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/*
* File: files.cc
* Summary: Functions used to save and load levels/games.
* Written by: Linley Henzell and Alexey Guzeev
*
* Change History (most recent first):
*
* <7> 19 June 2000 GDL Change handle to FILE *
* <6> 11/14/99 cdl Don't let player ghosts follow you up/down
* <5> 7/13/99 BWR Monsters now regenerate hps off level &
ghosts teleport
* <4> 6/13/99 BWR Added tmp file pairs to save file.
* <3> 6/11/99 DML Replaced temp file deletion code.
*
* <2> 5/12/99 BWR Multiuser system support,
* including appending UID to
* name, and compressed saves
* in the SAVE_DIR_PATH directory
*
* <1> --/--/-- LRH Created
*/
#include "AppHdr.h"
#include "files.h"
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <ctype.h>
#ifdef DOS
#include <conio.h>
#include <file.h>
#endif
#ifdef LINUX
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <unistd.h>
#endif
#ifdef USE_EMX
#include <sys/types.h>
#include <fcntl.h>
#include <unistd.h>
#endif
#ifdef OS9
#include <stat.h>
#else
#include <sys/stat.h>
#endif
#include "externs.h"
#include "cloud.h"
#include "debug.h"
#include "dungeon.h"
#include "itemname.h"
#include "items.h"
#include "message.h"
#include "misc.h"
#include "monstuff.h"
#include "mon-util.h"
#include "mstuff2.h"
#include "player.h"
#include "randart.h"
#include "skills2.h"
#include "stuff.h"
#include "tags.h"
#include "wpn-misc.h"
void save_level(int level_saved, bool was_a_labyrinth, char where_were_you);
// temp file pairs used for file level cleanup
extern FixedArray < bool, MAX_LEVELS, MAX_BRANCHES > tmp_file_pairs;
/*
Order for looking for conjurations for the 1st & 2nd spell slots,
when finding spells to be remembered by a player's ghost:
*/
unsigned char search_order_conj[] = {
/* 0 */
SPELL_LEHUDIBS_CRYSTAL_SPEAR,
SPELL_BOLT_OF_DRAINING,
SPELL_AGONY,
SPELL_DISINTEGRATE,
SPELL_LIGHTNING_BOLT,
SPELL_STICKY_FLAME,
SPELL_ISKENDERUNS_MYSTIC_BLAST,
SPELL_BOLT_OF_FIRE,
SPELL_BOLT_OF_COLD,
SPELL_FIREBALL,
SPELL_DELAYED_FIREBALL,
/* 10 */
SPELL_VENOM_BOLT,
SPELL_BOLT_OF_IRON,
SPELL_STONE_ARROW,
SPELL_THROW_FLAME,
SPELL_THROW_FROST,
SPELL_PAIN,
SPELL_STING,
SPELL_MAGIC_DART,
SPELL_NO_SPELL, // end search
};
/*
Order for looking for summonings and self-enchants for the 3rd spell slot:
*/
unsigned char search_order_third[] = {
/* 0 */
SPELL_SYMBOL_OF_TORMENT,
SPELL_SUMMON_GREATER_DEMON,
SPELL_SUMMON_WRAITHS,
SPELL_SUMMON_HORRIBLE_THINGS,
SPELL_SUMMON_DEMON,
SPELL_DEMONIC_HORDE,
SPELL_HASTE,
SPELL_ANIMATE_DEAD,
SPELL_INVISIBILITY,
SPELL_CALL_IMP,
SPELL_SUMMON_SMALL_MAMMAL,
/* 10 */
SPELL_CONTROLLED_BLINK,
SPELL_BLINK,
SPELL_NO_SPELL, // end search
};
/*
Order for looking for enchants for the 4th + 5th spell slot. If fails, will
go through conjs.
Note: Dig must be in misc2 (5th) position to work.
*/
unsigned char search_order_misc[] = {
/* 0 */
SPELL_AGONY,
SPELL_BANISHMENT,
SPELL_PARALYZE,
SPELL_CONFUSE,
SPELL_SLOW,
SPELL_POLYMORPH_OTHER,
SPELL_TELEPORT_OTHER,
SPELL_DIG,
SPELL_NO_SPELL, // end search
};
/* Last slot (emergency) can only be teleport self or blink. */
static void redraw_all(void)
{
you.redraw_hit_points = 1;
you.redraw_magic_points = 1;
you.redraw_strength = 1;
you.redraw_intelligence = 1;
you.redraw_dexterity = 1;
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
you.redraw_experience = 1;
you.redraw_gold = 1;
you.redraw_status_flags = REDRAW_LINE_1_MASK | REDRAW_LINE_2_MASK | REDRAW_LINE_3_MASK;
}
struct ghost_struct ghost;
unsigned char translate_spell(unsigned char spel);
unsigned char search_third_list(unsigned char ignore_spell);
unsigned char search_second_list(unsigned char ignore_spell);
unsigned char search_first_list(unsigned char ignore_spell);
void add_spells( struct ghost_struct &gs );
void generate_random_demon();
static bool determine_version( FILE *restoreFile,
char &majorVersion, char &minorVersion );
static void restore_version( FILE *restoreFile,
char majorVersion, char minorVersion );
static bool determine_level_version( FILE *levelFile,
char &majorVersion, char &minorVersion );
static void restore_level_version( FILE *levelFile,
char majorVersion, char minorVersion );
static bool determine_ghost_version( FILE *ghostFile,
char &majorVersion, char &minorVersion );
static void restore_ghost_version( FILE *ghostFile,
char majorVersion, char minorVersion );
static void restore_tagged_file( FILE *restoreFile, int fileType,
char minorVersion );
static void load_ghost();
void make_filename( char *buf, const char *prefix, int level, int where,
bool isLabyrinth, bool isGhost )
{
UNUSED( isGhost );
char suffix[4], lvl[5];
char finalprefix[kFileNameLen];
strcpy(suffix, (level < 10) ? "0" : "");
itoa(level, lvl, 10);
strcat(suffix, lvl);
suffix[2] = where + 97;
suffix[3] = '\0';
// init buf
buf[0] = '\0';
#ifdef SAVE_DIR_PATH
strcpy(buf, SAVE_DIR_PATH);
#endif
strncpy(finalprefix, prefix, kFileNameLen);
finalprefix[kFileNameLen] = '\0';
strcat(buf, finalprefix);
#ifdef SAVE_DIR_PATH
// everyone sees everyone else's ghosts. :)
char uid[10];
if (!isGhost)
{
itoa( (int) getuid(), uid, 10 );
strcat(buf, uid);
}
#endif
strcat(buf, ".");
if (isLabyrinth)
strcat(buf, "lab"); // temporary level
else
strcat(buf, suffix);
}
static void write_tagged_file( FILE *dataFile, char majorVersion,
char minorVersion, int fileType )
{
struct tagHeader th;
// find all relevant tags
char tags[NUM_TAGS];
tag_set_expected(tags, fileType);
// write version
struct tagHeader versionTag;
versionTag.offset = 0;
versionTag.tagID = TAG_VERSION;
marshallByte(versionTag, majorVersion);
