Mercurial > hg > early-roguelike
view rogue5/move.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 | f502bf60e6e4 |
children |
line wrap: on
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/* * hero movement commands * * @(#)move.c 4.49 (Berkeley) 02/05/99 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980-1983, 1985, 1999 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 "rogue.h" /* * used to hold the new hero position */ /* * do_run: * Start the hero running */ void do_run(int ch) { running = TRUE; after = FALSE; runch = ch; } /* * do_move: * Check to see that a move is legal. If it is handle the * consequences (fighting, picking up, etc.) */ void do_move(int dy, int dx) { int ch, fl; coord nh; firstmove = FALSE; if (no_move) { no_move--; msg("you are still stuck in the bear trap"); return; } /* * Do a confused move (maybe) */ if (on(player, ISHUH) && rnd(5) != 0) { nh = rndmove(&player); if (ce(nh, hero)) { after = FALSE; running = FALSE; to_death = FALSE; return; } } else { over: nh.y = hero.y + dy; nh.x = hero.x + dx; } /* * Check if he tried to move off the screen or make an illegal * diagonal move, and stop him if he did. */ if (nh.x < 0 || nh.x >= NUMCOLS || nh.y <= 0 || nh.y >= NUMLINES - 1) goto hit_bound; if (!diag_ok(&hero, &nh)) { after = FALSE; running = FALSE; return; } if (running && ce(hero, nh)) after = running = FALSE; fl = flat(nh.y, nh.x); ch = winat(nh.y, nh.x); if (!(fl & F_REAL) && ch == FLOOR) { if (!on(player, ISLEVIT)) { chat(nh.y, nh.x) = ch = TRAP; flat(nh.y, nh.x) |= F_REAL; } } else if (on(player, ISHELD) && ch != 'F') { msg("you are being held"); return; } switch (ch) { case ' ': case '|': case '-': hit_bound: if (passgo && running && (proom->r_flags & ISGONE) && !on(player, ISBLIND)) { int b1, b2; switch (runch) { case 'h': case 'l': b1 = (hero.y != 1 && turn_ok(hero.y - 1, hero.x)); b2 = (hero.y != NUMLINES - 2 && turn_ok(hero.y + 1, hero.x)); if (!(b1 ^ b2)) break; if (b1) { runch = 'k'; dy = -1; } else { runch = 'j'; dy = 1; } dx = 0; turnref(); goto over; case 'j': case 'k': b1 = (hero.x != 0 && turn_ok(hero.y, hero.x - 1)); b2 = (hero.x != NUMCOLS - 1 && turn_ok(hero.y, hero.x + 1)); if (!(b1 ^ b2)) break; if (b1) { runch = 'h'; dx = -1; } else { runch = 'l'; dx = 1; } dy = 0; turnref(); goto over; } } running = FALSE; after = FALSE; break; case DOOR: running = FALSE; if (flat(hero.y, hero.x) & F_PASS) enter_room(&nh); goto move_stuff; case TRAP: ch = be_trapped(&nh); if (ch == T_DOOR || ch == T_TELEP) return; goto move_stuff; case PASSAGE: /* * when you're in a corridor, you don't know if you're in * a maze room or not, and there ain't no way to find out * if you're leaving a maze room, so it is necessary to * always recalculate proom. */ proom = roomin(&hero); goto move_stuff; case FLOOR: if (!(fl & F_REAL)) be_trapped(&hero); goto move_stuff; case STAIRS: seenstairs = TRUE; /* FALLTHROUGH */ default: running = FALSE; if (isupper(ch) || moat(nh.y, nh.x)) fight(&nh, cur_weapon, FALSE); else { if (ch != STAIRS) take = ch; move_stuff: mvaddch(hero.y, hero.x, floor_at()); if ((fl & F_PASS) && chat(oldpos.y, oldpos.x) == DOOR) leave_room(&nh); hero = nh; } } } /* * turn_ok: * Decide whether it is legal to turn onto the given space */ int turn_ok(int y, int x) { PLACE *pp; pp = INDEX(y, x); return (pp->p_ch == DOOR || (pp->p_flags & (F_REAL|F_PASS)) == (F_REAL|F_PASS)); } /* * turnref: * Decide whether to refresh at a passage turning or not */ void turnref(void) { PLACE *pp; pp = INDEX(hero.y, hero.x); if (!(pp->p_flags & F_SEEN)) { if (jump) { leaveok(stdscr, TRUE); refresh(); leaveok(stdscr, FALSE); } pp->p_flags |= F_SEEN; } } /* * door_open: * Called to illuminate a room. If it is dark, remove anything * that might move. */ void door_open(const struct room *rp) { int y, x; if (!