Mercurial > hg > early-roguelike
view rogue4/new_level.c @ 110:5f51f7d9805f
arogue5: fix some save/restore-related crashes.
The save/restore code took the pointer intended as an argument for the
doctor() daemon and wrote it to the savefile as an int. I don't know
why it took so long to fail horribly. The problem has been avoided by
replacing the value with &player when restoring. That seems to be the
only argument ever actually used.
The code also writes only four bytes for an unsigned long; if
sizeof(long) == 8, it casts to unsigned int first. It failed to do the
cast when reading back, with the result that four bytes were read and
the other half of the number was effectively uninitialized.
It apparently works now, but the save/restore code ought still to be
regarded as decidedly unfortunate.
author | John "Elwin" Edwards |
---|---|
date | Mon, 06 Jan 2014 15:57:17 -0500 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 4.19 (Berkeley) 1/12/82 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include <time.h> #include <curses.h> #include <string.h> #include "rogue.h" #define TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ #define MINTREAS 2 /* minimum number of treasures in a treasure room */ new_level() { register int rm, i; register THING *tp; register char *sp; register THING **mp; register int index; coord stairs; player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ if (level > max_level) max_level = level; /* * Clean things off from last level */ clear(); for (sp = _level; sp < &_level[MAXCOLS*MAXLINES]; ) *sp++ = ' '; for (sp = _flags; sp < &_flags[MAXCOLS*MAXLINES]; ) *sp++ = F_REAL; for (mp = _monst; mp < &_monst[MAXCOLS*MAXLINES]; ) *mp++ = NULL; clear(); /* * Free up the monsters on the last level */ for (tp = mlist; tp != NULL; tp = next(tp)) free_list(tp->t_pack); free_list(mlist); /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ i = 0; do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); index = INDEX(stairs.y, stairs.x); if (i++ > 100) { i = 0; srand(getpid() + (int) time((time_t *) NULL)); } } until (_level[index] == FLOOR); _level[index] = 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); index = INDEX(stairs.y, stairs.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL)); sp = &_flags[index]; *sp &= ~(F_REAL | F_TMASK); *sp |= rnd(NTRAPS); } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); index = INDEX(hero.y, hero.x); } until (_level[index] == FLOOR && (_flags[index] & F_REAL) && _monst[index] == NULL); enter_room(&hero); move(hero.y, hero.x); addch(PLAYER); if (on(player, SEEMONST)) turn_see(FALSE); } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * Put potions and scrolls on this level */ put_things() { register int i; register THING *cur; register int rm; coord tp; /* * 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; /* * check for treasure rooms, and if so, put it in. */ if (rnd(TREAS_ROOM) == 0) treas_room(); /* * 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 */ cur = new_thing(); attach(lvl_obj, cur); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (chat(tp.y, tp.x) == FLOOR); chat(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 >= AMULETLEVEL && !amulet) { cur = new_item(); attach(lvl_obj, cur); 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); chat(tp.y, tp.x) = AMULET; cur->o_pos = tp; } } /* * treas_room: * Add a treasure room */ #define MAXTRIES 10 /* max number of tries to put down a monster */ treas_room() { register int nm, index; register THING *tp; register struct room *rp; register int spots, num_monst; coord mp; rp = &rooms[rnd_room()]; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS; if (spots > (MAXTREAS - MINTREAS)) spots = (MAXTREAS - MINTREAS); num_monst = nm = rnd(spots) + MINTREAS; while (nm--) { do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); } until (_level[index] == FLOOR); tp = new_thing(); tp->o_pos = mp; attach(lvl_obj, tp); _level[index] = tp->o_type; } /* * fill up room with monsters from the next level down */ if ((nm = rnd(spots) + MINTREAS) < num_monst + 2) nm = num_monst + 2; spots = (rp->r_max.y - 2) * (rp->r_max.x - 2); if (nm > spots) nm = spots; level++; while (nm--) { spots = 0; do { rnd_pos(rp, &mp); index = INDEX(mp.y, mp.x); spots++; } until (_monst[index] == NULL || spots > MAXTRIES); if (_monst[index] == NULL) { tp = new_item(); new_monster(tp, randmonster(FALSE), &mp); tp->t_flags |= ISMEAN; /* no sloughers in THIS room */ give_pack(tp); } } level--; }