marshallByte(versionTag, minorVersion);
tag_write(versionTag, dataFile);
// all other tags
for(int i=1; i<NUM_TAGS; i++)
{
if (tags[i] == 1)
{
tag_construct(th, i);
tag_write(th, dataFile);
}
}
}
void load( unsigned char stair_taken, int load_mode, bool was_a_labyrinth,
char old_level, char where_were_you2 )
{
int j = 0;
int i = 0, count_x = 0, count_y = 0;
char cha_fil[kFileNameSize];
int foll_class[8];
int foll_hp[8];
int foll_hp_max[8];
unsigned char foll_HD[8];
int foll_AC[8];
char foll_ev[8];
unsigned char foll_speed[8];
unsigned char foll_speed_inc[8];
unsigned char foll_targ_1_x[8];
unsigned char foll_targ_1_y[8];
unsigned char foll_beh[8];
unsigned char foll_att[8];
int foll_sec[8];
unsigned char foll_hit[8];
unsigned char foll_ench[8][NUM_MON_ENCHANTS];
unsigned char foll_flags[8];
item_def foll_item[8][8];
int itmf = 0;
int ic = 0;
int imn = 0;
int val;
bool just_created_level = false;
#ifdef DOS_TERM
window(1, 1, 80, 25);
#endif
make_filename( cha_fil, you.your_name, you.your_level, you.where_are_you,
you.level_type != LEVEL_DUNGEON, false );
if (you.level_type == LEVEL_DUNGEON)
{
if (tmp_file_pairs[you.your_level][you.where_are_you] == false)
{
// make sure old file is gone
unlink(cha_fil);
// save the information for later deletion -- DML 6/11/99
tmp_file_pairs[you.your_level][you.where_are_you] = true;
}
}
you.prev_targ = MHITNOT;
int following = -1;
int fmenv = 0; // not used again until after found_stair label {dlb}
int minvc = 0;
// Don't delete clouds just because the player saved and restarted.
if (load_mode != LOAD_RESTART_GAME)
{
for (int clouty = 0; clouty < MAX_CLOUDS; ++clouty)
delete_cloud( clouty );
ASSERT( env.cloud_no == 0 );
}
// This block is to grab followers and save the old level to disk.
if (load_mode == LOAD_ENTER_LEVEL)
{
// grab followers
for (count_x = you.x_pos - 1; count_x < you.x_pos + 2; count_x++)
{
for (count_y = you.y_pos - 1; count_y < you.y_pos + 2; count_y++)
{
if (count_x == you.x_pos && count_y == you.y_pos)
continue;
following++;
foll_class[following] = -1;
if (mgrd[count_x][count_y] == NON_MONSTER)
continue;
struct monsters *fmenv = &menv[mgrd[count_x][count_y]];
if (fmenv->type == MONS_PLAYER_GHOST
&& fmenv->hit_points < fmenv->max_hit_points / 2)
{
mpr("The ghost fades into the shadows.");
monster_teleport(fmenv, true);
continue;
}
// monster has to be already tagged in order to follow:
if (!testbits( fmenv->flags, MF_TAKING_STAIRS ))
continue;
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "%s is following.",
ptr_monam( fmenv, DESC_CAP_THE ) );
mpr( info, MSGCH_DIAGNOSTICS );
#endif
foll_class[following] = fmenv->type;
foll_hp[following] = fmenv->hit_points;
foll_hp_max[following] = fmenv->max_hit_points;
foll_HD[following] = fmenv->hit_dice;
foll_AC[following] = fmenv->armour_class;
foll_ev[following] = fmenv->evasion;
foll_speed[following] = fmenv->speed;
foll_speed_inc[following] = fmenv->speed_increment;
foll_targ_1_x[following] = fmenv->target_x;
foll_targ_1_y[following] = fmenv->target_y;
for (minvc = 0; minvc < NUM_MONSTER_SLOTS; ++minvc)
{
const int item = fmenv->inv[minvc];
if (item == NON_ITEM)
{
foll_item[following][minvc].quantity = 0;
continue;
}
foll_item[following][minvc] = mitm[item];
destroy_item( item );
}
foll_beh[following] = fmenv->behaviour;
foll_att[following] = fmenv->attitude;
foll_sec[following] = fmenv->number;
foll_hit[following] = fmenv->foe;
for (j = 0; j < NUM_MON_ENCHANTS; j++)
{
foll_ench[following][j] = fmenv->enchantment[j];
fmenv->enchantment[j] = ENCH_NONE;
}
foll_flags[following] = fmenv->flags;
fmenv->flags = 0;
fmenv->type = -1;
fmenv->hit_points = 0;
fmenv->max_hit_points = 0;
fmenv->hit_dice = 0;
fmenv->armour_class = 0;
fmenv->evasion = 0;
mgrd[count_x][count_y] = NON_MONSTER;
}
} // end of grabbing followers
if (!was_a_labyrinth)
save_level( old_level, false, where_were_you2 );
was_a_labyrinth = false;
}
// clear out ghost/demon lord information:
strcpy( ghost.name, "" );
for (ic = 0; ic < NUM_GHOST_VALUES; ++ic)
ghost.values[ic] = 0;
#ifdef DOS
strupr(cha_fil);
#endif
// Try to open level savefile.
FILE *levelFile = fopen(cha_fil, "rb");
// GENERATE new level when the file can't be opened:
if (levelFile == NULL)
{
strcpy(ghost.name, "");
for (imn = 0; imn < NUM_GHOST_VALUES; ++imn)
ghost.values[imn] = 0;
builder( you.your_level, you.level_type );
just_created_level = true;
if (you.level_type == LEVEL_PANDEMONIUM)
generate_random_demon();
if (you.your_level > 1 && one_chance_in(3))
load_ghost();
}
else
{
// BEGIN -- must load the old level : pre-load tasks
// LOAD various tags
char majorVersion;
char minorVersion;
if (!determine_level_version( levelFile, majorVersion, minorVersion ))
{
perror("\nLevel file appears to be invalid.\n");
end(-1);
}
restore_level_version( levelFile, majorVersion, minorVersion );
// sanity check - EOF
if (!feof( levelFile ))
{
snprintf( info, INFO_SIZE, "\nIncomplete read of \"%s\" - aborting.\n", cha_fil);
perror(info);
end(-1);
}
fclose( levelFile );
// POST-LOAD tasks :
link_items();
redraw_all();
}
// closes all the gates if you're on the way out
for (i = 0; i < GXM; i++)
{
for (j = 0; j < GYM; j++)
{
if (just_created_level)
env.map[i][j] = 0;
if (you.char_direction == DIR_ASCENDING
&& you.level_type != LEVEL_PANDEMONIUM)
{
if (grd[i][j] == DNGN_ENTER_HELL
|| grd[i][j] == DNGN_ENTER_ABYSS
|| grd[i][j] == DNGN_ENTER_PANDEMONIUM)
{
grd[i][j] = DNGN_STONE_ARCH;
}
}
if (load_mode != LOAD_RESTART_GAME)
env.cgrid[i][j] = EMPTY_CLOUD;
}
}
// This next block is for cases where we want to look for a stairs
// to place the player.
