view rogue3/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
date Mon, 05 Aug 2013 20:49:41 -0700
parents 527e2150eaf0
children
line wrap: on
line source

/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.c	3.8 (Berkeley) 6/15/81
 *
 * 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 <stdlib.h>
#include "curses.h"
#include "rogue.h"

void
do_rooms()
{
    int i;
    struct room *rp;
    struct linked_list *item;
    struct thing *tp;
    int left_out;
    coord top;
    coord bsze;
    coord mp;

    /*
     * bsze is the maximum room size
     */
    bsze.x = COLS/3;
    bsze.y = LINES/3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++)
	rp->r_goldval = rp->r_nexits = rp->r_flags = 0;
    /*
     * Put the gone rooms, if any, on the level
     */
    left_out = rnd(4);
    for (i = 0; i < left_out; i++)
	rooms[rnd_room()].r_flags |= ISGONE;
    /*
     * dig and populate all the rooms on the level
     */
    for (i = 0, rp = rooms; i < MAXROOMS; rp++, i++)
    {
	/*
	 * Find upper left corner of box that this room goes in
	 */
	top.x = (i%3)*bsze.x + 1;
	top.y = i/3*bsze.y;
	if (rp->r_flags & ISGONE)
	{
	    /*
	     * Place a gone room.  Make certain that there is a blank line
	     * for passage drawing.
	     */
	    do
	    {
		rp->r_pos.x = top.x + rnd(bsze.x-2) + 1;
		rp->r_pos.y = top.y + rnd(bsze.y-2) + 1;
		rp->r_max.x = -COLS;
		rp->r_max.y = -LINES;
	    } until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-1);
	    continue;
	}
	if (rnd(10) < level-1)
	    rp->r_flags |= ISDARK;
	/*
	 * Find a place and size for a random room
	 */
	do
	{
	    rp->r_max.x = rnd(bsze.x - 4) + 4;
	    rp->r_max.y = rnd(bsze.y - 4) + 4;
	    rp->r_pos.x = top.x + rnd(bsze.x - rp->r_max.x);
	    rp->r_pos.y = top.y + rnd(bsze.y - rp->r_max.y);
	} until (rp->r_pos.y != 0);
	/*
	 * Put the gold in
	 */
	if (rnd(100) < 50 && (!amulet || level >= max_level))
	{
	    rp->r_goldval = GOLDCALC;
	    rnd_pos(rp, &rp->r_gold);
	    if (roomin(&rp->r_gold) != rp)
		endwin(), abort();
	}
	draw_room(rp);
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    item = new_item(sizeof *tp);
	    tp = (struct thing *) ldata(item);
	    do
	    {
		rnd_pos(rp, &mp);
	    } until(mvwinch(stdscr, mp.y, mp.x) == FLOOR);
	    new_monster(item, randmonster(FALSE), &mp);
	    /*
	     * See if we want to give it a treasure to carry around.
	     */
	    if (rnd(100) < monsters[tp->t_type-'A'].m_carry)
		attach(tp->t_pack, new_thing());
	}
    }
}

/*
 * Draw a box around a room
 */

void
draw_room(struct room *rp)
{
    int j, k;

    move(rp->r_pos.y, rp->r_pos.x+1);
    vert(rp->r_max.y-2);				/* Draw left side */
    move(rp->r_pos.y+rp->r_max.y-1, rp->r_pos.x);
    horiz(rp->r_max.x);					/* Draw bottom */
    move(rp->r_pos.y, rp->r_pos.x);
    horiz(rp->r_max.x);					/* Draw top */
    vert(rp->r_max.y-2);				/* Draw right side */
    /*
     * Put the floor down
     */
    for (j = 1; j < rp->r_max.y-1; j++)
    {
	move(rp->r_pos.y + j, rp->r_pos.x+1);
	for (k = 1; k < rp->r_max.x-1; k++)
	    addch(FLOOR);
    }
    /*
     * Put the gold there
     */
    if (rp->r_goldval)
	mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */

void
horiz(int cnt)
{
    while (cnt--)
	addch('-');
}

/*
 * vert:
 *	draw a vertical line
 */

void
vert(int cnt)
{
    int x, y;

    getyx(stdscr, y, x);
    x--;
    while (cnt--) {
	move(++y, x);
	addch('|');
    }
}

/*
 * rnd_pos:
 *	pick a random spot in a room
 */

void
rnd_pos(struct room *rp, coord *cp)
{
    cp->x = rp->r_pos.x + rnd(rp->r_max.x-2) + 1;
    cp->y = rp->r_pos.y + rnd(rp->r_max.y-2) + 1;
}