Beispiel #1
0
/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 *
 * Note that the size of the dungeon is now hard-coded to
 * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
 * size will be silently discarded by this routine.
 *
 * Note that dungeon objects, including objects held by monsters, are
 * placed directly into the dungeon, using "object_copy()", which will
 * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for
 * objects held by monsters, since it is not saved in the savefile.
 *
 * After loading the monsters, the objects being held by monsters are
 * linked directly into those monsters.
 */
static errr rd_dungeon(void)
{
	int i, y, x;

	s16b depth;
	s16b py, px;

	byte count;
	byte tmp8u;
	u16b tmp16u;

	u16b limit;


	/*** Basic info ***/

	/* Header info */
	rd_s16b(&depth);
	rd_u16b(&p_ptr->dungeon_type);
	/* Get dungeon capabilities */
	set_dungeon_type(p_ptr->dungeon_type);

	rd_s16b(&py);
	rd_s16b(&px);
	rd_byte(&p_ptr->cur_map_hgt);
	rd_byte(&p_ptr->cur_map_wid);
	rd_u16b(&altered_inventory_counter);
	/* Paranoia */
	allow_altered_inventory = FALSE;

	rd_u16b(&tmp16u);


	/* Ignore illegal dungeons */
	if ((depth < 0) || (depth >= MAX_DEPTH))
	{
		note(format("Ignoring illegal dungeon depth (%d)", depth));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((p_ptr->cur_map_hgt > MAX_DUNGEON_HGT) || (p_ptr->cur_map_wid > MAX_DUNGEON_WID))
	{
		/* XXX XXX XXX */
		note(format("Ignoring illegal dungeon size (%d,%d).", p_ptr->cur_map_hgt, p_ptr->cur_map_wid));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((px < 0) || (px >= p_ptr->cur_map_wid) ||
		(py < 0) || (py >= p_ptr->cur_map_hgt))
	{
		note(format("Ignoring illegal player location (%d,%d).", py, px));
		return (1);
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "info" */
			cave_info[y][x] = tmp8u;

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			feature_type *f_ptr;

			/* Extract "feat" */
			cave_feat[y][x] = tmp8u;

			update_los_proj_move(y, x);

			/* Get fast access to feature */
			f_ptr = &f_info[tmp8u];

			/* Handle glowing grids */
			if (_feat_ff2_match(f_ptr, FF2_GLOW))
			{
				int d;

				/* Turn on super glow */
				cave_info[y][x] |= (CAVE_HALO);

				/* Spread super glow through adjacent grids */
				for (d = 0; d < 8; d++)
				{
					/* Get coordinates */
					int yy = y + ddy_ddd[d];
					int xx = x + ddx_ddd[d];

					/* Ignore annoying locations */
					if (!in_bounds_fully(yy, xx))
					{
						continue;
					}

					/* Turn on super glow */
					cave_info[yy][xx] |= (CAVE_HALO);
				}
			}

			/* Register dynamic features */
			if (_feat_ff3_match(f_ptr, FF3_DYNAMIC))
			{
				(void)add_dynamic_terrain(y, x);
			}

			/* Update the flags of the current level */
			if (_feat_ff3_match(f_ptr, TERRAIN_MASK))
			{
				level_flag |= get_level_flag((u16b)(f_ptr - f_info));
			}

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Player ***/

	/* Load depth */
	p_ptr->depth = depth;


	/* Place player in dungeon */
	if (!player_place(py, px))
	{
		note(format("Cannot place player (%d,%d)!", py, px));
		return (-1);
	}


	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;

			/* Rearrange stack if needed */
			rearrange_stack(y, x);
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > z_info->m_max)
	{
		note(format("Too many (%d) monster entries!", limit));
		return (-1);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		monster_type *n_ptr;
		monster_type monster_type_body;
		monster_race *r_ptr;

		int r_idx;

		/* Get local monster */
		n_ptr = &monster_type_body;

		/* Clear the monster */
		(void)WIPE(n_ptr, monster_type);

		/* Read the monster */
		rd_monster(n_ptr);

		/* Access the "r_idx" of the chosen monster */
		r_idx = n_ptr->r_idx;

		/* Access the actual race */
		r_ptr = &r_info[r_idx];

		/* If a player ghost, some special features need to be added. */
		if (r_ptr->flags2 & (RF2_PLAYER_GHOST))
		{
			(void)prepare_ghost(n_ptr->r_idx);
		}

		/* Place monster in dungeon */
		if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i)
		{
			note(format("Cannot place monster %d", i));
			return (-1);
		}
	}


	/*** Holding ***/

	/* Reacquire objects */
	for (i = 1; i < o_max; ++i)
	{
		object_type *o_ptr;

		monster_type *m_ptr;

		/* Get the object */
		o_ptr = &o_list[i];

		/* Ignore dungeon objects */
		if (!o_ptr->held_m_idx) continue;

		/* Verify monster index */
		if (o_ptr->held_m_idx > z_info->m_max)
		{
			note("Invalid monster index");
			return (-1);
		}

		/* Get the monster */
		m_ptr = &mon_list[o_ptr->held_m_idx];

		/* Link the object to the pile */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Link the monster to the object */
		m_ptr->hold_o_idx = i;
	}

	/*** Effects ***/
	/* Read the effect count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->x_max)
	{
		note(format("Too many (%d) effect entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{

		/* Read the item */
		if (rd_effect())
		{
			note("Error reading effect");
			return (-1);
		}
	}


	/*** Success ***/

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Success */
	return (0);
}
Beispiel #2
0
/*
 * Read the "extra" information
 */
static errr rd_extra(void)
{
	int i;

	byte tmp8u;
	u16b tmp16u;
	u16b file_e_max;
	byte num;


	rd_string(op_ptr->full_name, sizeof(op_ptr->full_name));

	rd_string(p_ptr->died_from, 80);

	rd_string(p_ptr->history, 250);

