Mercurial > hg > early-roguelike
view arogue5/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 |
---|---|
date | Mon, 05 Aug 2013 20:49:41 -0700 |
parents | c49f7927b0fa |
children | 56e748983fa8 |
line wrap: on
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/* * Functions for dealing with problems brought about by weapons * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <ctype.h> #include <string.h> #include "rogue.h" /* * do the actual motion on the screen done by an object traveling * across the room */ do_motion(obj, ydelta, xdelta, tp) register struct object *obj; register int ydelta, xdelta; register struct thing *tp; { /* * Come fly with us ... */ obj->o_pos = tp->t_pos; for (; ;) { register int ch; /* * Erase the old one */ if (!ce(obj->o_pos, tp->t_pos) && cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); } /* * Get the new position */ obj->o_pos.y += ydelta; obj->o_pos.x += xdelta; if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { /* * It hasn't hit anything yet, so display it * If it alright. */ if (cansee(unc(obj->o_pos)) && mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); draw(cw); } continue; } break; } } /* * fall: * Drop an item someplace around here. */ fall(item, pr) register struct linked_list *item; bool pr; { register struct object *obj; register struct room *rp; register int i; coord *fpos = NULL; obj = OBJPTR(item); /* * try to drop the item, look up to 3 squares away for now */ for (i=1; i<4; i++) { if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) break; } if (fpos != NULL) { mvaddch(fpos->y, fpos->x, obj->o_type); obj->o_pos = *fpos; if ((rp = roomin(&hero)) != NULL && lit_room(rp)) { light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } attach(lvl_obj, item); return; } if (pr) { if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */ msg("The %s vanishes as it hits the ground.", weaps[obj->o_which].w_name); else msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE)); } o_discard(item); } /* * Does the missile hit the monster */ hit_monster(y, x, obj, tp) register int y, x; struct object *obj; register struct thing *tp; { static coord mp; mp.y = y; mp.x = x; if (tp == &player) { /* Make sure there is a monster where it landed */ if (!isalpha(mvwinch(mw, y, x))) { return(FALSE); } return(fight(&mp, obj, TRUE)); } else { if (!ce(mp, hero)) { return(FALSE); } return(attack(tp, obj, TRUE)); } } /* * init_weapon: * Set up the initial goodies for a weapon */ init_weapon(weap, type) register struct object *weap; char type; { register struct init_weps *iwp; iwp = &weaps[type]; strcpy(weap->o_damage,iwp->w_dam); strcpy(weap->o_hurldmg,iwp->w_hrl); weap->o_launch = iwp->w_launch; weap->o_flags = iwp->w_flags; weap->o_weight = iwp->w_wght; if (weap->o_flags & ISMANY) { weap->o_count = rnd(8) + 8; weap->o_group = newgrp(); } else { weap->o_count = 1; } } /* * missile: * Fire a missile in a given direction */ missile(ydelta, xdelta, item, tp) int ydelta, xdelta; register struct linked_list *item; register struct thing *tp; { register struct object *obj; register struct linked_list *nitem; char ch; /* * Get which thing we are hurling */ if (item == NULL) { return; } obj = OBJPTR(item); #if 0 /* Do we really want to make this check */ if (is_current(obj)) { /* Are we holding it? */ msg(terse ? "Holding it." : "You are already holding it."); return; } #endif if (!dropcheck(obj)) return; /* Can we get rid of it? */ if(!(obj->o_flags & ISMISL)) { for(;;) { msg(terse ? "Really throw? (y or n): " : "Do you really want to throw %s? (y or n): ", inv_name(obj, TRUE)); mpos = 0; ch = readchar(); if (ch == 'n' || ch == ESCAPE) { after = FALSE; return; } if (ch == 'y') break; } } /* * Get rid of the thing. If it is a non-multiple item object, or * if it is the last thing, just drop it. Otherwise, create a new * item with a count of one. */ if (obj->o_count < 2) { detach(tp->t_pack, item); if (tp->t_pack == pack) { inpack--; } } else { obj->o_count--; nitem = (struct linked_list *) new_item(sizeof *obj); obj = OBJPTR(nitem); *obj = *(OBJPTR(item)); obj->o_count = 1; item = nitem; } updpack (FALSE); do_motion(obj, ydelta, xdelta, tp); /* * AHA! Here it has hit something. If it is a wall or a door, * or if it misses (combat) the monster, put it on the floor */ if (!hit_monster(unc(obj->o_pos), obj, tp)) { fall(item, TRUE); } mvwaddch(cw, hero.y, hero.x, PLAYER); } /* * num: * Figure out the plus number for armor/weapons */ char * num(n1, n2) register int n1, n2; { static char numbuf[LINELEN]; if (n1 == 0 && n2 == 0) { return "+0"; } if (n2 == 0) { sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); } else { sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); } return(numbuf); } /* * wield: * Pull out a certain weapon */ wield() { register struct linked_list *item; register struct object *obj, *oweapon; if ((oweapon = cur_weapon) != NULL) { if (!dropcheck(cur_weapon)) { cur_weapon = oweapon; return; } if (terse) addmsg("Was "); else addmsg("You were "); msg("wielding %s", inv_name(oweapon, TRUE)); } if ((item = get_item(pack, "wield", WIELDABLE)) == NULL) { after = FALSE; return; } obj = OBJPTR(item); if (is_current(obj)) { msg("Item in use."); after = FALSE; return; } if (player.t_ctype != C_FIGHTER && obj->o_type == WEAPON && (obj->o_which == TWOSWORD || obj->o_which == BASWORD)) { msg("Only fighters can wield a %s", weaps[obj->o_which].w_name); return; } if (terse) { addmsg("W"); } else { addmsg("You are now w"); } msg("ielding %s", inv_name(obj, TRUE)); cur_weapon = obj; }