(rp->r_flags & ISGONE)) for (y = rp->r_pos.y; y < rp->r_pos.y + rp->r_max.y; y++) for (x = rp->r_pos.x; x < rp->r_pos.x + rp->r_max.x; x++) if (isupper(winat(y, x))) wake_monster(y, x); } /* * be_trapped: * The guy stepped on a trap.... Make him pay. */ int be_trapped(const coord *tc) { PLACE *pp; THING *arrow; int tr; if (on(player, ISLEVIT)) return T_RUST; /* anything that's not a door or teleport */ running = FALSE; count = FALSE; pp = INDEX(tc->y, tc->x); pp->p_ch = TRAP; tr = pp->p_flags & F_TMASK; pp->p_flags |= F_SEEN; switch (tr) { case T_DOOR: level++; new_level(); msg("you fell into a trap!"); when T_BEAR: no_move += BEARTIME; msg("you are caught in a bear trap"); when T_MYST: switch(rnd(11)) { case 0: msg("you are suddenly in a parallel dimension"); when 1: msg("the light in here suddenly seems %s", rainbow[rnd(cNCOLORS)]); when 2: msg("you feel a sting in the side of your neck"); when 3: msg("multi-colored lines swirl around you, then fade"); when 4: msg("a %s light flashes in your eyes", rainbow[rnd(cNCOLORS)]); when 5: msg("a spike shoots past your ear!"); when 6: msg("%s sparks dance across your armor", rainbow[rnd(cNCOLORS)]); when 7: msg("you suddenly feel very thirsty"); when 8: msg("you feel time speed up suddenly"); when 9: msg("time now seems to be going slower"); when 10: msg("you pack turns %s!", rainbow[rnd(cNCOLORS)]); } when T_SLEEP: no_command += SLEEPTIME; player.t_flags &= ~ISRUN; msg("a strange white mist envelops you and you fall asleep"); when T_ARROW: if (swing(pstats.s_lvl - 1, pstats.s_arm, 1)) { pstats.s_hpt -= roll(1, 6); if (pstats.s_hpt <= 0) { msg("an arrow killed you"); death('a'); } else msg("oh no! An arrow shot you"); } else { arrow = new_item(); init_weapon(arrow, ARROW); arrow->o_count = 1; arrow->o_pos = hero; fall(arrow, FALSE); msg("an arrow shoots past you"); } when T_TELEP: /* * since the hero's leaving, look() won't put a TRAP * down for us, so we have to do it ourself */ teleport(); mvaddch(tc->y, tc->x, TRAP); when T_DART: if (!swing(pstats.s_lvl+1, pstats.s_arm, 1)) msg("a small dart whizzes by your ear and vanishes"); else { pstats.s_hpt -= roll(1, 4); if (pstats.s_hpt <= 0) { msg("a poisoned dart killed you"); death('d'); } if (!ISWEARING(R_SUSTSTR) && !save(VS_POISON)) chg_str(-1); msg("a small dart just hit you in the shoulder"); } when T_RUST: msg("a gush of water hits you on the head"); rust_armor(cur_armor); } flush_type(); return tr; } /* * rndmove: * Move in a random direction if the monster/person is confused */ coord rndmove(const THING *who) { THING *obj; int x, y; int ch; coord ret; /* what we will be returning */ y = ret.y = who->t_pos.y + rnd(3) - 1; x = ret.x = who->t_pos.x + rnd(3) - 1; /* * Now check to see if that's a legal move. If not, don't move. * (I.e., bump into the wall or whatever) */ if (y == who->t_pos.y && x == who->t_pos.x) return ret; if (!diag_ok(&who->t_pos, &ret)) goto bad; else { ch = winat(y, x); if (!step_ok(ch)) goto bad; if (ch == SCROLL) { for (obj = lvl_obj; obj != NULL; obj = next(obj)) if (y == obj->o_pos.y && x == obj->o_pos.x) break; if (obj != NULL && obj->o_which == S_SCARE) goto bad; } } return ret; bad: ret = who->t_pos; return ret; } /* * rust_armor: * Rust the given armor, if it is a legal kind to rust, and we * aren't wearing a magic ring. */ void rust_armor(THING *arm) { if (arm == NULL || arm->o_type != ARMOR || arm->o_which == LEATHER || arm->o_arm >= 9) return; if ((arm->o_flags & ISPROT) || ISWEARING(R_SUSTARM)) { if (!to_death) msg("the rust vanishes instantly"); } else { arm->o_arm++; if (!terse) msg("your armor appears to be weaker now. Oh my!"); else msg("your armor weakens"); } }