Mercurial > hg > early-roguelike
annotate rogue5/weapons.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 * Functions for dealing with problems brought about by weapons |
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3 * |
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4 * @(#)weapons.c 4.34 (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 <string.h> |
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15 #include <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NO_WEAPON -1 |
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19 |
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20 static const struct init_weaps { |
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21 char *iw_dam; /* Damage when wielded */ |
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22 char *iw_hrl; /* Damage when thrown */ |
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23 int iw_launch; /* Launching weapon */ |
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24 int iw_flags; /* Miscellaneous flags */ |
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25 } init_dam[MAXWEAPONS] = { |
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26 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ |
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27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ |
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28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ |
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29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ |
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30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ |
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31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ |
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32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ |
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33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ |
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34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ |
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35 }; |
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36 |
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37 /* |
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38 * missile: |
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39 * Fire a missile in a given direction |
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40 */ |
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41 |
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42 void |
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43 missile(int ydelta, int xdelta) |
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44 { |
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45 THING *obj; |
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46 |
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47 /* |
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48 * Get which thing we are hurling |
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49 */ |
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50 if ((obj = get_item("throw", WEAPON)) == NULL) |
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51 return; |
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52 if (!dropcheck(obj) || is_current(obj)) |
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53 return; |
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54 obj = leave_pack(obj, TRUE, FALSE); |
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55 do_motion(obj, ydelta, xdelta); |
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56 /* |
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57 * AHA! Here it has hit something. If it is a wall or a door, |
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58 * or if it misses (combat) the monster, put it on the floor |
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59 */ |
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60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || |
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61 !hit_monster(unc(obj->o_pos), obj)) |
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62 fall(obj, TRUE); |
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63 } |
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64 |
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65 /* |
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66 * do_motion: |
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67 * Do the actual motion on the screen done by an object traveling |
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68 * across the room |
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69 */ |
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70 |
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71 void |
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72 do_motion(THING *obj, int ydelta, int xdelta) |
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73 { |
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74 int ch; |
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75 |
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76 /* |
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77 * Come fly with us ... |
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78 */ |
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79 obj->o_pos = hero; |
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80 for (;;) |
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81 { |
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82 /* |
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83 * Erase the old one |
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84 */ |
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85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) |
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86 { |
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87 ch = chat(obj->o_pos.y, obj->o_pos.x); |
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88 if (ch == FLOOR && !show_floor()) |
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89 ch = ' '; |
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90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch); |
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91 } |
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92 /* |
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93 * Get the new position |
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94 */ |
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95 obj->o_pos.y += ydelta; |
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96 obj->o_pos.x += xdelta; |
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97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) |
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98 { |
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99 /* |
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100 * It hasn't hit anything yet, so display it |
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101 * If it alright. |
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102 */ |
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103 if (cansee(unc(obj->o_pos)) && !terse) |
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104 { |
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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