Exemplo n.º 1
0
/*
 * Write RNG state
 *
 * There were originally 64 bytes of randomizer saved. Now we only need
 * 32 + 5 bytes saved, so we'll write an extra 27 bytes at the end which won't
 * be used.
 */
void wr_randomizer(void)
{
	int i;

	/* current value for the simple RNG */
	wr_u32b(Rand_value);

	/* state index */
	wr_u32b(state_i);

	/* RNG variables */
	wr_u32b(z0);
	wr_u32b(z1);
	wr_u32b(z2);

	/* RNG state */
	for (i = 0; i < RAND_DEG; i++)
		wr_u32b(STATE[i]);

	/* NULL padding */
	for (i = 0; i < 59 - RAND_DEG; i++)
		wr_u32b(0);
}
Exemplo n.º 2
0
void wr_misc(void)
{

	/* XXX Old random artifact version, remove after 3.3 */
	wr_u32b(63);

	/* Random artifact seed */
	wr_u32b(seed_randart);


	/* XXX Ignore some flags */
	wr_u32b(0L);
	wr_u32b(0L);
	wr_u32b(0L);


	/* Write the "object seeds" */
	wr_u32b(seed_flavor);
	wr_u32b(seed_town);


	/* Special stuff */
	wr_u16b(p_ptr->panic_save);
	wr_u16b(p_ptr->total_winner);
	wr_u16b(p_ptr->noscore);


	/* Write death */
	wr_byte(p_ptr->is_dead);

	/* Write feeling */
	wr_byte(cave->feeling);
	wr_s32b(cave->created_at);

	/* Current turn */
	wr_s32b(turn);
}
Exemplo n.º 3
0
Arquivo: save.c Projeto: fph/mortsil
/*
 * Write a "lore" record
 */
static void wr_lore(int r_idx)
{
	int i;

	monster_race *r_ptr = &r_info[r_idx];
	monster_lore *l_ptr = &l_list[r_idx];

	/* Count deaths/sights/kills */
	wr_s16b(l_ptr->deaths);
	wr_s16b(l_ptr->psights);
	wr_s16b(l_ptr->tsights);
	wr_s16b(l_ptr->pkills);
	wr_s16b(l_ptr->tkills);

	/* Count wakes and ignores */
	wr_byte(l_ptr->notice);
	wr_byte(l_ptr->ignore);

	/* Count drops */
	wr_byte(l_ptr->drop_item);

	/* Count spells */
	wr_byte(l_ptr->ranged);

	/* Count blows of each type */
	for (i = 0; i < MONSTER_BLOW_MAX; i++)
		wr_byte(l_ptr->blows[i]);

	/* Memorize flags */
	wr_u32b(l_ptr->flags1);
	wr_u32b(l_ptr->flags2);
	wr_u32b(l_ptr->flags3);
	wr_u32b(l_ptr->flags4);

	/* Monster limit per level */
	wr_byte(r_ptr->max_num);

	// 8 spare bytes
	wr_u32b(0L);
	wr_u32b(0L);
}
Exemplo n.º 4
0
void wr_artifacts(void)
{
	size_t i;
	u16b tmp16u;

	/* Record the total number of artifacts. */
	tmp16u = z_info->a_max;
	wr_u16b(tmp16u);

	/* Record the first random artifact index. */
	tmp16u = ART_MIN_RANDOM;
	wr_u16b(tmp16u);


	/* Write the artifact info. */
	for (i = 0; i < ART_MIN_RANDOM; i++) {
		artifact_type *a_ptr = &a_info[i];

		wr_byte(a_ptr->created);
		wr_byte(a_ptr->seen);
		/* Store set completion info */
		wr_byte(a_ptr->set_bonus ? 1 : 0);

		/* Expansion */
		wr_u32b(0);
	}

	/* Random artifacts are specific to each player. */
	for (i = ART_MIN_RANDOM; i < z_info->a_max; i++) {
		artifact_type *a_ptr = &a_info[i];
		size_t j;

		wr_string(format("%s", a_ptr->name));

		wr_byte(a_ptr->tval);
		wr_byte(a_ptr->sval);
		wr_u16b(a_ptr->pval);

		wr_u16b(a_ptr->to_h);
		wr_u16b(a_ptr->to_d);
		wr_u16b(a_ptr->to_a);

		wr_byte(a_ptr->dd);
		wr_byte(a_ptr->ds);

		wr_u16b(a_ptr->ac);
		wr_u16b(a_ptr->weight);

		wr_u32b(a_ptr->cost);

		for (j = 0; j < OF_SIZE; j++)
			wr_byte(a_ptr->flags_obj[j]);
		for (j = 0; j < CF_SIZE; j++)
			wr_byte(a_ptr->flags_curse[j]);

		wr_byte(a_ptr->level);
		wr_byte(a_ptr->rarity);

		wr_byte(a_ptr->created);
		wr_byte(a_ptr->seen);
		wr_byte(a_ptr->effect);
		wr_u16b(a_ptr->time.base);
		wr_u16b(a_ptr->time.dice);
		wr_u16b(a_ptr->time.sides);
		wr_u16b(a_ptr->charge.base);
		wr_u16b(a_ptr->charge.dice);
		wr_u16b(a_ptr->charge.sides);

		/* Resists, bonuses, multiples -NRM- */
		for (j = 0; j < MAX_P_RES; j++)
			wr_byte(a_ptr->percent_res[j]);
		for (j = 0; j < A_MAX; j++)
			wr_byte(a_ptr->bonus_stat[j]);
		for (j = 0; j < MAX_P_BONUS; j++)
			wr_byte(a_ptr->bonus_other[j]);
		for (j = 0; j < MAX_P_SLAY; j++)
			wr_byte(a_ptr->multiple_slay[j]);
		for (j = 0; j < MAX_P_BRAND; j++)
			wr_byte(a_ptr->multiple_brand[j]);

		/* Add some filler space for later expansion. */
		wr_u32b(0);
	}
}
Exemplo n.º 5
0
/**
 * Write the "options"
 */
void wr_options(void)
{
	int i, k;

	u32b flag[8];
	u32b mask[8];


	/*** Timed Autosave (inspired by Zangband) ***/
	wr_byte(autosave);
	wr_s16b(autosave_freq);


	/*** Special Options ***/

	/* Write "delay_factor" */
	wr_byte((byte) op_ptr->delay_factor);

	/* Write "hitpoint_warn" */
	wr_byte((byte) op_ptr->hitpoint_warn);

	/* Write "panel_change" */
	wr_byte((byte) op_ptr->panel_change);

	/* Write lazymove delay */
	wr_u16b(lazymove_delay);


	/*** Normal options ***/

	for (i = 0; i < OPT_MAX; i++) {
		const char *name = option_name(i);
		if (!name)
			continue;

		wr_string(name);
		wr_byte(op_ptr->opt[i]);
	}

	/* Sentinel */
	wr_byte(0);

	/*** Window options ***/

	/* Reset */
	for (i = 0; i < 8; i++) {
		/* Flags */
		flag[i] = op_ptr->window_flag[i];

		/* Mask */
		mask[i] = 0L;

		/* Build the mask */
		for (k = 0; k < 32; k++) {
			/* Set mask */
			if (window_flag_desc[k]) {
				mask[i] |= (1L << k);
			}
		}
	}

	/* Dump the flags */
	for (i = 0; i < 8; i++)
		wr_u32b(flag[i]);

	/* Dump the masks */
	for (i = 0; i < 8; i++)
		wr_u32b(mask[i]);
}
Exemplo n.º 6
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief 保存フロアの書き込み / Actually write a saved floor data using effectively compressed format.
 * @param sf_ptr 保存したいフロアの参照ポインタ
 * @return なし
 */
static void wr_saved_floor(saved_floor_type *sf_ptr)
{
	cave_template_type *templates;
	u16b max_num_temp;
	u16b num_temp = 0;
	int dummy_why;

	int i, y, x;

	u16b tmp16u;

	byte count;
	u16b prev_u16b;


	/*** Basic info ***/

	/* Dungeon floor specific info follows */

	if (!sf_ptr)
	{
		/*** Not a saved floor ***/

		wr_s16b(dun_level);
	}
	else
	{
		/*** The saved floor ***/

		wr_s16b(sf_ptr->floor_id);
		wr_byte(sf_ptr->savefile_id);
		wr_s16b(sf_ptr->dun_level);
		wr_s32b(sf_ptr->last_visit);
		wr_u32b(sf_ptr->visit_mark);
		wr_s16b(sf_ptr->upper_floor_id);
		wr_s16b(sf_ptr->lower_floor_id);
	}

	wr_u16b(base_level);
	wr_u16b(num_repro);
	wr_u16b((u16b)py);
	wr_u16b((u16b)px);
	wr_u16b(cur_hgt);
	wr_u16b(cur_wid);
	wr_byte(p_ptr->feeling);



	/*********** Make template for cave_type **********/

	/*
	 * Usually number of templates are fewer than 255.  Even if
	 * more than 254 are exist, the occurrence of each template
	 * with larger ID is very small when we sort templates by
	 * occurrence.  So we will use two (or more) bytes for
	 * templete ID larger than 254.
	 *
	 * Ex: 256 will be "0xff" "0x01".
	 *     515 will be "0xff" "0xff" "0x03"
	 */

	/* Fake max number */
	max_num_temp = 255;

	/* Allocate the "template" array */
	C_MAKE(templates, max_num_temp, cave_template_type);

	/* Extract template array */
	for (y = 0; y < cur_hgt; y++)
	{
		for (x = 0; x < cur_wid; x++)
		{
			cave_type *c_ptr = &cave[y][x];

			for (i = 0; i < num_temp; i++)
			{
				if (templates[i].info == c_ptr->info &&
				    templates[i].feat == c_ptr->feat &&
				    templates[i].mimic == c_ptr->mimic &&
				    templates[i].special == c_ptr->special)
				{
					/* Same terrain is exist */
					templates[i].occurrence++;
					break;
				}
			}

			/* Are there same one? */
			if (i < num_temp) continue;

			/* If the max_num_temp is too small, increase it. */
			if (num_temp >= max_num_temp)
			{
				cave_template_type *old_template = templates;

				/* Re-allocate the "template" array */
				C_MAKE(templates, max_num_temp + 255, cave_template_type);
				(void)C_COPY(templates, old_template, max_num_temp, cave_template_type);
				C_KILL(old_template, max_num_temp, cave_template_type);
				max_num_temp += 255;
			}

			/* Add new template */
			templates[num_temp].info = c_ptr->info;
			templates[num_temp].feat = c_ptr->feat;
			templates[num_temp].mimic = c_ptr->mimic;
			templates[num_temp].special = c_ptr->special;
			templates[num_temp].occurrence = 1;

			/* Increase number of template */
			num_temp++;
		}
	}

	/* Select the sort method */
	ang_sort_comp = ang_sort_comp_cave_temp;
	ang_sort_swap = ang_sort_swap_cave_temp;

	/* Sort by occurrence */
	ang_sort(templates, &dummy_why, num_temp);


	/*** Dump templates ***/

	/* Total templates */
	wr_u16b(num_temp);

	/* Dump the templates */
	for (i = 0; i < num_temp; i++)
	{
		cave_template_type *ct_ptr = &templates[i];

		/* Dump it */
		wr_u16b(ct_ptr->info);
		wr_s16b(ct_ptr->feat);
		wr_s16b(ct_ptr->mimic);
		wr_s16b(ct_ptr->special);
	}



	/*** "Run-Length-Encoding" of cave ***/

	/* Note that this will induce two wasted bytes */
	count = 0;
	prev_u16b = 0;

	/* Dump the cave */
	for (y = 0; y < cur_hgt; y++)
	{
		for (x = 0; x < cur_wid; x++)
		{
			cave_type *c_ptr = &cave[y][x];

			for (i = 0; i < num_temp; i++)
			{
				if (templates[i].info == c_ptr->info &&
				    templates[i].feat == c_ptr->feat &&
				    templates[i].mimic == c_ptr->mimic &&
				    templates[i].special == c_ptr->special)
					break;
			}

			/* Extract an ID */
			tmp16u = i;

			/* If the run is broken, or too full, flush it */
			if ((tmp16u != prev_u16b) || (count == MAX_UCHAR))
			{
				wr_byte((byte)count);

				while (prev_u16b >= MAX_UCHAR)
				{
					/* Mark as actual data is larger than 254 */
					wr_byte(MAX_UCHAR);
					prev_u16b -= MAX_UCHAR;
				}

				wr_byte((byte)prev_u16b);
				prev_u16b = tmp16u;
				count = 1;
			}

			/* Continue the run */
			else
			{
				count++;
			}
		}
	}

	/* Flush the data (if any) */
	if (count)
	{
		wr_byte((byte)count);

		while (prev_u16b >= MAX_UCHAR)
		{
			/* Mark as actual data is larger than 254 */
			wr_byte(MAX_UCHAR);
			prev_u16b -= MAX_UCHAR;
		}
		wr_byte((byte)prev_u16b);
	}


	/* Free the "template" array */
	C_KILL(templates, max_num_temp, cave_template_type);


	/*** Dump objects ***/

	/* Total objects */
	wr_u16b(o_max);

	/* Dump the objects */
	for (i = 1; i < o_max; i++)
	{
		object_type *o_ptr = &o_list[i];

		/* Dump it */
		wr_item(o_ptr);
	}


	/*** Dump the monsters ***/

	/* Total monsters */
	wr_u16b(m_max);

	/* Dump the monsters */
	for (i = 1; i < m_max; i++)
	{
		monster_type *m_ptr = &m_list[i];

		/* Dump it */
		wr_monster(m_ptr);
	}
}
Exemplo n.º 7
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief その他の情報を書き込む / Write some "extra" info
 * @return なし
 */
static void wr_extra(void)
{
	int i,j;
	byte tmp8u;

	wr_string(player_name);

	wr_string(p_ptr->died_from);

	wr_string(p_ptr->last_message ? p_ptr->last_message : "");

	save_quick_start();

	for (i = 0; i < 4; i++)
	{
		wr_string(p_ptr->history[i]);
	}

	/* Race/Class/Gender/Spells */
	wr_byte(p_ptr->prace);
	wr_byte(p_ptr->pclass);
	wr_byte(p_ptr->pseikaku);
	wr_byte(p_ptr->psex);
	wr_byte(p_ptr->realm1);
	wr_byte(p_ptr->realm2);
	wr_byte(0);	/* oops */

	wr_byte(p_ptr->hitdie);
	wr_u16b(p_ptr->expfact);

	wr_s16b(p_ptr->age);
	wr_s16b(p_ptr->ht);
	wr_s16b(p_ptr->wt);

	/* Dump the stats (maximum and current) */
	for (i = 0; i < 6; ++i) wr_s16b(p_ptr->stat_max[i]);
	for (i = 0; i < 6; ++i) wr_s16b(p_ptr->stat_max_max[i]);
	for (i = 0; i < 6; ++i) wr_s16b(p_ptr->stat_cur[i]);

	/* Ignore the transient stats */
	for (i = 0; i < 12; ++i) wr_s16b(0);

	wr_u32b(p_ptr->au);

	wr_u32b(p_ptr->max_exp);
	wr_u32b(p_ptr->max_max_exp);
	wr_u32b(p_ptr->exp);
	wr_u32b(p_ptr->exp_frac);
	wr_s16b(p_ptr->lev);

	for (i = 0; i < 64; i++) wr_s16b(p_ptr->spell_exp[i]);
	for (i = 0; i < 5; i++) for (j = 0; j < 64; j++) wr_s16b(p_ptr->weapon_exp[i][j]);
	for (i = 0; i < 10; i++) wr_s16b(p_ptr->skill_exp[i]);
	for (i = 0; i < 108; i++) wr_s32b(p_ptr->magic_num1[i]);
	for (i = 0; i < 108; i++) wr_byte(p_ptr->magic_num2[i]);

	wr_byte(p_ptr->start_race);
	wr_s32b(p_ptr->old_race1);
	wr_s32b(p_ptr->old_race2);
	wr_s16b(p_ptr->old_realm);

	for (i = 0; i < MAX_MANE; i++)
	{
		wr_s16b(p_ptr->mane_spell[i]);
		wr_s16b(p_ptr->mane_dam[i]);
	}
	wr_s16b(p_ptr->mane_num);

	for (i = 0; i < MAX_KUBI; i++)
	{
		wr_s16b(kubi_r_idx[i]);
	}

	for (i = 0; i < 4; i++)
	{
		wr_s16b(battle_mon[i]);
		wr_u32b(mon_odds[i]);
	}

	wr_s16b(p_ptr->town_num); /* -KMW- */

	/* Write arena and rewards information -KMW- */
	wr_s16b(p_ptr->arena_number);
	wr_s16b(p_ptr->inside_arena);
	wr_s16b(p_ptr->inside_quest);
	wr_s16b(p_ptr->inside_battle);
	wr_byte(p_ptr->exit_bldg);
	wr_byte(0); /* Unused */

	wr_s16b(p_ptr->oldpx);
	wr_s16b(p_ptr->oldpy);

	/* Was number of p_ptr->rewards[] */
	wr_s16b(0);

	wr_s32b(p_ptr->mhp);
	wr_s32b(p_ptr->chp);
	wr_u32b(p_ptr->chp_frac);

	wr_s32b(p_ptr->msp);
	wr_s32b(p_ptr->csp);
	wr_u32b(p_ptr->csp_frac);

