Mercurial > hg > early-roguelike
view rogue3/newlevel.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 | 527e2150eaf0 |
children |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 3.7 (Berkeley) 6/2/81 * * 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 "rogue.h" #include <string.h> void new_level() { int rm, i; int ch = 0; coord stairs; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); status(); /* * Free up the monsters on the last level */ free_list(mlist); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); addch(STAIRS); /* * Place the traps */ if (rnd(10) < level) { ntraps = rnd(level/4)+1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; i = ntraps; while (i--) { do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); switch(rnd(6)) { case 0: ch = TRAPDOOR; when 1: ch = BEARTRAP; when 2: ch = SLEEPTRAP; when 3: ch = ARROWTRAP; when 4: ch = TELTRAP; when 5: ch = DARTTRAP; } addch(TRAP); traps[i].tr_type = ch; traps[i].tr_flags = 0; traps[i].tr_pos = stairs; } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); } /* * Pick a room that is really there */ int rnd_room() { int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * put potions and scrolls on this level */ void put_things() { int i; struct linked_list *item; struct object *cur; int rm; coord tp; /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* * Once you have found the amulet, the only way to get new stuff is * go down into the dungeon. */ if (amulet && level < max_level) return; /* * Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) if (rnd(100) < 35) { /* * Pick a new object and link it in the list */ item = new_thing(); attach(lvl_obj, item); cur = (struct object *) ldata(item); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } /* * If he is really deep in the dungeon and he hasn't found the * amulet yet, put it somewhere on the ground */ if (level > 25 && !amulet) { item = new_item(sizeof *cur); attach(lvl_obj, item); cur = (struct object *) ldata(item); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage, "0d0"); strcpy(cur->o_hurldmg, "0d0"); cur->o_ac = 11; cur->o_type = AMULET; /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }