Mercurial > hg > early-roguelike
annotate srogue/monsters.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 | 2128c7dc8a40 |
children | 7bdac632ab9d |
rev | line source |
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36
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1 /* |
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2 * File with various monster functions in it |
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3 * |
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4 * @(#)monsters.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include <ctype.h> |
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19 #include "rogue.ext" |
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20 |
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21 /* |
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22 * rnd_mon: |
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23 * Pick a monster to show up. The lower the level, |
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24 * the meaner the monster. |
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25 */ |
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26 rnd_mon(wander,baddie) |
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27 bool wander; |
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28 bool baddie; /* TRUE when from a polymorph stick */ |
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29 { |
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30 reg int i, ok, cnt; |
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31 |
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32 cnt = 0; |
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33 if (levcount == 0) /* if only asmodeus possible */ |
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34 return(MAXMONS); |
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35 if (baddie) { |
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36 while (1) { |
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37 i = rnd(MAXMONS); /* pick ANY monster */ |
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38 if (monsters[i].m_lev.l_lev < 0) /* skip genocided ones */ |
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39 continue; |
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40 return i; |
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41 } |
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42 } |
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43 ok = FALSE; |
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44 do { |
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45 /* |
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46 * get a random monster from this range |
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47 */ |
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48 i = rnd(levcount); |
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49 /* |
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50 * Only create a wandering monster if we want one |
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51 * (or the count is exceeded) |
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52 */ |
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53 if (!wander || mtlev[i]->m_lev.d_wand || ++cnt > 500) |
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54 ok = TRUE; |
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55 } while(!ok); |
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56 return (midx(mtlev[i]->m_show)); |
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57 } |
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58 |
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59 /* |
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60 * lev_mon: |
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61 * This gets all monsters possible on this level |
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62 */ |
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63 lev_mon() |
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64 { |
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65 reg int i; |
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66 reg struct monster *mm; |
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67 |
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68 levcount = 0; |
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69 for (i = 0; i < MAXMONS; i++) { |
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70 mm = &monsters[i]; |
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71 if (mm->m_lev.h_lev >= level && mm->m_lev.l_lev <= level) { |
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72 mtlev[levcount] = mm; |
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73 if (++levcount >= MONRANGE) |
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74 break; |
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75 } |
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76 } |
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77 if (levcount == 0) /* if no monsters are possible */ |
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78 mtlev[0] = &monsters[MAXMONS]; /* then asmodeus 'A' */ |
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79 } |
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80 |
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81 /* |
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82 * new_monster: |
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83 * Pick a new monster and add it to the list |
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84 */ |
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85 struct linked_list * |
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86 new_monster(type, cp, treas) |
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87 struct coord *cp; |
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88 bool treas; |
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89 char type; |
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90 { |
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91 reg struct linked_list *item; |
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92 reg struct thing *tp; |
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93 reg struct monster *mp; |
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94 reg struct stats *st; |
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95 float killexp; /* experience gotten for killing him */ |
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96 |
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97 item = new_item(sizeof(struct thing)); |
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98 attach(mlist, item); |
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99 tp = THINGPTR(item); |
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100 st = &tp->t_stats; |
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101 mp = &monsters[type]; /* point to this monsters structure */ |
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102 tp->t_type = mp->m_show; |
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103 tp->t_indx = type; |
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104 tp->t_pos = *cp; |
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105 tp->t_room = roomin(cp); |