annotate rogue5/rooms.c @ 110:5f51f7d9805f

arogue5: fix some save/restore-related crashes. The save/restore code took the pointer intended as an argument for the doctor() daemon and wrote it to the savefile as an int. I don't know why it took so long to fail horribly. The problem has been avoided by replacing the value with &player when restoring. That seems to be the only argument ever actually used. The code also writes only four bytes for an unsigned long; if sizeof(long) == 8, it casts to unsigned int first. It failed to do the cast when reading back, with the result that four bytes were read and the other half of the number was effectively uninitialized. It apparently works now, but the save/restore code ought still to be regarded as decidedly unfortunate.
author John "Elwin" Edwards
date Mon, 06 Jan 2014 15:57:17 -0500
parents f502bf60e6e4
children
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33
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1 /*
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2 * Create the layout for the new level
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3 *
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4 * @(#)rooms.c 4.45 (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 <ctype.h>
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14 #include <curses.h>
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15 #include "rogue.h"
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16
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17 typedef struct spot { /* position matrix for maze positions */
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18 int nexits;
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19 coord exits[4];
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20 int used;
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21 } SPOT;
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22
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23 #define GOLDGRP 1
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24
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25 /*
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26 * do_rooms:
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27 * Create rooms and corridors with a connectivity graph
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28 */
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29
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30 void
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31 do_rooms(void)
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32 {
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33 int i;
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34 struct room *rp;
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35 THING *tp;
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36 int left_out;
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37 coord top;
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38 coord bsze; /* maximum room size */
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39 coord mp;
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40
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41 bsze.x = NUMCOLS / 3;
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42 bsze.y = NUMLINES / 3;
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43 /*
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44 * Clear things for a new level
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45 */
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46 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
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47 {
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48 rp->r_goldval = 0;
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49 rp->r_nexits = 0;
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50 rp->r_flags = 0;
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51 }
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52 /*
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53 * Put the gone rooms, if any, on the level
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54 */
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55 left_out = rnd(4);
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56 for (i = 0; i < left_out; i++)
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57 rooms[rnd_room()].r_flags |= ISGONE;
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58 /*
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59 * dig and populate all the rooms on the level
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60 */
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61 for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
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62 {
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63 /*
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64 * Find upper left corner of box that this room goes in
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65 */
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66 top.x = (i % 3) * bsze.x + 1;
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67 top.y = (i / 3) * bsze.y;
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68 if (rp->r_flags & ISGONE)
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69 {
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70 /*
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71 * Place a gone room. Make certain that there is a blank line
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72 * for passage drawing.
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73 */
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74 do
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75 {
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76 rp->r_pos.x = top.x + rnd(bsze.x - 2) + 1;
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77 rp->r_pos.y = top.y + rnd(bsze.y - 2) + 1;
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78 rp->r_max.x = -NUMCOLS;
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79 rp->r_max.y = -NUMLINES;
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80 } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
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81 continue;
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82 }
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83 /*
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84 * set room type
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85 */
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86 if (rnd(10) < level - 1)
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87 {
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88 rp->r_flags |= ISDARK; /* dark room */
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89 if (rnd(15) == 0)
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90 rp->r_flags = ISMAZE; /* maze room */
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91 }
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92 /*
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93 * Find a place and size for a random room
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94 */
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95 if (rp->r_flags & ISMAZE)
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96 {
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97 rp->r_max.x = bsze.x - 1;
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98 rp->r_max.y = bsze.y - 1;
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99 if ((rp->r_pos.x = top.x) == 1)
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100 rp->r_pos.x = 0;
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101 if ((rp->r_pos.y = top.y) == 0)
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102 {
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103 rp->r_pos.y++;
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104 rp->r_max.y--;
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105 }
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106 }
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107 else
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