61 /* |
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62 * Scroll of monster confusion. Give him that power. |
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63 */ |
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64 player.t_flags |= CANHUH; |
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65 msg("your hands begin to glow %s", pick_color("red")); |
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66 when S_ARMOR: |
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67 if (cur_armor != NULL) |
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68 { |
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69 cur_armor->o_arm--; |
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70 cur_armor->o_flags &= ~ISCURSED; |
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71 msg("your armor glows %s for a moment", pick_color("silver")); |
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72 } |
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73 when S_HOLD: |
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74 /* |
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75 * Hold monster scroll. Stop all monsters within two spaces |
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76 * from chasing after the hero. |
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77 */ |
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78 |
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79 ch = 0; |
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80 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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81 if (x >= 0 && x < NUMCOLS) |
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82 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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83 if (y >= 0 && y <= NUMLINES - 1) |
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84 if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) |
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85 { |
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86 obj->t_flags &= ~ISRUN; |
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87 obj->t_flags |= ISHELD; |
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88 ch++; |
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89 } |
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90 if (ch) |
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91 { |
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92 addmsg("the monster"); |
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93 if (ch > 1) |
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94 addmsg("s around you"); |
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95 addmsg(" freeze"); |
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96 if (ch == 1) |
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97 addmsg("s"); |
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98 endmsg(); |
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99 scr_info[S_HOLD].oi_know = TRUE; |
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100 } |
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101 else |
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102 msg("you feel a strange sense of loss"); |
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103 when S_SLEEP: |
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104 /* |
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105 * Scroll which makes you fall asleep |
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106 */ |