	/* Player race */
	rd_byte(&p_ptr->prace);

	/* Verify player race */
	if (p_ptr->prace >= z_info->p_max)
	{
		note(format("Invalid player race (%d).", p_ptr->prace));
		return (-1);
	}

	/* Player class */
	rd_byte(&p_ptr->pclass);

	/* Verify player class */
	if (p_ptr->pclass >= z_info->c_max)
	{
		note(format("Invalid player class (%d).", p_ptr->pclass));
		return (-1);
	}

	/* Player gender */
	rd_byte(&p_ptr->psex);

	strip_bytes(1);

	/* Special Race/Class info */
	rd_byte(&p_ptr->hitdie);

	rd_byte(&p_ptr->expfact);

	/* Age/Height/Weight */
	rd_s16b(&p_ptr->age);
	rd_s16b(&p_ptr->ht);
	rd_s16b(&p_ptr->wt);

	/* Read the stat info */
	for (i = 0; i < A_MAX; i++) rd_s16b(&p_ptr->stat_max[i]);
	for (i = 0; i < A_MAX; i++) rd_s16b(&p_ptr->stat_cur[i]);
	for (i = 0; i < A_MAX; i++) rd_s16b(&p_ptr->stat_birth[i]);
	for (i = 0; i < A_MAX; ++i) rd_s16b(&p_ptr->stat_quest_add[i]);

	rd_s16b(&p_ptr->ht_birth);
	rd_s16b(&p_ptr->wt_birth);
	rd_s16b(&p_ptr->sc_birth);
	rd_s32b(&p_ptr->au_birth);

	strip_bytes(24);	/* oops */

	rd_u16b(&p_ptr->q_fame);
	rd_u16b(&p_ptr->deferred_rewards);

	rd_s32b(&p_ptr->au);

	rd_s32b(&p_ptr->max_exp);

	rd_s32b(&p_ptr->exp);

	rd_u16b(&p_ptr->exp_frac);

	rd_s16b(&p_ptr->lev);

	/* Verify player level */
	if ((p_ptr->lev < 1) || (p_ptr->lev > z_info->max_level))
	{
		note(format("Invalid player level (%d).", p_ptr->lev));
		return (-1);
	}

	rd_s16b(&p_ptr->mhp);
	rd_s16b(&p_ptr->chp);
	rd_u16b(&p_ptr->chp_frac);

	rd_s16b(&p_ptr->msp);
	rd_s16b(&p_ptr->csp);
	rd_u16b(&p_ptr->csp_frac);

	rd_s16b(&p_ptr->max_lev);
	rd_s16b(&p_ptr->max_depth);

	rd_s16b(&p_ptr->recall_depth);

	/* Hack -- Repair maximum player level */
	if (p_ptr->max_lev < p_ptr->lev) p_ptr->max_lev = p_ptr->lev;

	/* Hack -- Repair maximum dungeon level */
	if (p_ptr->max_depth < 0) p_ptr->max_depth = 1;

	/* Hack -- Repair recall dungeon level */
	if (p_ptr->recall_depth < 0) p_ptr->recall_depth = 1;

	rd_s16b(&p_ptr->quest_depth);

	/* Hack -- Repair max quest level */
	if ((p_ptr->max_depth > 1) &&
		(p_ptr->max_depth > p_ptr->quest_depth))
	{
		p_ptr->quest_depth = p_ptr->max_depth;
	}

	/* More info */
	strip_bytes(6);
	rd_s16b(&p_ptr->sc);
	strip_bytes(2);

	/* Read the flags */
	strip_bytes(2);	/* Old "rest" */
	rd_s16b(&p_ptr->food);

	strip_bytes(4);	/* Old "food_digested" / "protection" */
	rd_s16b(&p_ptr->p_energy);
	rd_s16b(&p_ptr->word_recall);
	rd_s16b(&p_ptr->state.see_infra);

	rd_byte(&p_ptr->confusing);
	rd_byte(&tmp8u);
	rd_byte(&p_ptr->searching);
	rd_byte(&tmp8u);	/* oops */
	rd_byte(&tmp8u);	/* oops */
	rd_byte(&tmp8u);	/* oops */

	/* Find the number of timed effects */
	rd_byte(&num);

	if (num == TMD_MAX)
	{
		/* Read all the effects */
		for (i = 0; i < num; i++)  rd_s16b(&p_ptr->timed[i]);
	}
	else
	{
		s16b dummy2;

		/* Probably in trouble anyway */
		for (i = 0; i < TMD_MAX; i++) rd_s16b(&dummy2);

		/* Discard unused entries */
		note("Discarding unsupported timed effects");
	}

	rd_s16b(&p_ptr->base_wakeup_chance);
	rd_s16b(&total_wakeup_chance);

	/* Read item-quality squelch sub-menu */
 	for (i = 0; i < SQUELCH_BYTES; i++) rd_byte(&squelch_level[i]);

 	/* Load the name of the current greater vault */
	rd_string(g_vault_name, sizeof(g_vault_name));

	/* Read the number of saved ego-item types */
	rd_u16b(&file_e_max);

	/* Read ego-item squelch settings */
	for (i = 0; i < z_info->e_max; i++)
	{
		ego_item_type *e_ptr = &e_info[i];

		tmp8u = 0;

		if (i < file_e_max) rd_byte(&tmp8u);

		e_ptr->squelch |= (tmp8u & 0x01);
		e_ptr->everseen |= (tmp8u & 0x02);

		/* Hack - Repair the savefile */
		if (!e_ptr->everseen) e_ptr->squelch = FALSE;
	}

	/* Read possible extra elements */
	while (i < file_e_max)
	{
		rd_byte(&tmp8u);
		i++;
	}

	/*Read the current number of auto-inscriptions*/
	rd_u16b(&inscriptionsCount);

	/*Read the autoinscriptions array*/
	for(i = 0; i < inscriptionsCount; i++)
	{
		char tmp[80];

		rd_s16b(&inscriptions[i].kindIdx);

		rd_string(tmp, 80);

		inscriptions[i].inscriptionIdx = quark_add(tmp);
	}

	/*
	 * The number of the bone file (if any) that player ghosts should use to
	 * derive the ghost name, sex, class, race, and level.
	 */
	rd_s16b(&player_ghost_num);

	/* Find out how many thefts have recently occurred. */
	strip_bytes(1);

	/* Read number of monster traps on level. */
	rd_byte(&num_trap_on_level);

	/* Future use */
	strip_bytes(13);

	/* Read the summon spells that have already failed on the level */
	rd_u32b(&dungeon_summon_mask_f7);

	/* Read the randart seed */
	rd_u32b(&seed_randart);

	/* Skip the flags */
	strip_bytes(12);

	/* Hack -- the three "special seeds" */
	rd_u32b(&seed_flavor);
	rd_u32b(&seed_town);
	rd_u32b(&seed_ghost);



	/* Special stuff */
	rd_u16b(&p_ptr->panic_save);
	rd_u16b(&p_ptr->total_winner);
	rd_u16b(&p_ptr->noscore);


	/* Read "death" */
	rd_byte(&tmp8u);
	p_ptr->is_dead = tmp8u;

	/* Read "feeling" */
	rd_byte(&tmp8u);
	feeling = tmp8u;

	/*read the level feeling*/
	rd_byte(&tmp8u);
	do_feeling = tmp8u;

	/* Current turn */
	rd_s32b(&turn);

	/*Current Player Turn*/
	rd_s32b(&p_ptr->p_turn);

	/* Turn count for quest indicator */
	rd_u16b(&quest_indicator_timer);

	/* Check if the quest indicator must flash the victory sign */
	if (quest_indicator_timer & (QUEST_INDICATOR_COMPLETE_BIT))
	{
		/* We won the quest */
		quest_indicator_complete = TRUE;
		/* Clear the mark from the timer */
		quest_indicator_timer &= ~(QUEST_INDICATOR_COMPLETE_BIT);
	}

	/* Panel change offsets */
	rd_u16b(&panel_change_offset_y);
	rd_u16b(&panel_change_offset_x);

	/* Check bounds */
	if (panel_change_offset_y < MIN_PANEL_CHANGE_OFFSET_Y)
	{
		panel_change_offset_y = MIN_PANEL_CHANGE_OFFSET_Y;
	}

	if (panel_change_offset_x < MIN_PANEL_CHANGE_OFFSET_X)
	{
		panel_change_offset_x = MIN_PANEL_CHANGE_OFFSET_X;
	}

	/* Read the player_hp array */
	rd_u16b(&tmp16u);

	/* Incompatible save files */
	if (tmp16u > z_info->max_level)
	{
		note(format("Too many (%u) hitpoint entries!", tmp16u));
		return (-1);
	}

	/* Read the player_hp array */
	for (i = 0; i < tmp16u; i++)
	{
		rd_s16b(&p_ptr->player_hp[i]);
	}

	/* Read the player spells */
	if (rd_player_spells()) return (-1);

	return (0);
}
Beispiel #3
0
/*
 * Read the random artifacts
 */
static errr rd_randarts(void)
{

	int i;
	byte tmp8u;
	s16b tmp16s;
	u16b tmp16u;
	u16b artifact_count, begin;
	s32b tmp32s;
	u32b tmp32u;

	/* Read the number of artifacts */
	rd_u16b(&begin);
	rd_u16b(&artifact_count);

	rd_u16b(&art_norm_count);

	/* Alive or cheating death */
	if (!p_ptr->is_dead || arg_wizard)
	{
		/* Incompatible save files */
		if ((artifact_count > z_info->art_max) || (art_norm_count > z_info->art_norm_max))
		{
			note(format("Too many (%u) artifacts!", artifact_count));
			return (-1);
		}
		/*Mark any new added artifacts*/
		if (art_norm_count < z_info->art_norm_max)
		{
			new_artifacts = z_info->art_norm_max - art_norm_count;
		}
		else new_artifacts = 0;

		/* Mark the old artifacts as "empty" */
		for (i = begin; i < z_info->art_max; i++)
		{
			artifact_type *a_ptr = &a_info[i];

			/*hack - if a new "normal artifact has been added in mid-game, don't erase it*/
			if ((i >= art_norm_count) && (i < z_info->art_norm_max)) continue;

			a_ptr->tval = 0;
			a_ptr->sval = 0;
			a_ptr->name[0] = '\0';
		}

		/* Read the artifacts */
		for (i = begin; i < artifact_count; i++)
		{

			artifact_type *a_ptr = &a_info[i];

			/*hack - if a new "normal artifact has been added in mid-game, don't erase it*/
			if ((i >= art_norm_count) && (i < z_info->art_norm_max)) continue;

			rd_string (a_ptr->name, MAX_LEN_ART_NAME);

			rd_byte(&a_ptr->tval);
			rd_byte(&a_ptr->sval);
			rd_s16b(&a_ptr->pval);

			rd_s16b(&a_ptr->to_h);
			rd_s16b(&a_ptr->to_d);
			rd_s16b(&a_ptr->to_a);
			rd_s16b(&a_ptr->ac);
			rd_byte(&a_ptr->dd);
			rd_byte(&a_ptr->ds);
			rd_s16b(&a_ptr->weight);
			rd_s32b(&a_ptr->cost);
			rd_u32b(&a_ptr->a_flags1);
			rd_u32b(&a_ptr->a_flags2);
			rd_u32b(&a_ptr->a_flags3);
			rd_u32b(&a_ptr->a_native);
			rd_byte(&a_ptr->a_level);
			rd_byte(&a_ptr->a_rarity);
			rd_byte(&a_ptr->activation);
			rd_u16b(&a_ptr->time);
			rd_u16b(&a_ptr->randtime);
		}
	}
	else
	{
		/* Strip the the artifacts for a dead/new character*/
		for (i = begin; i < artifact_count; i++)
		{
			char tmpstr[MAX_LEN_ART_NAME];
			rd_string (tmpstr, sizeof (tmpstr)); /*a_ptr->name*/
			rd_byte(&tmp8u); /* a_ptr->tval */
			rd_byte(&tmp8u); /* a_ptr->sval */
			rd_s16b(&tmp16s); /* a_ptr->pval */

			rd_s16b(&tmp16s); /* a_ptr->to_h */
			rd_s16b(&tmp16s); /* a_ptr->to_d */
			rd_s16b(&tmp16s); /* a_ptr->to_a */
			rd_s16b(&tmp16s); /* a_ptr->ac */

			rd_byte(&tmp8u); /* a_ptr->dd */
			rd_byte(&tmp8u); /* a_ptr->ds */

			rd_s16b(&tmp16s); /* a_ptr->weight */
			rd_s32b(&tmp32s); /* a_ptr->cost */

			rd_u32b(&tmp32u); /* a_ptr->flags1 */
			rd_u32b(&tmp32u); /* a_ptr->flags2 */
			rd_u32b(&tmp32u); /* a_ptr->flags3 */
			rd_u32b(&tmp32u); /* a_ptr->a_native */
			rd_byte(&tmp8u); /* a_ptr->level */
			rd_byte(&tmp8u); /* a_ptr->rarity */

			rd_byte(&tmp8u); /* a_ptr->activation */
			rd_u16b(&tmp16u); /* a_ptr->time */
			rd_u16b(&tmp16u); /* a_ptr->randtime */
		}
	}

	return (0);

}
Beispiel #4
0
/*
 * Read the "extra" information
 */
static errr rd_extra(void)
{
	int i, j;

	byte tmp8u;
	u16b file_e_max;


	rd_string(op_ptr->full_name, sizeof(op_ptr->full_name));

	rd_string(p_ptr->died_from, 80);

	rd_string(p_ptr->history, 250);

	/* Player race */
	rd_byte(&p_ptr->prace);

	/* Verify player race */
	if (p_ptr->prace >= z_info->p_max)
	{
		note(format("Invalid player race (%d).", p_ptr->prace));
		return (-1);
	}

	/* Player house */
	rd_byte(&p_ptr->phouse);

	/* Verify player house */
	if (p_ptr->phouse >= z_info->c_max)
	{
		note(format("Invalid player house (%d).", p_ptr->phouse));
		return (-1);
	}

	/* Player sex */
	rd_byte(&p_ptr->psex);

	/* Tutorial? */
	rd_s16b(&p_ptr->game_type);

	/* Age/Height/Weight */
	rd_s16b(&p_ptr->age);
	rd_s16b(&p_ptr->ht);
	rd_s16b(&p_ptr->wt);

	/* Read the stat info */
	for (i = 0; i < A_MAX; i++) rd_s16b(&p_ptr->stat_base[i]);
	for (i = 0; i < A_MAX; i++) rd_s16b(&p_ptr->stat_drain[i]);

	/* Read the skill info */
	for (i = 0; i < S_MAX; i++) rd_s16b(&p_ptr->skill_base[i]);
	
	/* Read the abilities info */
	for (i = 0; i < S_MAX; i++)
	{
		for (j = 0; j < ABILITIES_MAX; j++)
		{
			rd_byte(&p_ptr->innate_ability[i][j]);
			rd_byte(&p_ptr->active_ability[i][j]);
		}
	}
	
	rd_s16b(&p_ptr->last_attack_m_idx);	
	rd_s16b(&p_ptr->consecutive_attacks);
	rd_s16b(&p_ptr->bane_type);
		
	for (i = 0; i < ACTION_MAX; ++i) 
	{
		rd_byte(&(p_ptr->previous_action[i]));
	}
	rd_byte(&p_ptr->focused);
	
	rd_s32b(&p_ptr->new_exp);
	rd_s32b(&p_ptr->exp);

	rd_s32b(&p_ptr->encounter_exp);
	rd_s32b(&p_ptr->kill_exp);
	rd_s32b(&p_ptr->descent_exp);
	rd_s32b(&p_ptr->ident_exp);

	rd_s16b(&p_ptr->mhp);
	rd_s16b(&p_ptr->chp);
	rd_u16b(&p_ptr->chp_frac);

	rd_s16b(&p_ptr->msp);
	rd_s16b(&p_ptr->csp);
	rd_u16b(&p_ptr->csp_frac);

	rd_s16b(&p_ptr->max_depth);

	/* Hack -- Repair maximum dungeon level */
	if (p_ptr->max_depth < 0) p_ptr->max_depth = 1;

	rd_u16b(&p_ptr->staircasiness);

	/* More info */
	rd_s16b(&p_ptr->sc);

