Mercurial > hg > early-roguelike
annotate srogue/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 |
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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 * Draw the nine rooms on the screen |
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3 * |
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4 * @(#)rooms.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 * do_rooms: |
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22 * Place the rooms in the dungeon |
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23 */ |
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24 do_rooms() |
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25 { |
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26 int mloops, mchance, nummons, left_out, roomtries; |
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27 bool treas = FALSE; |
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28 reg int i; |
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29 reg struct room *rp; |
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30 reg struct linked_list *item; |
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31 reg struct thing *tp; |
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32 struct coord top, bsze, mp; |
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33 |
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34 /* |
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35 * bsze is the maximum room size |
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36 */ |
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37 bsze.x = COLS / 3; |
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38 bsze.y = (LINES - 1) / 3; |
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39 /* |
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40 * Clear things for a new level |
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41 */ |
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42 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) |
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43 rp->r_goldval = rp->r_nexits = rp->r_flags = 0; |
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44 /* |
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45 * Put the gone rooms, if any, on the level |
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46 */ |
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47 left_out = rnd(4); |
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48 for (i = 0; i < left_out; i++) |
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49 rooms[rnd_room()].r_flags |= ISGONE; |
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50 /* |
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51 * dig and populate all the rooms on the level |
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52 */ |
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53 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++) { |
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54 /* |
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55 * Find upper left corner of box that this room goes in |
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56 */ |
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57 top.x = (i%3) * bsze.x + 1; |
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58 top.y = i/3 * bsze.y; |
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59 if (rf_on(rp,ISGONE)) { |
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60 /* |
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61 * Place a gone room. Make certain that there is a |
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62 * blank line for passage drawing. |
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63 */ |
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64 roomtries = 0; |
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65 do { |
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66 rp->r_pos.x = top.x + rnd(bsze.x-2) + 1; |
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67 rp->r_pos.y = top.y + rnd(bsze.y-2) + 1; |
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68 rp->r_max.x = -COLS; |
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69 rp->r_max.x = -LINES; |
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70 if (++roomtries > 250) |
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71 fatal("failed to place a gone room"); |
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72 } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2); |
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73 continue; |
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74 } |
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75 if (rnd(10) < level-1) |
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76 rp->r_flags |= ISDARK; |
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77 /* |
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78 * Find a place and size for a random room |
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79 */ |
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80 roomtries = 0; |
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81 do { |
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82 rp->r_max.x = rnd(bsze.x - 4) + 4; |
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83 rp->r_max.y = rnd(bsze.y - 4) + 4; |
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84 rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x); |
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85 rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y); |
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86 if (++roomtries > 250) { |
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87 fatal("failed to place a good room"); |
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88 } |
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89 } until (rp->r_pos.y != 0); |
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90 if (level < max_level) |
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91 mchance = 30; /* 30% when going up (all monsters) */ |
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92 else |
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93 mchance = 3; /* 3% when going down */ |
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94 treas = FALSE; |
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95 if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) > |
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96 ((bsze.x * bsze.y * 55) / 100)) { |
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97 treas = TRUE; |
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98 rp->r_flags |= ISTREAS; |
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99 rp->r_flags |= ISDARK; |
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100 } |
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101 /* |
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102 * Put the gold in |
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103 */ |
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104 if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) { |
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105 rp->r_goldval = GOLDCALC; |
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