view srogue/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 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Draw the nine rooms on the screen
 *
 * @(#)rooms.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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 "rogue.h"
#include "rogue.ext"

/*
 * do_rooms:
 *	Place the rooms in the dungeon
 */
do_rooms()
{
	int mloops, mchance, nummons, left_out, roomtries;
	bool treas = FALSE;
	reg int i;
	reg struct room *rp;
	reg struct linked_list *item;
	reg struct thing *tp;
	struct coord top, bsze, mp;

	/*
	 * bsze is the maximum room size
	 */
	bsze.x = COLS / 3;
	bsze.y = (LINES - 1) / 3;
	/*
	 * Clear things for a new level
	 */
	for (rp = rooms; rp < &rooms[MAXROOMS]; 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 (rf_on(rp,ISGONE)) {
			/*
			 * Place a gone room.  Make certain that there is a
			 * blank line for passage drawing.
			 */
			roomtries = 0;
			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.x = -LINES;
				if (++roomtries > 250)
					fatal("failed to place a gone room");
			} until(rp->r_pos.y > 0 && rp->r_pos.y < LINES-2);
			continue;
		}
		if (rnd(10) < level-1)
			rp->r_flags |= ISDARK;
		/*
		 * Find a place and size for a random room
		 */
		roomtries = 0;	
		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);
			if (++roomtries > 250) {
				fatal("failed to place a good room");
			}
		} until (rp->r_pos.y != 0);
		if (level < max_level)
			mchance = 30;	/* 30% when going up (all monsters) */
		else
			mchance = 3;	/* 3% when going down */
		treas = FALSE;
		if (rnd(100) < mchance && (rp->r_max.x * rp->r_max.y) >
		  ((bsze.x * bsze.y * 55) / 100)) {
			treas = TRUE;
			rp->r_flags |= ISTREAS;
			rp->r_flags |= ISDARK;
		}
		/*
		 * Put the gold in
		 */
		if ((rnd(100) < 50 || treas) && (!amulet || level >= max_level)) {
			rp->r_goldval = GOLDCALC;
			if (treas)
				rp->r_goldval += 200 + (15 * (rnd(level) + 2));
			rp->r_gold.y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
			rp->r_gold.x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		}
		draw_room(rp);
		/*
		 * Put the monster in
		 */
		if (treas) {
			mloops = rnd(level / 3) + 6;
			mchance = 1;
		}
		else {
			mloops = 1;
			mchance = 100;
		}
		for (nummons = 0; nummons < mloops; nummons++) {
			if (rnd(mchance) < (rp->r_goldval > 0 ? 80 : 25))
				add_mon(rp, treas);
		}
	}
}

/*
 * add_mon:
 *	Add a monster to a room
 */
add_mon(rm, treas)
struct room *rm;
bool treas;
{
	reg struct thing *tp;
	reg struct linked_list *item;
	struct coord mp;
	int chance;

	mp = *rnd_pos(rm);
	item = new_monster(rnd_mon(FALSE,FALSE), &mp, treas);
	tp = THINGPTR(item);
	chance = rnd(100);
	if (levtype == MAZELEV)
		chance = rnd(50);
	/*
	 * See if monster has a treasure
	 */
	if (levtype == MAZELEV && rnd(100) < 20) {
		reg struct linked_list *fd;

		fd = new_thing(FALSE, FOOD, 0);
		attach(tp->t_pack, fd);
	}
	else {
		if (chance < monsters[tp->t_indx].m_carry)
			attach(tp->t_pack, new_thing(FALSE, ANYTHING));
	}
}

/*
 * draw_room:
 *	Draw a box around a room
 */
draw_room(rp)
struct room *rp;
{
	reg 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 > 0)
		mvaddch(rp->r_gold.y, rp->r_gold.x, GOLD);
}

/*
 * horiz:
 *	draw a horizontal line
 */
horiz(cnt)
int cnt;
{
	while (cnt-- > 0)
	addch('-');
}


/*
 * vert:
 *	draw a vertical line
 */
vert(cnt)
int cnt;
{
	reg int x, y;

	getyx(stdscr, y, x);
	x--;
	while (cnt-- > 0) {
		move(++y, x);
		addch('|');
	}
}


/*
 * rnd_pos:
 *	pick a random spot in a room
 */
struct coord *
rnd_pos(rp)
struct room *rp;
{
	reg int y, x, i;
	static struct coord spot;

	i = 0;
	do {
		x = rp->r_pos.x + rnd(rp->r_max.x - 2) + 1;
		y = rp->r_pos.y + rnd(rp->r_max.y - 2) + 1;
		i += 1;
	} while(winat(y, x) != FLOOR && i < 1000);
	spot.x = x;
	spot.y = y;
	return &spot;
}

/*
 * rf_on:
 * 	Returns TRUE if flag is set for room stuff
 */
rf_on(rm, bit)
struct room *rm;
long bit;
{
	return (rm->r_flags & bit);
}