view rogue5/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 f502bf60e6e4
children
line wrap: on
line source

/*
 * Create the layout for the new level
 *
 * @(#)rooms.c	4.45 (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 <ctype.h>
#include <curses.h>
#include "rogue.h"

typedef struct spot {		/* position matrix for maze positions */
	int	nexits;
	coord	exits[4];
	int	used;
} SPOT;

#define GOLDGRP 1

/*
 * do_rooms:
 *	Create rooms and corridors with a connectivity graph
 */

void
do_rooms(void)
{
    int i;
    struct room *rp;
    THING *tp;
    int left_out;
    coord top;
    coord bsze;				/* maximum room size */
    coord mp;

    bsze.x = NUMCOLS / 3;
    bsze.y = NUMLINES / 3;
    /*
     * Clear things for a new level
     */
    for (rp = rooms; rp < &rooms[MAXROOMS]; rp++)
    {
	rp->r_goldval = 0;
	rp->r_nexits = 0;
	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 = -NUMCOLS;
		rp->r_max.y = -NUMLINES;
	    } until (rp->r_pos.y > 0 && rp->r_pos.y < NUMLINES-1);
	    continue;
	}
	/*
	 * set room type
	 */
	if (rnd(10) < level - 1)
	{
	    rp->r_flags |= ISDARK;		/* dark room */
	    if (rnd(15) == 0)
		rp->r_flags = ISMAZE;		/* maze room */
	}
	/*
	 * Find a place and size for a random room
	 */
	if (rp->r_flags & ISMAZE)
	{
	    rp->r_max.x = bsze.x - 1;
	    rp->r_max.y = bsze.y - 1;
	    if ((rp->r_pos.x = top.x) == 1)
		rp->r_pos.x = 0;
	    if ((rp->r_pos.y = top.y) == 0)
	    {
		rp->r_pos.y++;
		rp->r_max.y--;
	    }
	}
	else
	    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);
	draw_room(rp);
	/*
	 * Put the gold in
	 */
	if (rnd(2) == 0 && (!amulet || level >= max_level))
	{
	    THING *gold;

	    gold = new_item();
	    gold->o_goldval = rp->r_goldval = GOLDCALC;
	    find_floor(rp, &rp->r_gold, FALSE, FALSE);
	    gold->o_pos = rp->r_gold;
	    chat(rp->r_gold.y, rp->r_gold.x) = GOLD;
	    gold->o_flags = ISMANY;
	    gold->o_group = GOLDGRP;
	    gold->o_type = GOLD;
	    attach(lvl_obj, gold);
	}
	/*
	 * Put the monster in
	 */
	if (rnd(100) < (rp->r_goldval > 0 ? 80 : 25))
	{
	    tp = new_item();
	    find_floor(rp, &mp, FALSE, TRUE);
	    new_monster(tp, randmonster(FALSE), &mp);
	    give_pack(tp);
	}
    }
}

/*
 * draw_room:
 *	Draw a box around a room and lay down the floor for normal
 *	rooms; for maze rooms, draw maze.
 */

void
draw_room(const struct room *rp)
{
    int y, x;

    if (rp->r_flags & ISMAZE)
	do_maze(rp);
    else
    {
	vert(rp, rp->r_pos.x);				/* Draw left side */
	vert(rp, rp->r_pos.x + rp->r_max.x - 1);	/* Draw right side */
	horiz(rp, rp->r_pos.y);				/* Draw top */
	horiz(rp, rp->r_pos.y + rp->r_max.y - 1);	/* Draw bottom */

	/*
	 * Put the floor down
	 */
	for (y = rp->r_pos.y + 1; y < rp->r_pos.y + rp->r_max.y - 1; y++)
	    for (x = rp->r_pos.x + 1; x < rp->r_pos.x + rp->r_max.x - 1; x++)
		chat(y, x) = FLOOR;
    }
}

/*
 * vert:
 *	Draw a vertical line
 */

void
vert(const struct room *rp, int startx)
{
    int y;

    for (y = rp->r_pos.y + 1; y <= rp->r_max.y + rp->r_pos.y - 1; y++)
	chat(y, startx) = '|';
}

/*
 * horiz:
 *	Draw a horizontal line
 */

void
horiz(const struct room *rp, int starty)
{
    int x;

    for (x = rp->r_pos.x; x <= rp->r_pos.x + rp->r_max.x - 1; x++)
	chat(starty, x) = '-';
}

/*
 * do_maze:
 *	Dig a maze
 */

static int	Maxy, Maxx, Starty, Startx;

static SPOT	maze[NUMLINES/3+1][NUMCOLS/3+1];


void
do_maze(const struct room *rp)
{
    SPOT *sp;
    int starty, startx;
    coord pos;

    for (sp = &maze[0][0]; sp <= &maze[NUMLINES / 3][NUMCOLS / 3]; sp++)
    {
	sp->used = FALSE;
	sp->nexits = 0;
    }

    Maxy = rp->r_max.y;
    Maxx = rp->r_max.x;
    Starty = rp->r_pos.y;
    Startx = rp->r_pos.x;
    starty = (rnd(rp->r_max.y) / 2) * 2;
    startx = (rnd(rp->r_max.x) / 2) * 2;
    pos.y = starty + Starty;
    pos.x = startx + Startx;
    putpass(&pos);
    dig(starty, startx);
}

/*
 * dig:
 *	Dig out from around where we are now, if possible
 */

void
dig(int y, int x)
{
    coord *cp;
    int cnt, newy, newx, nexty = 0, nextx = 0;
    coord pos;
    coord del[4] = {
	{2, 0}, {-2, 0}, {0, 2}, {0, -2}
    };

    for (;;)
    {
	cnt = 0;
	for (cp = del; cp <= &del[3]; cp++)
	{
	    newy = y + cp->y;
	    newx = x + cp->x;
	    if (newy < 0 || newy > Maxy || newx < 0 || newx > Maxx)
		continue;
	    if (flat(newy + Starty, newx + Startx) & F_PASS)
		continue;
	    if (rnd(++cnt) == 0)
	    {
		nexty = newy;
		nextx = newx;
	    }
	}
	if (cnt == 0)
	    return;
	accnt_maze(y, x, nexty, nextx);
	accnt_maze(nexty, nextx, y, x);
	if (nexty == y)
	{
	    pos.y = y + Starty;
	    if (nextx - x < 0)
		pos.x = nextx + Startx + 1;
	    else
		pos.x = nextx + Startx - 1;
	}
	else
	{
	    pos.x = x + Startx;
	    if (nexty - y < 0)
		pos.y = nexty + Starty + 1;
	    else
		pos.y = nexty + Starty - 1;
	}
	putpass(&pos);
	pos.y = nexty + Starty;
	pos.x = nextx + Startx;
	putpass(&pos);
	dig(nexty, nextx);
    }
}

/*
 * accnt_maze:
 *	Account for maze exits
 */

void
accnt_maze(int y, int x, int ny, int nx)
{
    SPOT *sp;
    coord *cp;

    sp = &maze[y][x];
    for (cp = sp->exits; cp < &sp->exits[sp->nexits]; cp++)
	if (cp->y == ny && cp->x == nx)
	    return;
    cp->y = ny;
    cp->x = nx;
}

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

void
rnd_pos(const 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;
}

/*
 * find_floor:
 *	Find a valid floor spot in this room.  If rp is NULL, then
 *	pick a new room each time around the loop.
 */
int
find_floor(const struct room *rp, coord *cp, int limit, int monst)
{
    PLACE *pp;
    int cnt;
    int compchar = 0;
    int pickroom;

    pickroom = (rp == NULL);

    if (!pickroom)
	compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
    cnt = limit;
    for (;;)
    {
	if (limit && cnt-- == 0)
	    return FALSE;
	if (pickroom)
	{
	    rp = &rooms[rnd_room()];
	    compchar = ((rp->r_flags & ISMAZE) ? PASSAGE : FLOOR);
	}
	rnd_pos(rp, cp);
	pp = INDEX(cp->y, cp->x);
	if (monst)
	{
	    if (pp->p_monst == NULL && step_ok(pp->p_ch))
		return TRUE;
	}
	else if (pp->p_ch == compchar)
	    return TRUE;
    }
}

/*
 * enter_room:
 *	Code that is executed whenver you appear in a room
 */

void
enter_room(const coord *cp)
{
    struct room *rp;
    THING *tp;
    int y, x;
    chtype ch;

    rp = proom = roomin(cp);
    door_open(rp);
    if (!(rp->r_flags & ISDARK) && !on(player, ISBLIND))
	for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	{
	    move(y, rp->r_pos.x);
	    for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	    {
		tp = moat(y, x);
		ch = chat(y, x);
		if (tp == NULL)
		    if (CCHAR(inch()) != ch)
			addch(ch);
		    else
			move(y, x + 1);
		else
		{
		    tp->t_oldch = ch;
		    if (!see_monst(tp))
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(tp->t_disguise);
			    standend();
			}
			else
			    addch(ch);
		    else
			addch(tp->t_disguise);
		}
	    }
	}
}

/*
 * leave_room:
 *	Code for when we exit a room
 */

void
leave_room(const coord *cp)
{
    PLACE *pp;
    struct room *rp;
    int y, x;
    int floor;
    int ch;

    rp = proom;

    if (rp->r_flags & ISMAZE)
	return;

    if (rp->r_flags & ISGONE)
	floor = PASSAGE;
    else if (!(rp->r_flags & ISDARK) || on(player, ISBLIND))
	floor = FLOOR;
    else
	floor = ' ';

    proom = &passages[flat(cp->y, cp->x) & F_PNUM];
    for (y = rp->r_pos.y; y < rp->r_max.y + rp->r_pos.y; y++)
	for (x = rp->r_pos.x; x < rp->r_max.x + rp->r_pos.x; x++)
	{
	    move(y, x);
	    switch ( ch = CCHAR(inch()) )
	    {
		case FLOOR:
		    if (floor == ' ' && ch != ' ')
			addch(' ');
		    break;
		default:
		    /*
		     * to check for monster, we have to strip out
		     * standout bit
		     */
		    if (isupper(toascii(ch)))
		    {
			if (on(player, SEEMONST))
			{
			    standout();
			    addch(ch);
			    standend();
			    break;
			}
                        pp = INDEX(y,x);
			addch(pp->p_ch == DOOR ? DOOR : floor);
		    }
	    }
	}
    door_open(rp);
}