if (load_mode != LOAD_RESTART_GAME && you.level_type != LEVEL_ABYSS)
{
bool find_first = true;
// Order is important here:
if (you.level_type == LEVEL_DUNGEON
&& where_were_you2 == BRANCH_VESTIBULE_OF_HELL
&& stair_taken == DNGN_STONE_STAIRS_UP_I)
{
// leaving hell - look for entry potal first
stair_taken = DNGN_ENTER_HELL;
find_first = false;
}
else if (stair_taken == DNGN_EXIT_PANDEMONIUM)
{
stair_taken = DNGN_ENTER_PANDEMONIUM;
find_first = false;
}
else if (stair_taken == DNGN_EXIT_ABYSS)
{
stair_taken = DNGN_ENTER_ABYSS;
find_first = false;
}
else if (stair_taken == DNGN_ENTER_HELL
|| stair_taken == DNGN_ENTER_LABYRINTH)
{
// the vestibule and labyrith always start from this stair
stair_taken = DNGN_STONE_STAIRS_UP_I;
}
else if (stair_taken >= DNGN_STONE_STAIRS_DOWN_I
&& stair_taken <= DNGN_ROCK_STAIRS_DOWN)
{
// look for coresponding up stair
stair_taken += (DNGN_STONE_STAIRS_UP_I - DNGN_STONE_STAIRS_DOWN_I);
}
else if (stair_taken >= DNGN_STONE_STAIRS_UP_I
&& stair_taken <= DNGN_ROCK_STAIRS_UP)
{
// look for coresponding down stair
stair_taken += (DNGN_STONE_STAIRS_DOWN_I - DNGN_STONE_STAIRS_UP_I);
}
else if (stair_taken >= DNGN_RETURN_FROM_ORCISH_MINES
&& stair_taken < 150) // 20 slots reserved
{
// find entry point to subdungeon when leaving
stair_taken += (DNGN_ENTER_ORCISH_MINES - DNGN_RETURN_FROM_ORCISH_MINES);
}
else if (stair_taken >= DNGN_ENTER_ORCISH_MINES
&& stair_taken < DNGN_RETURN_FROM_ORCISH_MINES)
{
// find exit staircase from subdungeon when entering
stair_taken += (DNGN_RETURN_FROM_ORCISH_MINES - DNGN_ENTER_ORCISH_MINES);
}
else if (stair_taken >= DNGN_ENTER_DIS
&& stair_taken <= DNGN_TRANSIT_PANDEMONIUM)
{
// when entering a hell or pandemonium
stair_taken = DNGN_STONE_STAIRS_UP_I;
}
else // Note: stair_taken can equal things like DNGN_FLOOR
{
// just find a nice empty square
stair_taken = DNGN_FLOOR;
find_first = false;
}
int found = 0;
int x_pos = 0, y_pos = 0;
// Start by looking for the expected entry point:
for (count_x = 0; count_x < GXM; count_x++)
{
for (count_y = 0; count_y < GYM; count_y++)
{
if (grd[count_x][count_y] == stair_taken)
{
found++;
if (one_chance_in( found ))
{
x_pos = count_x;
y_pos = count_y;
}
if (find_first)
goto found_stair; // double break
}
}
}
found_stair:
if (!found)
{
// See if we can find a stairway in the "right" direction:
for (count_x = 0; count_x < GXM; count_x++)
{
for (count_y = 0; count_y < GYM; count_y++)
{
if (stair_taken <= DNGN_ROCK_STAIRS_DOWN)
{
// looking for any down stairs
if (grd[count_x][count_y] >= DNGN_STONE_STAIRS_DOWN_I
&& grd[count_x][count_y] <= DNGN_ROCK_STAIRS_DOWN)
{
found++;
if (one_chance_in( found ))
{
x_pos = count_x;
y_pos = count_y;
}
}
}
else
{
// looking for any up stairs
if (grd[count_x][count_y] >= DNGN_STONE_STAIRS_UP_I
&& grd[count_x][count_y] <= DNGN_ROCK_STAIRS_UP)
{
found++;
if (one_chance_in( found ))
{
x_pos = count_x;
y_pos = count_y;
}
}
}
}
}
if (!found)
{
// Still not found? Look for any clear terrain:
for (count_x = 0; count_x < GXM; count_x++)
{
for (count_y = 0; count_y < GYM; count_y++)
{
if (grd[count_x][count_y] >= DNGN_FLOOR)
{
found++;
if (one_chance_in( found ))
{
x_pos = count_x;
y_pos = count_y;
}
}
}
}
}
}
// If still not found, the level is very buggy.
ASSERT( found );
you.x_pos = x_pos;
you.y_pos = y_pos;
}
else if (load_mode != LOAD_RESTART_GAME && you.level_type == LEVEL_ABYSS)
{
you.x_pos = 45;
you.y_pos = 35;
}
// This should fix the "monster occuring under the player" bug?
if (mgrd[you.x_pos][you.y_pos] != NON_MONSTER)
monster_teleport(&menv[mgrd[you.x_pos][you.y_pos]], true);
if (you.level_type == LEVEL_LABYRINTH || you.level_type == LEVEL_ABYSS)
grd[you.x_pos][you.y_pos] = DNGN_FLOOR;
following = 0;
fmenv = -1;
// actually "move" the followers if applicable
if ((you.level_type == LEVEL_DUNGEON
|| you.level_type == LEVEL_PANDEMONIUM)
&& load_mode == LOAD_ENTER_LEVEL)
{
for (ic = 0; ic < 2; ic++)
{
for (count_x = you.x_pos - 6; count_x < you.x_pos + 7;
count_x++)
{
for (count_y = you.y_pos - 6; count_y < you.y_pos + 7;
count_y++)
{
if (ic == 0
&& ((count_x < you.x_pos - 1)
|| (count_x > you.x_pos + 1)
|| (count_y < you.y_pos - 1)
|| (count_y > you.y_pos + 1)))
{
continue;
}
if (count_x == you.x_pos && count_y == you.y_pos)
continue;
if (mgrd[count_x][count_y] != NON_MONSTER
|| grd[count_x][count_y] < DNGN_FLOOR)
{
continue;
}
while (menv[following].type != -1)
{
following++;
if (following >= MAX_MONSTERS)
goto out_of_foll;
}
while (fmenv < 7)
{
fmenv++;
if (foll_class[fmenv] == -1)
continue;
menv[following].type = foll_class[fmenv];
menv[following].hit_points = foll_hp[fmenv];
menv[following].max_hit_points = foll_hp_max[fmenv];
menv[following].hit_dice = foll_HD[fmenv];
menv[following].armour_class = foll_AC[fmenv];
menv[following].evasion = foll_ev[fmenv];
menv[following].speed = foll_speed[fmenv];
menv[following].x = count_x;
menv[following].y = count_y;
menv[following].target_x = 0;
menv[following].target_y = 0;
menv[following].speed_increment = foll_speed_inc[fmenv];
for (minvc = 0; minvc < NUM_MONSTER_SLOTS; minvc++)
{
if (!is_valid_item(foll_item[fmenv][minvc]))
{
menv[following].inv[minvc] = NON_ITEM;
continue;
}
itmf = get_item_slot(0);
if (itmf == NON_ITEM)
{
menv[following].inv[minvc] = NON_ITEM;
continue;
}
mitm[itmf] = foll_item[fmenv][minvc];
mitm[itmf].x = 0;
mitm[itmf].y = 0;
mitm[itmf].link = NON_ITEM;
menv[following].inv[minvc] = itmf;
}
menv[following].behaviour = foll_beh[fmenv];
menv[following].attitude = foll_att[fmenv];
menv[following].number = foll_sec[fmenv];
menv[following].foe = foll_hit[fmenv];
for (j = 0; j < NUM_MON_ENCHANTS; j++)
menv[following].enchantment[j]=foll_ench[fmenv][j];
menv[following].flags = foll_flags[fmenv];
menv[following].flags |= MF_JUST_SUMMONED;
mgrd[count_x][count_y] = following;
break;
}
}
}
}
} // end of moving followers
out_of_foll:
redraw_all();
// Sanity forcing of monster inventory items (required?)
for (i = 0; i < MAX_MONSTERS; i++)
{
if (menv[i].type == -1)
continue;
for (j = 0; j < NUM_MONSTER_SLOTS; j++)
{
if (menv[i].inv[j] == NON_ITEM)
continue;
/* items carried by monsters shouldn't be linked */
if (mitm[menv[i].inv[j]].link != NON_ITEM)
mitm[menv[i].inv[j]].link = NON_ITEM;
}
}
// Translate stairs for pandemonium levels:
if (you.level_type == LEVEL_PANDEMONIUM)
{
for (count_x = 0; count_x < GXM; count_x++)
{
for (count_y = 0; count_y < GYM; count_y++)
{
if (grd[count_x][count_y] >= DNGN_STONE_STAIRS_UP_I
&& grd[count_x][count_y] <= DNGN_ROCK_STAIRS_UP)
{
if (one_chance_in( you.mutation[MUT_PANDEMONIUM] ? 5 : 50 ))
grd[count_x][count_y] = DNGN_EXIT_PANDEMONIUM;
else
grd[count_x][count_y] = DNGN_FLOOR;
}
if (grd[count_x][count_y] >= DNGN_ENTER_LABYRINTH
&& grd[count_x][count_y] <= DNGN_ROCK_STAIRS_DOWN)
{
grd[count_x][count_y] = DNGN_TRANSIT_PANDEMONIUM;
}
}
}
}
// Things to update for player entering level
if (load_mode == LOAD_ENTER_LEVEL)
{
// update corpses and fountains
if (env.elapsed_time != 0.0)
update_level( you.elapsed_time - env.elapsed_time );
// Centaurs have difficulty with stairs
val = ((you.species != SP_CENTAUR) ? player_movement_speed() : 15);
// new levels have less wary monsters:
if (just_created_level)
val /= 2;
val -= (stepdown_value( check_stealth(), 50, 50, 150, 150 ) / 10);
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "arrival time: %d", val );
mpr( info, MSGCH_DIAGNOSTICS );
#endif
if (val > 0)
{
you.time_taken = val;
handle_monsters();
}
}
// Save the created/updated level out to disk:
save_level( you.your_level, (you.level_type != LEVEL_DUNGEON),
you.where_are_you );
} // end load()
void save_level(int level_saved, bool was_a_labyrinth, char where_were_you)
{
char cha_fil[kFileNameSize];
make_filename( cha_fil, you.your_name, level_saved, where_were_you,
was_a_labyrinth, false );
you.prev_targ = MHITNOT;
#ifdef DOS
strupr(cha_fil);
#endif
FILE *saveFile = fopen(cha_fil, "wb");
if (saveFile == NULL)
{
strcpy(info, "Unable to open \"");
strcat(info, cha_fil );
strcat(info, "\" for writing!");
perror(info);
end(-1);
}
// nail all items to the ground
fix_item_coordinates();
// 4.0 initial genesis of saved format
// 4.1 added attitude tag
// 4.2 replaced old 'enchantment1' and with 'flags' (bitfield)
// 4.3 changes to make the item structure more sane
// 4.4 changes to the ghost save section
// 4.5 spell and ability letter arrays
write_tagged_file( saveFile, 4, 5, TAGTYPE_LEVEL );
fclose(saveFile);
#ifdef SHARED_FILES_CHMOD_PRIVATE
chmod(cha_fil, SHARED_FILES_CHMOD_PRIVATE);
#endif
} // end save_level()
void save_game(bool leave_game)
{
char charFile[kFileNameSize];
#ifdef SAVE_PACKAGE_CMD
char cmd_buff[1024];
char name_buff[kFileNameSize];
snprintf( name_buff, sizeof(name_buff),
SAVE_DIR_PATH "%s%d", you.your_name, (int) getuid() );
snprintf( cmd_buff, sizeof(cmd_buff),
SAVE_PACKAGE_CMD, name_buff, name_buff );
snprintf( charFile, sizeof(charFile),
"%s.sav", name_buff );
#else
strncpy(charFile, you.your_name, kFileNameLen);
charFile[kFileNameLen] = 0;
strcat(charFile, ".sav");
#ifdef DOS
strupr(charFile);
#endif
#endif
FILE *saveFile = fopen(charFile, "wb");
if (saveFile == NULL)
{
strcpy(info, "Unable to open \"");
strcat(info, charFile );
strcat(info, "\" for writing!");
perror(info);
end(-1);
}
// 4.0 initial genesis of saved format
// 4.1 changes to make the item structure more sane
// 4.2 spell and ability tables
write_tagged_file( saveFile, 4, 2, TAGTYPE_PLAYER );
fclose(saveFile);
#ifdef SHARED_FILES_CHMOD_PRIVATE
// change mode (unices)
chmod(charFile, SHARED_FILES_CHMOD_PRIVATE);
#endif
// if just save, early out
if (!leave_game)
return;
// must be exiting -- save level & goodbye!
