Mercurial > hg > early-roguelike
view rogue3/newlevel.c @ 82:f11eeafc6568
srogue: don't store machine-dependent metadata in the savefile.
Super-Rogue, like Rogue V4, stored data of machine-dependent length in
the savefile, to prevent cheating. This made saved games non-portable.
Also deleted was a check that used this data, and prevented restoring
savefiles from backup.
This change BREAKS SAVEFILE COMPATIBILITY, but old files can be
converted by removing the block at offset 0x1e with length
sizeof(ino_t) + sizeof(dev_t) + 2 * sizeof(time_t). That seems to be
0x14 on i686 and 0x20 on x86_64.
author | John "Elwin" Edwards |
---|---|
date | Tue, 06 Aug 2013 19:02:58 -0700 |
parents | 527e2150eaf0 |
children |
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/* * new_level: * Dig and draw a new level * * @(#)new_level.c 3.7 (Berkeley) 6/2/81 * * 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 "curses.h" #include "rogue.h" #include <string.h> void new_level() { int rm, i; int ch = 0; coord stairs; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); status(); /* * Free up the monsters on the last level */ free_list(mlist); do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ no_food++; put_things(); /* Place objects (if any) */ /* * Place the staircase down. */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &stairs); } until (winat(stairs.y, stairs.x) == FLOOR); addch(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); } until (winat(stairs.y, stairs.x) == FLOOR); switch(rnd(6)) { case 0: ch = TRAPDOOR; when 1: ch = BEARTRAP; when 2: ch = SLEEPTRAP; when 3: ch = ARROWTRAP; when 4: ch = TELTRAP; when 5: ch = DARTTRAP; } addch(TRAP); traps[i].tr_type = ch; traps[i].tr_flags = 0; traps[i].tr_pos = stairs; } } do { rm = rnd_room(); rnd_pos(&rooms[rm], &hero); } until(winat(hero.y, hero.x) == FLOOR); light(&hero); wmove(cw, hero.y, hero.x); waddch(cw, PLAYER); } /* * Pick a room that is really there */ int rnd_room() { int rm; do { rm = rnd(MAXROOMS); } while (rooms[rm].r_flags & ISGONE); return rm; } /* * put_things: * put potions and scrolls on this level */ void put_things() { int i; struct linked_list *item; struct object *cur; int rm; coord tp; /* * Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* * 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; /* * 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 */ item = new_thing(); attach(lvl_obj, item); cur = (struct object *) ldata(item); /* * Put it somewhere */ do { rm = rnd_room(); rnd_pos(&rooms[rm], &tp); } until (winat(tp.y, tp.x) == FLOOR); mvaddch(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 > 25 && !amulet) { item = new_item(sizeof *cur); attach(lvl_obj, item); cur = (struct object *) ldata(item); 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); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } }