Mercurial > hg > early-roguelike
view rogue5/rooms.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 | f502bf60e6e4 |
children |
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/* * 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); }