save_level(you.your_level, (you.level_type != LEVEL_DUNGEON),
you.where_are_you);
#ifdef DOS_TERM
window(1, 1, 80, 25);
#endif
clrscr();
#ifdef SAVE_PACKAGE_CMD
if (system( cmd_buff ) != 0)
{
cprintf( EOL "Warning: Zip command (SAVE_PACKAGE_CMD) returned non-zero value!" EOL );
}
#ifdef SHARED_FILES_CHMOD_PRIVATE
strcat( name_buff, PACKAGE_SUFFIX );
// change mode (unices)
chmod( name_buff, SHARED_FILES_CHMOD_PRIVATE );
#endif
#endif
cprintf( "See you soon, %s!" EOL , you.your_name );
end(0);
} // end save_game()
void load_ghost(void)
{
char majorVersion;
char minorVersion;
char cha_fil[kFileNameSize];
int imn;
int i;
make_filename( cha_fil, "bones", you.your_level, you.where_are_you,
(you.level_type != LEVEL_DUNGEON), true );
FILE *gfile = fopen(cha_fil, "rb");
if (gfile == NULL)
return; // no such ghost.
if (!determine_ghost_version(gfile, majorVersion, minorVersion))
{
fclose(gfile);
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "Ghost file \"%s\" seems to be invalid.",
cha_fil);
mpr( info, MSGCH_DIAGNOSTICS );
more();
#endif
return;
}
restore_ghost_version(gfile, majorVersion, minorVersion);
// sanity check - EOF
if (!feof(gfile))
{
fclose(gfile);
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "Incomplete read of \"%s\".", cha_fil);
mpr( info, MSGCH_DIAGNOSTICS );
more();
#endif
return;
}
fclose(gfile);
#if DEBUG_DIAGNOSTICS
mpr( "Loaded ghost.", MSGCH_DIAGNOSTICS );
#endif
// remove bones file - ghosts are hardly permanent.
unlink(cha_fil);
// translate ghost to monster and place.
for (imn = 0; imn < MAX_MONSTERS - 10; imn++)
{
if (menv[imn].type != -1)
continue;
menv[imn].type = MONS_PLAYER_GHOST;
menv[imn].hit_dice = ghost.values[ GVAL_EXP_LEVEL ];
menv[imn].hit_points = ghost.values[ GVAL_MAX_HP ];
menv[imn].max_hit_points = ghost.values[ GVAL_MAX_HP ];
menv[imn].armour_class = ghost.values[ GVAL_AC];
menv[imn].evasion = ghost.values[ GVAL_EV ];
menv[imn].speed = 10;
menv[imn].speed_increment = 70;
menv[imn].attitude = ATT_HOSTILE;
menv[imn].behaviour = BEH_WANDER;
menv[imn].flags = 0;
menv[imn].foe = MHITNOT;
menv[imn].foe_memory = 0;
menv[imn].number = 250;
for (i = GVAL_SPELL_1; i <= GVAL_SPELL_6; i++)
{
if (ghost.values[i] != MS_NO_SPELL)
{
menv[imn].number = MST_GHOST;
break;
}
}
for (i = 0; i < NUM_MONSTER_SLOTS; i++)
menv[imn].inv[i] = NON_ITEM;
for (i = 0; i < NUM_MON_ENCHANTS; i++)
menv[imn].enchantment[i] = ENCH_NONE;
do
{
menv[imn].x = random2(GXM - 20) + 10;
menv[imn].y = random2(GYM - 20) + 10;
}
while ((grd[menv[imn].x][menv[imn].y] != DNGN_FLOOR)
|| (mgrd[menv[imn].x][menv[imn].y] != NON_MONSTER));
mgrd[menv[imn].x][menv[imn].y] = imn;
break;
}
}
void restore_game(void)
{
char char_f[kFileNameSize];
#ifdef SAVE_DIR_PATH
snprintf( char_f, sizeof(char_f),
SAVE_DIR_PATH "%s%d", you.your_name, (int) getuid() );
#else
strncpy(char_f, you.your_name, kFileNameLen);
char_f[kFileNameLen] = 0;
#endif
strcat(char_f, ".sav");
#ifdef DOS
strupr(char_f);
#endif
FILE *restoreFile = fopen(char_f, "rb");
if (restoreFile == NULL)
{
strcpy(info, "Unable to open \"");
strcat(info, char_f );
strcat(info, "\" for reading!");
perror(info);
end(-1);
}
char majorVersion;
char minorVersion;
if (!determine_version(restoreFile, majorVersion, minorVersion))
{
perror("\nSavefile appears to be invalid.\n");
end(-1);
}
restore_version(restoreFile, majorVersion, minorVersion);
// sanity check - EOF
if (!feof(restoreFile))
{
snprintf( info, INFO_SIZE, "\nIncomplete read of \"%s\" - aborting.\n", char_f);
perror(info);
end(-1);
}
fclose(restoreFile);
}
static bool determine_version( FILE *restoreFile,
char &majorVersion, char &minorVersion )
{
// read first two bytes.
char buf[2];
if (read2(restoreFile, buf, 2) != 2)
return false; // empty file?
// check for 3.30
if (buf[0] == you.your_name[0] && buf[1] == you.your_name[1])
{
majorVersion = 0;
minorVersion = 0;
rewind(restoreFile);
return true;
}
// otherwise, read version and validate.
majorVersion = buf[0];
minorVersion = buf[1];
if (majorVersion == 1 || majorVersion == 4)
return true;
return false; // if its not 1 or 4, no idea!
}
static void restore_version( FILE *restoreFile,
char majorVersion, char minorVersion )
{
// assuming the following check can be removed once we can read all
// savefile versions.
if (majorVersion < 4)
{
snprintf( info, INFO_SIZE, "\nSorry, this release cannot read a v%d.%d savefile.\n",
majorVersion, minorVersion);
perror(info);
end(-1);
}
switch(majorVersion)
{
case 4:
restore_tagged_file(restoreFile, TAGTYPE_PLAYER, minorVersion);
break;
default:
break;
}
}
// generic v4 restore function
static void restore_tagged_file( FILE *restoreFile, int fileType,
char minorVersion )
{
int i;
char tags[NUM_TAGS];
tag_set_expected(tags, fileType);
while(1)
{
i = tag_read(restoreFile, minorVersion);
if (i == 0) // no tag!
break;
tags[i] = 0; // tag read
}
// go through and init missing tags
for(i=0; i<NUM_TAGS; i++)
{
if (tags[i] == 1) // expected but never read
tag_missing(i, minorVersion);
}
}
static bool determine_level_version( FILE *levelFile,
char &majorVersion, char &minorVersion )
{
// read first two bytes.
char buf[2];
if (read2(levelFile, buf, 2) != 2)
return false; // empty file?
// check for 3.30 -- simply started right in with player name.
if (isprint(buf[0]) && buf[0] > 4) // who knows?
