Mercurial > hg > early-roguelike
annotate srogue/new_leve.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 | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * Do anything associated with a new dungeon level |
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3 * |
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4 * @(#)new_level.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 "rogue.ext" |
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19 |
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20 /* |
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21 * new_level: |
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22 * Dig and draw a new level |
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23 */ |
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24 new_level(ltype) |
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25 int ltype; |
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26 { |
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27 register i; |
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28 register char ch; |
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29 struct coord traploc; |
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30 struct room *rp; |
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31 |
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32 if (level > max_level) |
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33 max_level = level; |
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34 |
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35 wclear(cw); |
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36 wclear(mw); |
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37 clear(); |
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38 |
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39 isfight = FALSE; |
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40 levtype = ltype; |
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41 |
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42 free_list(mlist); /* free monster list */ |
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43 |
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44 if (levtype == POSTLEV) |
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45 do_post(); |
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46 else { |
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47 lev_mon(); /* fill in monster list */ |
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48 |
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49 if (levtype == MAZELEV) |
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50 do_maze(); |
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51 else { /* normal levels */ |
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52 do_rooms(); /* Draw rooms */ |
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53 do_passages(); /* Draw passages */ |
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54 } |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 } |
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58 /* |
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59 * Place the staircase down. |
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60 */ |
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61 stairs = *rnd_pos(&rooms[rnd_room()]); |
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62 mvaddch(stairs.y, stairs.x, STAIRS); |
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63 ntraps = 0; |
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64 |
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65 if (levtype == NORMLEV) |
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66 { |
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67 struct trap *trp, *maxtrp; |
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68 |
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69 /* Place the traps for normal levels only */ |
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70 |
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71 if (rnd(10) < level) |
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72 { |
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73 ntraps = rnd(level / 4) + 1; |
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74 |
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75 if (ntraps > MAXTRAPS) |
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76 ntraps = MAXTRAPS; |
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77 |
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78 maxtrp = &traps[ntraps]; |
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79 for (trp = &traps[0]; trp < maxtrp; trp++) |
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80 { |
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81 again: |
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82 switch(rnd(TYPETRAPS + 1)) |
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83 { |
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84 case 0: |
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85 if (rnd(100) > 25) |
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86 goto again; |
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87 else |
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88 ch = POST; |
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89 |
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90 when 1: ch = TRAPDOOR; |
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91 when 2: ch = BEARTRAP; |
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92 when 3: ch = SLEEPTRAP; |
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93 when 4: ch = ARROWTRAP; |
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94 when 5: ch = TELTRAP; |
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95 when 6: ch = DARTTRAP; |
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96 when 7: ch = MAZETRAP; |
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97 when 8: |
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98 case 9: |
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99 if (rnd(100) > 80) |
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100 goto again; |
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101 else |
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102 ch = POOL; |
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103 } |
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104 trp->tr_flags = 0; |
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105 traploc = *rnd_pos(&rooms[rnd_room()]); |