	/* Read the flags */
	rd_byte(&p_ptr->song1);
	rd_byte(&p_ptr->song2);
	rd_s16b(&p_ptr->song_duration);
	rd_s16b(&p_ptr->wrath);
	rd_s16b(&p_ptr->blind);
	rd_s16b(&p_ptr->entranced);
	rd_s16b(&p_ptr->confused);
	rd_s16b(&p_ptr->food);
	rd_u16b(&p_ptr->stairs_taken);
	rd_u16b(&p_ptr->forge_drought);
	rd_u16b(&p_ptr->forge_count);
	rd_s16b(&p_ptr->energy);
	rd_s16b(&p_ptr->fast);
	rd_s16b(&p_ptr->slow);
	rd_s16b(&p_ptr->afraid);
	rd_s16b(&p_ptr->cut);
	rd_s16b(&p_ptr->stun);
	rd_s16b(&p_ptr->poisoned);
	rd_s16b(&p_ptr->image);
	rd_s16b(&p_ptr->rage);
	rd_s16b(&p_ptr->tmp_str);
	rd_s16b(&p_ptr->tmp_dex);
	rd_s16b(&p_ptr->tmp_con);
	rd_s16b(&p_ptr->tmp_gra);
	rd_s16b(&p_ptr->tim_invis);
	rd_s16b(&p_ptr->word_recall);
	rd_s16b(&p_ptr->darkened);
	rd_s16b(&p_ptr->oppose_fire);
	rd_s16b(&p_ptr->oppose_cold);
	rd_s16b(&p_ptr->oppose_pois);

	rd_byte(&p_ptr->stealth_mode);
	rd_byte(&p_ptr->self_made_arts);

	// 20 spare bytes
	strip_bytes(20);

		
	/* Read item-quality squelch sub-menu */
 	for (i = 0; i < SQUELCH_BYTES; i++) rd_byte(&squelch_level[i]);

	/* Load the name of the current greater vault */
	rd_string(g_vault_name, sizeof(g_vault_name));

	/* Read the number of saved special item types */
	rd_u16b(&file_e_max);

	/* Read special item squelch settings */
	for (i = 0; i < z_info->e_max; i++)
	{
		ego_item_type *e_ptr = &e_info[i];

		tmp8u = 0;

		if (i < file_e_max) rd_byte(&tmp8u);

		e_ptr->squelch |= (tmp8u & 0x01);
		e_ptr->everseen |= (tmp8u & 0x02);
		e_ptr->aware |= (tmp8u & 0x04);

		/* Hack - Repair the savefile */
		if (!e_ptr->everseen) e_ptr->squelch = FALSE;
	}

	/* Read possible extra elements */
	while (i < file_e_max)
	{
		rd_byte(&tmp8u);
		i++;
	}

	/*Write the current number of auto-inscriptions*/
	rd_u16b(&inscriptionsCount);

	/*Write the autoinscriptions array*/
	for(i = 0; i < inscriptionsCount; i++)
	{
		char tmp[80];

		rd_s16b(&inscriptions[i].kindIdx);

		rd_string(tmp, 80);

		inscriptions[i].inscriptionIdx = quark_add(tmp);
	}

	for (i = 0; i < MAX_GREATER_VAULTS; i++)
	{
		s16b n;
		
		rd_s16b(&n);
		p_ptr->greater_vaults[i] = n;
	}

	/* Read the randart version */
	rd_u32b(&randart_version);

	/* Read the randart seed */
	rd_u32b(&seed_randart);

	/* Hack -- the two "special seeds" */
	rd_u32b(&seed_flavor);
	
	/* Special stuff */
	rd_u16b(&p_ptr->panic_save);
	rd_byte(&p_ptr->truce);
	rd_byte(&p_ptr->morgoth_hits);
	rd_byte(&p_ptr->crown_hint);
	rd_byte(&p_ptr->crown_shatter);
	rd_byte(&p_ptr->cursed);
	rd_byte(&p_ptr->on_the_run);
	rd_byte(&p_ptr->morgoth_slain);
	rd_u16b(&p_ptr->escaped);
	rd_u16b(&p_ptr->noscore);
	rd_s16b(&p_ptr->smithing_leftover);

	rd_byte(&tmp8u);
	p_ptr->unique_forge_made = tmp8u;
	rd_byte(&tmp8u);
	p_ptr->unique_forge_seen = tmp8u;
	
	/* Read "death" */
	rd_byte(&tmp8u);
	p_ptr->is_dead = tmp8u;

	/* Read "feeling" */
	rd_byte(&tmp8u);
	feeling = tmp8u;

	/*read the level feeling*/
	rd_byte(&tmp8u);
	do_feeling = tmp8u;

	/* Current turn */
	rd_s32b(&turn);
	
	/* Current player turn */
	rd_s32b(&playerturn);

	return (0);
}
Beispiel #5
0
/*
 * Read an object
 *
 * This function attempts to "repair" old savefiles, and to extract
 * the most up to date values for various object fields.
 */
static errr rd_item(object_type *o_ptr)
{
	u32b f1, f2, f3;

	object_kind *k_ptr;

	char buf[128];
	
	int i;

	/* Kind */
	rd_s16b(&o_ptr->k_idx);

	/* Paranoia */
	if ((o_ptr->k_idx < 0) || (o_ptr->k_idx >= z_info->k_max))
	{
		return (-1);
	}

	/* Hallucinatory Kind */
	rd_s16b(&o_ptr->image_k_idx);

	/* Location */
	rd_byte(&o_ptr->iy);
	rd_byte(&o_ptr->ix);

	/* Type/Subtype */
	rd_byte(&o_ptr->tval);
	rd_byte(&o_ptr->sval);

	/* Special pval */
	rd_s16b(&o_ptr->pval);

	rd_byte(&o_ptr->discount);

	rd_byte(&o_ptr->number);
	rd_s16b(&o_ptr->weight);

	rd_byte(&o_ptr->name1);
	rd_byte(&o_ptr->name2);

	rd_s16b(&o_ptr->timeout);

	rd_s16b(&o_ptr->att);
	rd_byte(&o_ptr->dd);
	rd_byte(&o_ptr->ds);
	rd_s16b(&o_ptr->evn);
	rd_byte(&o_ptr->pd);
	rd_byte(&o_ptr->ps);
	rd_byte(&o_ptr->pickup);

	rd_u32b(&o_ptr->ident);

	rd_byte(&o_ptr->marked);

	/* Monster holding object */
	rd_s16b(&o_ptr->held_m_idx);
	
	/* Special powers */
	rd_byte(&o_ptr->xtra1);
	
	// granted abilities
	rd_byte(&o_ptr->abilities);
	for (i = 0; i < 8; i++)
	{
		rd_byte(&o_ptr->skilltype[i]);
		rd_byte(&o_ptr->abilitynum[i]);
	}

	// 8 spare bytes
	strip_bytes(8);
		
	/* Inscription */
	rd_string(buf, sizeof(buf));

	/* Save the inscription */
	if (buf[0]) o_ptr->obj_note = quark_add(buf);

	/* Obtain the "kind" template */
	k_ptr = &k_info[o_ptr->k_idx];

	/* Obtain tval/sval from k_info */
	o_ptr->tval = k_ptr->tval;
	o_ptr->sval = k_ptr->sval;

	/* Hack -- notice "broken" items */
	if (k_ptr->cost <= 0) o_ptr->ident |= (IDENT_BROKEN);

	/* Repair non "wearable" items */
	if (!wearable_p(o_ptr))
	{
		/* Get the correct fields */
		o_ptr->att = k_ptr->att;
		o_ptr->evn = k_ptr->evn;

		/* Get the correct fields */
		o_ptr->dd = k_ptr->dd;
		o_ptr->ds = k_ptr->ds;
		o_ptr->pd = k_ptr->pd;
		o_ptr->ps = k_ptr->ps;

		/* Get the correct weight */
		o_ptr->weight = k_ptr->weight;

		/* Paranoia */
		o_ptr->name1 = o_ptr->name2 = 0;

		/* All done */
		return (0);
	}

	/* Extract the flags */
	object_flags(o_ptr, &f1, &f2, &f3);

	/* Paranoia */
	if (o_ptr->name1)
	{
		artefact_type *a_ptr;

		/*hack - adjust if new artefact*/
		if (o_ptr->name1 >= art_norm_count)
		{

			o_ptr->name1 += new_artefacts;
		}

		/* Paranoia */
		if (o_ptr->name1 >= z_info->art_max)
		{
	    	return (-1);
		}

		/* Obtain the artefact info */
		a_ptr = &a_info[o_ptr->name1];

		/* Verify that artefact */
		if (a_ptr->tval + a_ptr->sval == 0)
		{
			o_ptr->name1 = 0;
		}
	}

	/* Paranoia */
	if (o_ptr->name2)
	{
		ego_item_type *e_ptr;

		/* Paranoia */
		if (o_ptr->name2 >= z_info->e_max)
		{
		    return (-1);
		}

		/* Obtain the special item info */
		e_ptr = &e_info[o_ptr->name2];

		/* Verify that special item */
		if (!e_ptr->name) o_ptr->name2 = 0;
	}
	
	/* Hack -- extract the "broken" flag */
	if (o_ptr->pval < 0) o_ptr->ident |= (IDENT_BROKEN);

	/* Artefacts */
	if (o_ptr->name1)
	{
		artefact_type *a_ptr;

		/* Obtain the artefact info */
		a_ptr = &a_info[o_ptr->name1];

		/* Get the new artefact "pval" */
		o_ptr->pval = a_ptr->pval;

		/* Get the new artefact fields */
		o_ptr->dd = a_ptr->dd;
		o_ptr->ds = a_ptr->ds;
		o_ptr->pd = a_ptr->pd;
		o_ptr->ps = a_ptr->ps;
		o_ptr->evn = a_ptr->evn;

		/* Get the new artefact weight */
		o_ptr->weight = a_ptr->weight;

		/* Hack -- extract the "broken" flag */
		if (!a_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);
	}

	/* Ego items */
	if (o_ptr->name2)
	{
		ego_item_type *e_ptr;

		/* Obtain the special item info */
		e_ptr = &e_info[o_ptr->name2];

		/* Hack -- extract the "broken" flag */
		if (!e_ptr->cost) o_ptr->ident |= (IDENT_BROKEN);

		/* Hack -- enforce legal pval */
		if (e_ptr->flags1 & (TR1_PVAL_MASK))
		{
			/* Force a meaningful pval */
			if (!o_ptr->pval) o_ptr->pval = 1;
		}

	}

	/* Used to add back boosted damage dice and sides */
	/* No longer needed as we don't repair non-artefacts anymore */

	/* Success */
	return (0);
}
Beispiel #6
0
/*
 * Read the dungeon
 *
 * The monsters/objects must be loaded in the same order
 * that they were stored, since the actual indexes matter.
 *
 * Note that the size of the dungeon is now hard-coded to
 * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
 * size will be silently discarded by this routine.
 *
 * Note that dungeon objects, including objects held by monsters, are
 * placed directly into the dungeon, using "object_copy()", which will
 * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for
 * objects held by monsters, since it is not saved in the savefile.
 *
 * After loading the monsters, the objects being held by monsters are
 * linked directly into those monsters.
 */
static errr rd_dungeon(void)
{
	int i, y, x;

	s16b depth;
	s16b py, px;

	byte count;
	byte tmp8u;

	u16b limit;


	/*** Basic info ***/

	/* Header info */
	rd_s16b(&depth);
	rd_s16b(&py);
	rd_s16b(&px);
	rd_byte(&p_ptr->cur_map_hgt);
	rd_byte(&p_ptr->cur_map_wid);

	/* Ignore illegal dungeons */
	if ((depth < 0) || (depth > MORGOTH_DEPTH))
	{
		note(format("Ignoring illegal dungeon depth (%d)", depth));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((p_ptr->cur_map_hgt > MAX_DUNGEON_HGT) || (p_ptr->cur_map_wid > MAX_DUNGEON_WID))
	{
		/* XXX XXX XXX */
		note(format("Ignoring illegal dungeon size (%d,%d).", p_ptr->cur_map_hgt, p_ptr->cur_map_wid));
		return (0);
	}

	/* Ignore illegal dungeons */
	if ((px < 0) || (px >= p_ptr->cur_map_wid) ||
		(py < 0) || (py >= p_ptr->cur_map_hgt))
	{
		note(format("Ignoring illegal player location (%d,%d).", py, px));
		return (1);
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "info" */
			cave_info[y][x] = tmp8u;

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Run length decoding ***/

	/* Load the dungeon data */
	for (x = y = 0; y < p_ptr->cur_map_hgt; )
	{
		/* Grab RLE info */
		rd_byte(&count);
		rd_byte(&tmp8u);

		/* Apply the RLE info */
		for (i = count; i > 0; i--)
		{
			/* Extract "feat" */
			cave_set_feat(y, x, tmp8u);

			/* Advance/Wrap */
			if (++x >= p_ptr->cur_map_wid)
			{
				/* Wrap */
				x = 0;

				/* Advance/Wrap */
				if (++y >= p_ptr->cur_map_hgt) break;
			}
		}
	}


	/*** Player ***/

	/* Load depth */
	p_ptr->depth = depth;

	/* Place player in dungeon */
	if (!player_place(py, px))
	{
		note(format("Cannot place player (%d,%d)!", py, px));
		return (-1);
	}


	/*** Objects ***/

	/* Read the item count */
	rd_u16b(&limit);

	/* Verify maximum */
	if (limit > z_info->o_max)
	{
		note(format("Too many (%d) object entries!", limit));
		return (-1);
	}

	/* Read the dungeon items */
	for (i = 1; i < limit; i++)
	{
		object_type *i_ptr;
		object_type object_type_body;

		s16b o_idx;
		object_type *o_ptr;


		/* Get the object */
		i_ptr = &object_type_body;

		/* Wipe the object */
		object_wipe(i_ptr);

		/* Read the item */
		if (rd_item(i_ptr))
		{
			note("Error reading item");
			return (-1);
		}

		/* Make an object */
		o_idx = o_pop();

		/* Paranoia */
		if (o_idx != i)
		{
			note(format("Cannot place object %d!", i));
			return (-1);
		}

		/* Get the object */
		o_ptr = &o_list[o_idx];

		/* Structure Copy */
		object_copy(o_ptr, i_ptr);

		/* Dungeon floor */
		if (!i_ptr->held_m_idx)
		{
			int x = i_ptr->ix;
			int y = i_ptr->iy;

			/* ToDo: Verify coordinates */

			/* Link the object to the pile */
			o_ptr->next_o_idx = cave_o_idx[y][x];

			/* Link the floor to the object */
			cave_o_idx[y][x] = o_idx;

			/* Rearrange stack if needed */
			rearrange_stack(y, x);
		}
	}


	/*** Monsters ***/

	/* Read the monster count */
	rd_u16b(&limit);

	/* Hack -- verify */
	if (limit > z_info->m_max)
	{
		note(format("Too many (%d) monster entries!", limit));
		return (-1);
	}

	/* Read the monsters */
	for (i = 1; i < limit; i++)
	{
		monster_type *n_ptr;
		monster_type monster_type_body;
		monster_race *r_ptr;

		int r_idx;

		/* Get local monster */
		n_ptr = &monster_type_body;

		/* Clear the monster */
		(void)WIPE(n_ptr, monster_type);

		/* Read the monster */
		rd_monster(n_ptr);

		/* Access the "r_idx" of the chosen monster */
		r_idx = n_ptr->r_idx;

		/* Access the actual race */
		r_ptr = &r_info[r_idx];

		/* Place monster in dungeon */
		if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i)
		{
			note(format("Cannot place monster %d", i));
			return (-1);
		}
	}

	/*** Holding ***/

	/* Reacquire objects */
	for (i = 1; i < o_max; ++i)
	{
		object_type *o_ptr;

		monster_type *m_ptr;

		/* Get the object */
		o_ptr = &o_list[i];

		/* Ignore dungeon objects */
		if (!o_ptr->held_m_idx) continue;

		/* Verify monster index */
		if (o_ptr->held_m_idx > z_info->m_max)
		{
			note("Invalid monster index");
			return (-1);
		}

		/* Get the monster */
		m_ptr = &mon_list[o_ptr->held_m_idx];

		/* Link the object to the pile */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Link the monster to the object */
		m_ptr->hold_o_idx = i;
	}

	// dump the wandering monster information
	for (i = FLOW_WANDERING_HEAD; i < MAX_FLOWS; i++)
	{
		rd_byte(&flow_center_y[i]);
		rd_byte(&flow_center_x[i]);
		rd_s16b(&wandering_pause[i]);
		
		update_noise(flow_center_y[i], flow_center_x[i], i);
	}
	
		
	/*** Success ***/

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Success */
	return (0);
}
Beispiel #7
0
/**
 * Read an object.
 */
static struct object *rd_item(void)
{
	struct object *obj = object_new();

	byte tmp8u;
	u16b tmp16u;
	byte effect;
	size_t i;
	char buf[128];
	byte ver = 1;

	rd_u16b(&tmp16u);
	rd_byte(&ver);
	if (tmp16u != 0xffff)
		return NULL;

	rd_u16b(&obj->oidx);

	/* Location */
	rd_byte(&obj->iy);
	rd_byte(&obj->ix);

	/* Type/Subtype */
	rd_string(buf, sizeof(buf));
	if (buf[0]) {
		obj->tval = tval_find_idx(buf);
	}
	rd_string(buf, sizeof(buf));
	if (buf[0]) {
		obj->sval = lookup_sval(obj->tval, buf);
	}
	rd_s16b(&obj->pval);

	rd_byte(&obj->number);
	rd_s16b(&obj->weight);

	rd_string(buf, sizeof(buf));
	if (buf[0]) {
		obj->artifact = lookup_artifact_name(buf);
		if (!obj->artifact) {
			note(format("Couldn't find artifact %s!", buf));
			return NULL;
		}
	}
	rd_string(buf, sizeof(buf));
	if (buf[0]) {
		obj->ego = lookup_ego_item(buf, obj->tval, obj->sval);
		if (!obj->ego) {
			note(format("Couldn't find ego item %s!", buf));
			return NULL;
		}
	}
	rd_byte(&effect);

	rd_s16b(&obj->timeout);

	rd_s16b(&obj->to_h);
	rd_s16b(&obj->to_d);
	rd_s16b(&obj->to_a);

	rd_s16b(&obj->ac);

	rd_byte(&obj->dd);
	rd_byte(&obj->ds);

	rd_byte(&obj->origin);
	rd_byte(&obj->origin_depth);
	rd_string(buf, sizeof(buf));
	if (buf[0]) {
		obj->origin_race = lookup_monster(buf);
	}
	rd_byte(&obj->notice);

	for (i = 0; i < of_size; i++)
		rd_byte(&obj->flags[i]);

	for (i = 0; i < obj_mod_max; i++) {
		rd_s16b(&obj->modifiers[i]);
	}

	/* Read brands */
	rd_byte(&tmp8u);
	if (tmp8u) {
		obj->brands = mem_zalloc(z_info->brand_max * sizeof(bool));
		for (i = 0; i < brand_max; i++) {
			rd_byte(&tmp8u);
			obj->brands[i] = tmp8u ? true : false;
		}
	}

	/* Read slays */
	rd_byte(&tmp8u);
	if (tmp8u) {
		obj->slays = mem_zalloc(z_info->slay_max * sizeof(bool));
		for (i = 0; i < slay_max; i++) {
			rd_byte(&tmp8u);
			obj->slays[i] = tmp8u ? true : false;
		}
	}

	/* Read curses */
	rd_byte(&tmp8u);
	if (tmp8u) {
		obj->curses = mem_zalloc(z_info->curse_max * sizeof(struct curse_data));
		for (i = 0; i < curse_max; i++) {
			rd_byte(&tmp8u);
			obj->curses[i].power = tmp8u;
			rd_u16b(&tmp16u);
			obj->curses[i].timeout = tmp16u;
		}
	}

	for (i = 0; i < elem_max; i++) {
		rd_s16b(&obj->el_info[i].res_level);
		rd_byte(&obj->el_info[i].flags);
	}

	/* Monster holding object */
	rd_s16b(&obj->held_m_idx);

	rd_s16b(&obj->mimicking_m_idx);

	/* Activation */
	rd_u16b(&tmp16u);
	if (tmp16u)
		obj->activation = &activations[tmp16u];
	rd_u16b(&tmp16u);
	obj->time.base = tmp16u;
	rd_u16b(&tmp16u);
	obj->time.dice = tmp16u;
	rd_u16b(&tmp16u);
	obj->time.sides = tmp16u;

	/* Save the inscription */
	rd_string(buf, sizeof(buf));
	if (buf[0]) obj->note = quark_add(buf);

	/* Lookup item kind */
	obj->kind = lookup_kind(obj->tval, obj->sval);

	/* Check we have a kind */
	if ((!obj->tval && !obj->sval) || !obj->kind) {
		object_delete(&obj);
		return NULL;
	}

	/* Set effect */
	if (effect && obj->ego)
		obj->effect = obj->ego->effect;

	if (effect && !obj->effect)
		obj->effect = obj->kind->effect;

	/* Success */
	return obj;
}
Beispiel #8
0
/**
 * Read a monster
 */
static bool rd_monster(struct chunk *c, struct monster *mon)
{
	byte tmp8u;
	u16b tmp16u;
	char race_name[80];
	size_t j;

	/* Read the monster race */
	rd_string(race_name, sizeof(race_name));
	mon->race = lookup_monster(race_name);
	if (!mon->race) {
		note(format("Monster race %s no longer exists!", race_name));
		return (-1);
	}

	/* Read the other information */
	rd_byte(&mon->fy);
	rd_byte(&mon->fx);
	rd_s16b(&mon->hp);
	rd_s16b(&mon->maxhp);
	rd_byte(&mon->mspeed);
	rd_byte(&mon->energy);
	rd_byte(&tmp8u);

	for (j = 0; j < tmp8u; j++)
		rd_s16b(&mon->m_timed[j]);

	/* Read and extract the flag */
	for (j = 0; j < mflag_size; j++)
		rd_byte(&mon->mflag[j]);

	for (j = 0; j < of_size; j++)
		rd_byte(&mon->known_pstate.flags[j]);

	for (j = 0; j < elem_max; j++)
		rd_s16b(&mon->known_pstate.el_info[j].res_level);

	rd_u16b(&tmp16u);

	if (tmp16u) {
		/* Find and set the mimicked object */
		struct object *square_obj = square_object(c, mon->fy, mon->fx);

		/* Try and find the mimicked object; if we fail, create a new one */
		while (square_obj) {
			if (square_obj->mimicking_m_idx == tmp16u) break;
			square_obj = square_obj->next;
		}
		if (square_obj) {
			mon->mimicked_obj = square_obj;
		} else {
			mon_create_mimicked_object(c, mon, tmp16u);
		}
	}

	/* Read all the held objects (order is unimportant) */
	while (true) {
		struct object *obj = rd_item();
		if (!obj)
			break;

		pile_insert(&mon->held_obj, obj);
		assert(obj->oidx);
		assert(c->objects[obj->oidx] == NULL);
		c->objects[obj->oidx] = obj;
	}

	return true;
}