{
majorVersion = 0;
minorVersion = 0;
rewind(levelFile);
return true;
}
// otherwise, read version and validate.
majorVersion = buf[0];
minorVersion = buf[1];
if (majorVersion == 1 || majorVersion == 4)
return true;
return false; // if its not 1 or 4, no idea!
}
static void restore_level_version( FILE *levelFile,
char majorVersion, char minorVersion )
{
// assuming the following check can be removed once we can read all
// savefile versions.
if (majorVersion < 4)
{
snprintf( info, INFO_SIZE, "\nSorry, this release cannot read a v%d.%d level file.\n",
majorVersion, minorVersion);
perror(info);
end(-1);
}
switch(majorVersion)
{
case 4:
restore_tagged_file(levelFile, TAGTYPE_LEVEL, minorVersion);
break;
default:
break;
}
}
static bool determine_ghost_version( FILE *ghostFile,
char &majorVersion, char &minorVersion )
{
// read first two bytes.
char buf[2];
if (read2(ghostFile, buf, 2) != 2)
return false; // empty file?
// check for pre-v4 -- simply started right in with ghost name.
if (isprint(buf[0]) && buf[0] > 4)
{
majorVersion = 0;
minorVersion = 0;
rewind(ghostFile);
return true;
}
// otherwise, read version and validate.
majorVersion = buf[0];
minorVersion = buf[1];
if (majorVersion == 4)
return true;
return false; // if its not 4, no idea!
}
static void restore_old_ghost( FILE *ghostFile )
{
char buf[41];
read2(ghostFile, buf, 41); // 41 causes EOF. 40 will not.
// translate
memcpy( ghost.name, buf, 20 );
for (int i = 0; i < 20; i++)
ghost.values[i] = static_cast< unsigned short >( buf[i+20] );
if (ghost.values[ GVAL_RES_FIRE ] >= 97)
ghost.values[ GVAL_RES_FIRE ] -= 100;
if (ghost.values[ GVAL_RES_COLD ] >= 97)
ghost.values[ GVAL_RES_COLD ] -= 100;
}
static void restore_ghost_version( FILE *ghostFile,
char majorVersion, char minorVersion )
{
// currently, we can read all known ghost versions.
switch(majorVersion)
{
case 4:
restore_tagged_file(ghostFile, TAGTYPE_GHOST, minorVersion);
break;
case 0:
restore_old_ghost(ghostFile);
break;
default:
break;
}
}
void save_ghost( bool force )
{
char cha_fil[kFileNameSize];
const int wpn = you.equip[EQ_WEAPON];
if (!force && (you.your_level < 2 || you.is_undead))
return;
make_filename( cha_fil, "bones", you.your_level, you.where_are_you,
(you.level_type != LEVEL_DUNGEON), true );
FILE *gfile = fopen(cha_fil, "rb");
// don't overwrite existing bones!
if (gfile != NULL)
{
fclose(gfile);
return;
}
memcpy(ghost.name, you.your_name, 20);
ghost.values[ GVAL_MAX_HP ] = ((you.hp_max >= 150) ? 150 : you.hp_max);
ghost.values[ GVAL_EV ] = player_evasion();
ghost.values[ GVAL_AC ] = player_AC();
ghost.values[ GVAL_SEE_INVIS ] = player_see_invis();
ghost.values[ GVAL_RES_FIRE ] = player_res_fire();
ghost.values[ GVAL_RES_COLD ] = player_res_cold();
ghost.values[ GVAL_RES_ELEC ] = player_res_electricity();
/* note - as ghosts, automatically get res poison + prot_life */
int d = 4;
int e = 0;
if (wpn != -1)
{
if (you.inv[wpn].base_type == OBJ_WEAPONS
|| you.inv[wpn].base_type == OBJ_STAVES)
{
d = property( you.inv[wpn], PWPN_DAMAGE );
d *= 25 + you.skills[weapon_skill( you.inv[wpn].base_type,
you.inv[wpn].sub_type )];
d /= 25;
if (you.inv[wpn].base_type == OBJ_WEAPONS)
{
if (is_random_artefact( you.inv[wpn] ))
e = randart_wpn_property( you.inv[wpn], RAP_BRAND );
else
e = you.inv[wpn].special;
}
}
}
else
{
/* Unarmed combat */
if (you.species == SP_TROLL)
d += you.experience_level;
d += you.skills[SK_UNARMED_COMBAT];
}
d *= 30 + you.skills[SK_FIGHTING];
d /= 30;
d += you.strength / 4;
if (d > 50)
d = 50;
ghost.values[ GVAL_DAMAGE ] = d;
ghost.values[ GVAL_BRAND ] = e;
ghost.values[ GVAL_SPECIES ] = you.species;
ghost.values[ GVAL_BEST_SKILL ] = best_skill(SK_FIGHTING, (NUM_SKILLS - 1), 99);
ghost.values[ GVAL_SKILL_LEVEL ] = you.skills[best_skill(SK_FIGHTING, (NUM_SKILLS - 1), 99)];
ghost.values[ GVAL_EXP_LEVEL ] = you.experience_level;
ghost.values[ GVAL_CLASS ] = you.char_class;
add_spells(ghost);
gfile = fopen(cha_fil, "wb");
if (gfile == NULL)
{
strcpy(info, "Error creating ghost file: ");
strcat(info, cha_fil);
mpr(info);
more();
return;
}
// 4.0-4.3 old tagged savefile (values as unsigned char)
// 4.4 new tagged savefile (values as signed short)
write_tagged_file( gfile, 4, 4, TAGTYPE_GHOST );
fclose(gfile);
#if DEBUG_DIAGNOSTICS
mpr( "Saved ghost.", MSGCH_DIAGNOSTICS );
#endif
#ifdef SHARED_FILES_CHMOD_PUBLIC
chmod(cha_fil, SHARED_FILES_CHMOD_PUBLIC);
#endif
} // end save_ghost()
/*
Used when creating ghosts: goes through and finds spells for the ghost to
cast. Death is a traumatic experience, so ghosts only remember a few spells.
*/
void add_spells( struct ghost_struct &gs )
{
int i = 0;
for (i = GVAL_SPELL_1; i <= GVAL_SPELL_6; i++)
gs.values[i] = SPELL_NO_SPELL;
gs.values[ GVAL_SPELL_1 ] = search_first_list(SPELL_NO_SPELL);
gs.values[ GVAL_SPELL_2 ] = search_first_list(gs.values[GVAL_SPELL_1]);
gs.values[ GVAL_SPELL_3 ] = search_second_list(SPELL_NO_SPELL);
gs.values[ GVAL_SPELL_4 ] = search_third_list(SPELL_NO_SPELL);
if (gs.values[ GVAL_SPELL_4 ] == SPELL_NO_SPELL)
gs.values[ GVAL_SPELL_4 ] = search_first_list(SPELL_NO_SPELL);
gs.values[ GVAL_SPELL_5 ] = search_first_list(gs.values[GVAL_SPELL_4]);
if (gs.values[ GVAL_SPELL_5 ] == SPELL_NO_SPELL)
gs.values[ GVAL_SPELL_5 ] = search_first_list(gs.values[GVAL_SPELL_4]);
if (player_has_spell( SPELL_DIG ))
gs.values[ GVAL_SPELL_5 ] = SPELL_DIG;
/* Looks for blink/tport for emergency slot */
if (player_has_spell( SPELL_CONTROLLED_BLINK )
|| player_has_spell( SPELL_BLINK ))
{
gs.values[ GVAL_SPELL_6 ] = SPELL_CONTROLLED_BLINK;
}
if (player_has_spell( SPELL_TELEPORT_SELF ))
gs.values[ GVAL_SPELL_6 ] = SPELL_TELEPORT_SELF;
for (i = GVAL_SPELL_1; i <= GVAL_SPELL_6; i++)
gs.values[i] = translate_spell( gs.values[i] );
} // end add_spells()
unsigned char search_first_list(unsigned char ignore_spell)
{
for (int i = 0; i < 20; i++)
{
if (search_order_conj[i] == SPELL_NO_SPELL)
return SPELL_NO_SPELL;
if (search_order_conj[i] == ignore_spell)
continue;
if (player_has_spell(search_order_conj[i]))
return search_order_conj[i];
}
return SPELL_NO_SPELL;
} // end search_first_list()
unsigned char search_second_list(unsigned char ignore_spell)
{
for (int i = 0; i < 20; i++)
{
if (search_order_third[i] == SPELL_NO_SPELL)
return SPELL_NO_SPELL;
if (search_order_third[i] == ignore_spell)
continue;
if (player_has_spell(search_order_third[i]))
return search_order_third[i];
}
return SPELL_NO_SPELL;
} // end search_second_list()
unsigned char search_third_list(unsigned char ignore_spell)
{
for (int i = 0; i < 20; i++)
{
if (search_order_misc[i] == SPELL_NO_SPELL)
return SPELL_NO_SPELL;
if (search_order_misc[i] == ignore_spell)
continue;
if (player_has_spell(search_order_misc[i]))
return search_order_misc[i];
}
return SPELL_NO_SPELL;
} // end search_third_list()
/*
When passed the number for a player spell, returns the equivalent monster
spell. Returns SPELL_NO_SPELL on failure (no equiv).
*/
unsigned char translate_spell(unsigned char spel)
{
switch (spel)
{
case SPELL_TELEPORT_SELF:
return (MS_TELEPORT);
case SPELL_MAGIC_DART:
return (MS_MMISSILE);
case SPELL_FIREBALL:
case SPELL_DELAYED_FIREBALL:
return (MS_FIREBALL);
case SPELL_DIG:
return (MS_DIG);
case SPELL_BOLT_OF_FIRE:
return (MS_FIRE_BOLT);
case SPELL_BOLT_OF_COLD:
return (MS_COLD_BOLT);
case SPELL_LIGHTNING_BOLT:
return (MS_LIGHTNING_BOLT);
case SPELL_POLYMORPH_OTHER:
return (MS_MUTATION);
case SPELL_SLOW:
return (MS_SLOW);
case SPELL_HASTE:
return (MS_HASTE);
case SPELL_PARALYZE:
return (MS_PARALYSIS);
case SPELL_CONFUSE:
return (MS_CONFUSE);
case SPELL_INVISIBILITY:
return (MS_INVIS);
case SPELL_THROW_FLAME:
return (MS_FLAME);
case SPELL_THROW_FROST:
return (MS_FROST);
case SPELL_CONTROLLED_BLINK:
return (MS_BLINK); /* approximate */
/* case FREEZING_CLOUD: return ; no freezing/mephitic cloud yet
case MEPHITIC_CLOUD: return ; */
case SPELL_VENOM_BOLT:
return (MS_VENOM_BOLT);
case SPELL_TELEPORT_OTHER:
return (MS_TELEPORT_OTHER);
case SPELL_SUMMON_SMALL_MAMMAL:
return (MS_VAMPIRE_SUMMON); /* approximate */
case SPELL_BOLT_OF_DRAINING:
return (MS_NEGATIVE_BOLT);
case SPELL_LEHUDIBS_CRYSTAL_SPEAR:
return (MS_CRYSTAL_SPEAR);
case SPELL_BLINK:
return (MS_BLINK);
case SPELL_ISKENDERUNS_MYSTIC_BLAST:
return (MS_ORB_ENERGY);
case SPELL_SUMMON_HORRIBLE_THINGS:
return (MS_LEVEL_SUMMON); /* approximate */
case SPELL_ANIMATE_DEAD:
return (MS_ANIMATE_DEAD);
case SPELL_PAIN:
return (MS_PAIN);
case SPELL_SUMMON_WRAITHS:
return (MS_SUMMON_UNDEAD); /* approximate */
case SPELL_STICKY_FLAME:
return (MS_STICKY_FLAME);
case SPELL_CALL_IMP:
return (MS_SUMMON_DEMON_LESSER);
case SPELL_BANISHMENT:
return (MS_BANISHMENT);
case SPELL_STING:
return (MS_STING);
case SPELL_SUMMON_DEMON:
return (MS_SUMMON_DEMON);
case SPELL_DEMONIC_HORDE:
return (MS_SUMMON_DEMON_LESSER);
case SPELL_SUMMON_GREATER_DEMON:
return (MS_SUMMON_DEMON_GREATER);
case SPELL_BOLT_OF_IRON:
return (MS_IRON_BOLT);
case SPELL_STONE_ARROW:
return (MS_STONE_ARROW);
case SPELL_DISINTEGRATE:
return (MS_DISINTEGRATE);
case SPELL_AGONY:
/* Too powerful to give ghosts Torment for Agony? Nah. */
return (MS_TORMENT);
case SPELL_SYMBOL_OF_TORMENT:
return (MS_TORMENT);
default:
break;
}
return (MS_NO_SPELL);
}
void generate_random_demon(void)
{
int rdem = 0;
int i = 0;
for (rdem = 0; rdem < MAX_MONSTERS + 1; rdem++)
{
if (rdem == MAX_MONSTERS)
return;
if (menv[rdem].type == MONS_PANDEMONIUM_DEMON)
break;
}
char st_p[ITEMNAME_SIZE];
make_name(random2(250), random2(250), random2(250), 3, st_p);
strcpy(ghost.name, st_p);
// hp - could be defined below (as could ev, AC etc). Oh well, too late:
ghost.values[ GVAL_MAX_HP ] = 100 + roll_dice( 3, 50 );
ghost.values[ GVAL_EV ] = 5 + random2(20);
ghost.values[ GVAL_AC ] = 5 + random2(20);
ghost.values[ GVAL_SEE_INVIS ] = (one_chance_in(10) ? 0 : 1);
if (!one_chance_in(3))
ghost.values[ GVAL_RES_FIRE ] = (coinflip() ? 2 : 3);
else
{
ghost.values[ GVAL_RES_FIRE ] = 0; /* res_fire */
if (one_chance_in(10))
ghost.values[ GVAL_RES_FIRE ] = -1;
}
if (!one_chance_in(3))
ghost.values[ GVAL_RES_COLD ] = 2;
else
{
ghost.values[ GVAL_RES_COLD ] = 0; /* res_cold */
if (one_chance_in(10))
ghost.values[ GVAL_RES_COLD ] = -1;
}
// demons, like ghosts, automatically get poison res. and life prot.
// resist electricity:
ghost.values[ GVAL_RES_ELEC ] = (!one_chance_in(3) ? 1 : 0);
// HTH damage:
ghost.values[ GVAL_DAMAGE ] = 20 + roll_dice( 2, 20 );
// special attack type (uses weapon brand code):
ghost.values[ GVAL_BRAND ] = SPWPN_NORMAL;
if (!one_chance_in(3))
{
ghost.values[ GVAL_BRAND ] = random2(17);
/* some brands inappropriate (eg holy wrath) */
if (ghost.values[ GVAL_BRAND ] == SPWPN_HOLY_WRATH
|| ghost.values[ GVAL_BRAND ] == SPWPN_ORC_SLAYING
|| ghost.values[ GVAL_BRAND ] == SPWPN_PROTECTION
|| ghost.values[ GVAL_BRAND ] == SPWPN_FLAME
|| ghost.values[ GVAL_BRAND ] == SPWPN_FROST
|| ghost.values[ GVAL_BRAND ] == SPWPN_DISRUPTION)
{
ghost.values[ GVAL_BRAND ] = SPWPN_SPEED;
}
}
// is demon a spellcaster?
// upped from one_chance_in(3)... spellcasters are more interesting
// and I expect named demons to typically have a trick or two -- bwr
ghost.values[GVAL_DEMONLORD_SPELLCASTER] = (one_chance_in(10) ? 0 : 1);
// does demon fly? (0 = no, 1 = fly, 2 = levitate)
ghost.values[GVAL_DEMONLORD_FLY] = (one_chance_in(3) ? 0 :
one_chance_in(5) ? 2 : 1);
// vacant <ghost best skill level>:
ghost.values[GVAL_DEMONLORD_UNUSED] = 0;
// hit dice:
ghost.values[GVAL_DEMONLORD_HIT_DICE] = 10 + roll_dice(2, 10);
// does demon cycle colours?
ghost.values[GVAL_DEMONLORD_CYCLE_COLOUR] = (one_chance_in(10) ? 1 : 0);
menv[rdem].hit_dice = ghost.values[ GVAL_DEMONLORD_HIT_DICE ];
menv[rdem].hit_points = ghost.values[ GVAL_MAX_HP ];
menv[rdem].max_hit_points = ghost.values[ GVAL_MAX_HP ];
menv[rdem].armour_class = ghost.values[ GVAL_AC ];
menv[rdem].evasion = ghost.values[ GVAL_EV ];
menv[rdem].speed = (one_chance_in(3) ? 10 : 6 + roll_dice(2, 9));
menv[rdem].speed_increment = 70;
menv[rdem].number = random_colour(); // demon's colour
for (i = GVAL_SPELL_1; i <= GVAL_SPELL_6; i++)
ghost.values[i] = SPELL_NO_SPELL;
/* This bit uses the list of player spells to find appropriate spells
for the demon, then converts those spells to the monster spell indices.
Some special monster-only spells are at the end. */
if (ghost.values[ GVAL_DEMONLORD_SPELLCASTER ] == 1)
{
if (coinflip())
{
for (;;)
{
if (one_chance_in(3))
break;
ghost.values[ GVAL_SPELL_1 ] = search_order_conj[i];
i++;
if (search_order_conj[i] == SPELL_NO_SPELL)
break;
}
}
if (coinflip())
{
for (;;)
{
if (one_chance_in(3))
break;
ghost.values[ GVAL_SPELL_2 ] = search_order_conj[i];
if (search_order_conj[i] == SPELL_NO_SPELL)
break;
}
}
if (!one_chance_in(4))
{
for (;;)
{
if (one_chance_in(3))
break;
ghost.values[ GVAL_SPELL_3 ] = search_order_third[i];
i++;
if (search_order_third[i] == SPELL_NO_SPELL)
break;
}
}
if (coinflip())
{
for (;;)
{
if (one_chance_in(3))
break;
ghost.values[ GVAL_SPELL_4 ] = search_order_misc[i];
i++;
if (search_order_misc[i] == SPELL_NO_SPELL)
break;
}
}
if (coinflip())
{
for(;;)
{
if (one_chance_in(3))
break;
ghost.values[ GVAL_SPELL_5 ] = search_order_misc[i];
i++;
if (search_order_misc[i] == SPELL_NO_SPELL)
break;
}
}
if (coinflip())
ghost.values[ GVAL_SPELL_6 ] = SPELL_BLINK;
if (coinflip())
ghost.values[ GVAL_SPELL_6 ] = SPELL_TELEPORT_SELF;
/* Converts the player spell indices to monster spell ones */
for (i = GVAL_SPELL_1; i <= GVAL_SPELL_6; i++)
ghost.values[i] = translate_spell( ghost.values[i] );
/* give demon a chance for some monster-only spells: */
/* and demon-summoning should be fairly common: */
if (one_chance_in(25))
ghost.values[GVAL_SPELL_1] = MS_HELLFIRE_BURST;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_1] = MS_METAL_SPLINTERS;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_1] = MS_ENERGY_BOLT; /* eye of devas */
if (one_chance_in(25))
ghost.values[GVAL_SPELL_2] = MS_STEAM_BALL;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_2] = MS_PURPLE_BLAST;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_2] = MS_HELLFIRE;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_3] = MS_SMITE;
if (one_chance_in(25))
ghost.values[GVAL_SPELL_3] = MS_HELLFIRE_BURST;
if (one_chance_in(12))
ghost.values[GVAL_SPELL_3] = MS_SUMMON_DEMON_GREATER;
if (one_chance_in(12))
ghost.values[GVAL_SPELL_3] = MS_SUMMON_DEMON;
if (one_chance_in(20))
ghost.values[GVAL_SPELL_4] = MS_SUMMON_DEMON_GREATER;
if (one_chance_in(20))
ghost.values[GVAL_SPELL_4] = MS_SUMMON_DEMON;
/* at least they can summon demons */
if (ghost.values[17] == SPELL_NO_SPELL)
ghost.values[GVAL_SPELL_4] = MS_SUMMON_DEMON;
if (one_chance_in(15))
ghost.values[GVAL_SPELL_5] = MS_DIG;
}
} // end generate_random_demon()
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