	/* Max Player and Dungeon Levels */
	wr_s16b(p_ptr->max_plv);
	tmp8u = (byte)max_d_idx;
	wr_byte(tmp8u);
	for (i = 0; i < tmp8u; i++)
		wr_s16b(max_dlv[i]);

	/* More info */
	wr_s16b(0);     /* oops */
	wr_s16b(0);     /* oops */
	wr_s16b(0);     /* oops */
	wr_s16b(0);     /* oops */
	wr_s16b(p_ptr->sc);
	wr_s16b(p_ptr->concent);

	wr_s16b(0);             /* old "rest" */
	wr_s16b(p_ptr->blind);
	wr_s16b(p_ptr->paralyzed);
	wr_s16b(p_ptr->confused);
	wr_s16b(p_ptr->food);
	wr_s16b(0);     /* old "food_digested" */
	wr_s16b(0);     /* old "protection" */
	wr_s16b(p_ptr->energy_need);
	wr_s16b(p_ptr->enchant_energy_need);
	wr_s16b(p_ptr->fast);
	wr_s16b(p_ptr->slow);
	wr_s16b(p_ptr->afraid);
	wr_s16b(p_ptr->cut);
	wr_s16b(p_ptr->stun);
	wr_s16b(p_ptr->poisoned);
	wr_s16b(p_ptr->image);
	wr_s16b(p_ptr->protevil);
	wr_s16b(p_ptr->invuln);
	wr_s16b(p_ptr->ult_res);
	wr_s16b(p_ptr->hero);
	wr_s16b(p_ptr->shero);
	wr_s16b(p_ptr->shield);
	wr_s16b(p_ptr->blessed);
	wr_s16b(p_ptr->tim_invis);
	wr_s16b(p_ptr->word_recall);
	wr_s16b(p_ptr->recall_dungeon);
	wr_s16b(p_ptr->alter_reality);
	wr_s16b(p_ptr->see_infra);
	wr_s16b(p_ptr->tim_infra);
	wr_s16b(p_ptr->oppose_fire);
	wr_s16b(p_ptr->oppose_cold);
	wr_s16b(p_ptr->oppose_acid);
	wr_s16b(p_ptr->oppose_elec);
	wr_s16b(p_ptr->oppose_pois);
	wr_s16b(p_ptr->tsuyoshi);
	wr_s16b(p_ptr->tim_esp);
	wr_s16b(p_ptr->wraith_form);
	wr_s16b(p_ptr->resist_magic);
	wr_s16b(p_ptr->tim_regen);
	wr_s16b(p_ptr->kabenuke);
	wr_s16b(p_ptr->tim_stealth);
	wr_s16b(p_ptr->tim_levitation);
	wr_s16b(p_ptr->tim_sh_touki);
	wr_s16b(p_ptr->lightspeed);
	wr_s16b(p_ptr->tsubureru);
	wr_s16b(p_ptr->magicdef);
	wr_s16b(p_ptr->tim_res_nether);
	wr_s16b(p_ptr->tim_res_time);
	wr_byte(p_ptr->mimic_form);
	wr_s16b(p_ptr->tim_mimic);
	wr_s16b(p_ptr->tim_sh_fire);
	wr_s16b(p_ptr->tim_sh_holy);
	wr_s16b(p_ptr->tim_eyeeye);

	/* by henkma */
	wr_s16b(p_ptr->tim_reflect);
	wr_s16b(p_ptr->multishadow);
	wr_s16b(p_ptr->dustrobe);

	wr_s16b(p_ptr->chaos_patron);
	wr_u32b(p_ptr->muta1);
	wr_u32b(p_ptr->muta2);
	wr_u32b(p_ptr->muta3);

	for (i = 0; i<8; i++)
		wr_s16b(p_ptr->virtues[i]);
	for (i = 0; i<8; i++)
		wr_s16b(p_ptr->vir_types[i]);

	wr_s16b(p_ptr->ele_attack);
	wr_u32b(p_ptr->special_attack);
	wr_s16b(p_ptr->ele_immune);
	wr_u32b(p_ptr->special_defense);
	wr_byte(p_ptr->knowledge);
	wr_byte(p_ptr->autopick_autoregister);
	wr_byte(0);     /* oops */
	wr_byte(p_ptr->action);
	wr_byte(0);
	wr_byte(preserve_mode);
	wr_byte(p_ptr->wait_report_score);

	/* Future use */
	for (i = 0; i < 12; i++) wr_u32b(0L);

	/* Ignore some flags */
	wr_u32b(0L);    /* oops */
	wr_u32b(0L);    /* oops */
	wr_u32b(0L);    /* oops */


	/* Write the "object seeds" */
	wr_u32b(seed_flavor);
	wr_u32b(seed_town);


	/* Special stuff */
	wr_u16b(p_ptr->panic_save);
	wr_u16b(p_ptr->total_winner);
	wr_u16b(p_ptr->noscore);


	/* Write death */
	wr_byte(p_ptr->is_dead);

	/* Write feeling */
	wr_byte(p_ptr->feeling);

	/* Turn when level began */
	wr_s32b(old_turn);

	/* Turn of last "feeling" */
	wr_s32b(p_ptr->feeling_turn);

	/* Current turn */
	wr_s32b(turn);

	wr_s32b(dungeon_turn);

	wr_s32b(old_battle);

	wr_s16b(today_mon);
	wr_s16b(p_ptr->today_mon);
	wr_s16b(p_ptr->riding);

	/* Current floor_id */
	wr_s16b(p_ptr->floor_id);

	/* Save temporary preserved pets (obsolated) */
	wr_s16b(0);

	wr_u32b(playtime);

	wr_s32b(p_ptr->visit);

	wr_u32b(p_ptr->count);
}
Exemplo n.º 8
0
Arquivo: save.c Projeto: fph/mortsil
/*
 * Write an "item" record
 */
static void wr_item(const object_type *o_ptr)
{
	int i;
	
	wr_s16b(o_ptr->k_idx);

	wr_s16b(o_ptr->image_k_idx);

	/* Location */
	wr_byte(o_ptr->iy);
	wr_byte(o_ptr->ix);

	wr_byte(o_ptr->tval);
	wr_byte(o_ptr->sval);
	wr_s16b(o_ptr->pval);

	wr_byte(o_ptr->discount);

	wr_byte(o_ptr->number);
	wr_s16b(o_ptr->weight);

	wr_byte(o_ptr->name1);
	wr_byte(o_ptr->name2);

	wr_s16b(o_ptr->timeout);

	wr_s16b(o_ptr->att);
	wr_byte(o_ptr->dd);
	wr_byte(o_ptr->ds);
	wr_s16b(o_ptr->evn);	
	wr_byte(o_ptr->pd);		
	wr_byte(o_ptr->ps);		
	wr_byte(o_ptr->pickup);	

	wr_u32b(o_ptr->ident);

	wr_byte(o_ptr->marked);

	/* Held by monster index */
	wr_s16b(o_ptr->held_m_idx);

	/* Extra information */
	wr_byte(o_ptr->xtra1);

	// granted abilities
	wr_byte(o_ptr->abilities);
	for (i = 0; i < 8; i++)
	{
		wr_byte(o_ptr->skilltype[i]);
		wr_byte(o_ptr->abilitynum[i]);
	}
	
	// 8 spare bytes
	wr_u32b(0L);
	wr_u32b(0L);
		
	/* Save the inscription (if any) */
	if (o_ptr->obj_note)
	{
		wr_string(quark_str(o_ptr->obj_note));
	}
	else
	{
		wr_string("");
	}
}
Exemplo n.º 9
0
void wr_player(void)
{
	int i;

	wr_string(op_ptr->full_name);

	wr_string(p_ptr->died_from);

	wr_string(p_ptr->history);

	/* Race/Class/Gender/Spells */
	wr_byte(p_ptr->race->ridx);
	wr_byte(p_ptr->class->cidx);
	wr_byte(p_ptr->psex);
	wr_byte(op_ptr->name_suffix);

	wr_byte(p_ptr->hitdie);
	wr_byte(p_ptr->expfact);

	wr_s16b(p_ptr->age);
	wr_s16b(p_ptr->ht);
	wr_s16b(p_ptr->wt);

	/* Dump the stats (maximum and current and birth) */
	wr_byte(A_MAX);
	for (i = 0; i < A_MAX; ++i) wr_s16b(p_ptr->stat_max[i]);
	for (i = 0; i < A_MAX; ++i) wr_s16b(p_ptr->stat_cur[i]);
	for (i = 0; i < A_MAX; ++i) wr_s16b(p_ptr->stat_birth[i]);

	wr_s16b(p_ptr->ht_birth);
	wr_s16b(p_ptr->wt_birth);
	wr_s16b(0);
	wr_u32b(p_ptr->au_birth);

	/* Padding */
	wr_u32b(0);

	wr_u32b(p_ptr->au);


	wr_u32b(p_ptr->max_exp);
	wr_u32b(p_ptr->exp);
	wr_u16b(p_ptr->exp_frac);
	wr_s16b(p_ptr->lev);

	wr_s16b(p_ptr->mhp);
	wr_s16b(p_ptr->chp);
	wr_u16b(p_ptr->chp_frac);

	wr_s16b(p_ptr->msp);
	wr_s16b(p_ptr->csp);
	wr_u16b(p_ptr->csp_frac);

	/* Max Player and Dungeon Levels */
	wr_s16b(p_ptr->max_lev);
	wr_s16b(p_ptr->max_depth);

	/* More info */
	wr_s16b(0);	/* oops */
	wr_s16b(0);	/* oops */
	wr_s16b(0);	/* oops */
	wr_s16b(0);	/* oops */
	wr_byte(0);
	wr_byte(p_ptr->unignoring);
	wr_s16b(p_ptr->deep_descent);

	wr_s16b(p_ptr->food);
	wr_s16b(p_ptr->energy);
	wr_s16b(p_ptr->word_recall);
	wr_s16b(p_ptr->state.see_infra);
	wr_byte(p_ptr->confusing);
	wr_byte(p_ptr->searching);

	/* Find the number of timed effects */
	wr_byte(TMD_MAX);

	/* Read all the effects, in a loop */
	for (i = 0; i < TMD_MAX; i++)
		wr_s16b(p_ptr->timed[i]);

	/* Total energy used so far */
	wr_u32b(p_ptr->total_energy);
	/* # of turns spent resting */
	wr_u32b(p_ptr->resting_turn);

	/* Future use */
	for (i = 0; i < 8; i++) wr_u32b(0L);
}
Exemplo n.º 10
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief アイテムオブジェクトを書き込む / Write an "item" record
 * @param o_ptr アイテムオブジェクト保存元ポインタ
 * @return なし
 */
static void wr_item(object_type *o_ptr)
{
	u32b flags = 0x00000000;

	if (o_ptr->pval) flags |= SAVE_ITEM_PVAL;
	if (o_ptr->discount) flags |= SAVE_ITEM_DISCOUNT;
	if (o_ptr->number != 1) flags |= SAVE_ITEM_NUMBER;
	if (o_ptr->name1) flags |= SAVE_ITEM_NAME1;
	if (o_ptr->name2) flags |= SAVE_ITEM_NAME2;
	if (o_ptr->timeout) flags |= SAVE_ITEM_TIMEOUT;
	if (o_ptr->to_h) flags |= SAVE_ITEM_TO_H;
	if (o_ptr->to_d) flags |= SAVE_ITEM_TO_D;
	if (o_ptr->to_a) flags |= SAVE_ITEM_TO_A;
	if (o_ptr->ac) flags |= SAVE_ITEM_AC;
	if (o_ptr->dd) flags |= SAVE_ITEM_DD;
	if (o_ptr->ds) flags |= SAVE_ITEM_DS;
	if (o_ptr->ident) flags |= SAVE_ITEM_IDENT;
	if (o_ptr->marked) flags |= SAVE_ITEM_MARKED;
	if (o_ptr->art_flags[0]) flags |= SAVE_ITEM_ART_FLAGS0;
	if (o_ptr->art_flags[1]) flags |= SAVE_ITEM_ART_FLAGS1;
	if (o_ptr->art_flags[2]) flags |= SAVE_ITEM_ART_FLAGS2;
	if (o_ptr->art_flags[3]) flags |= SAVE_ITEM_ART_FLAGS3;
	if (o_ptr->art_flags[4]) flags |= SAVE_ITEM_ART_FLAGS4;
	if (o_ptr->curse_flags) flags |= SAVE_ITEM_CURSE_FLAGS;
	if (o_ptr->held_m_idx) flags |= SAVE_ITEM_HELD_M_IDX;
	if (o_ptr->xtra1) flags |= SAVE_ITEM_XTRA1;
	if (o_ptr->xtra2) flags |= SAVE_ITEM_XTRA2;
	if (o_ptr->xtra3) flags |= SAVE_ITEM_XTRA3;
	if (o_ptr->xtra4) flags |= SAVE_ITEM_XTRA4;
	if (o_ptr->xtra5) flags |= SAVE_ITEM_XTRA5;
	if (o_ptr->feeling) flags |= SAVE_ITEM_FEELING;
	if (o_ptr->inscription) flags |= SAVE_ITEM_INSCRIPTION;
	if (o_ptr->art_name) flags |= SAVE_ITEM_ART_NAME;

	/*** Item save flags ***/
	wr_u32b(flags);

	/*** Write only un-obvious elements ***/
	wr_s16b(o_ptr->k_idx);

	/* Location */
	wr_byte(o_ptr->iy);
	wr_byte(o_ptr->ix);

	if (flags & SAVE_ITEM_PVAL) wr_s16b(o_ptr->pval);

	if (flags & SAVE_ITEM_DISCOUNT) wr_byte(o_ptr->discount);
	if (flags & SAVE_ITEM_NUMBER) wr_byte(o_ptr->number);

	wr_s16b(o_ptr->weight);

	if (flags & SAVE_ITEM_NAME1) wr_byte(o_ptr->name1);
	if (flags & SAVE_ITEM_NAME2) wr_byte(o_ptr->name2);
	if (flags & SAVE_ITEM_TIMEOUT) wr_s16b(o_ptr->timeout);

	if (flags & SAVE_ITEM_TO_H) wr_s16b(o_ptr->to_h);
	if (flags & SAVE_ITEM_TO_D) wr_s16b(o_ptr->to_d);
	if (flags & SAVE_ITEM_TO_A) wr_s16b(o_ptr->to_a);
	if (flags & SAVE_ITEM_AC) wr_s16b(o_ptr->ac);
	if (flags & SAVE_ITEM_DD) wr_byte(o_ptr->dd);
	if (flags & SAVE_ITEM_DS) wr_byte(o_ptr->ds);

	if (flags & SAVE_ITEM_IDENT) wr_byte(o_ptr->ident);

	if (flags & SAVE_ITEM_MARKED) wr_byte(o_ptr->marked);

	if (flags & SAVE_ITEM_ART_FLAGS0) wr_u32b(o_ptr->art_flags[0]);
	if (flags & SAVE_ITEM_ART_FLAGS1) wr_u32b(o_ptr->art_flags[1]);
	if (flags & SAVE_ITEM_ART_FLAGS2) wr_u32b(o_ptr->art_flags[2]);
	if (flags & SAVE_ITEM_ART_FLAGS3) wr_u32b(o_ptr->art_flags[3]);
	if (flags & SAVE_ITEM_ART_FLAGS4) wr_u32b(o_ptr->art_flags[4]);

	if (flags & SAVE_ITEM_CURSE_FLAGS) wr_u32b(o_ptr->curse_flags);

	/* Held by monster index */
	if (flags & SAVE_ITEM_HELD_M_IDX) wr_s16b(o_ptr->held_m_idx);

	/* Extra information */
	if (flags & SAVE_ITEM_XTRA1) wr_byte(o_ptr->xtra1);
	if (flags & SAVE_ITEM_XTRA2) wr_byte(o_ptr->xtra2);
	if (flags & SAVE_ITEM_XTRA3) wr_byte(o_ptr->xtra3);
	if (flags & SAVE_ITEM_XTRA4) wr_s16b(o_ptr->xtra4);
	if (flags & SAVE_ITEM_XTRA5) wr_s16b(o_ptr->xtra5);

	/* Feelings */
	if (flags & SAVE_ITEM_FEELING) wr_byte(o_ptr->feeling);

	if (flags & SAVE_ITEM_INSCRIPTION) wr_string(quark_str(o_ptr->inscription));
	if (flags & SAVE_ITEM_ART_NAME) wr_string(quark_str(o_ptr->art_name));
}
Exemplo n.º 11
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief 現在フロアの書き込み /
 * Write the current dungeon (new method)
 * @return なし
 */
static bool wr_dungeon(void)
{
	saved_floor_type *cur_sf_ptr;
	int i;

	/* Forget the lite */
	forget_lite();

	/* Forget the view */
	forget_view();

	/* Forget the view */
	clear_mon_lite();

	/* Update lite/view */
	p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);

	/* Update monsters */
	p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);


	/*** Meta info ***/

	/* Number of floor_id used from birth */
	wr_s16b(max_floor_id);

	/* Current dungeon type */
	wr_byte(dungeon_type);


	/*** No saved floor (On the surface etc.) ***/
	if (!p_ptr->floor_id)
	{
		/* No array elements */
		wr_byte(0);

		/* Write the current floor data */
		wr_saved_floor(NULL);

		/* Success */
		return TRUE;
	}


	/*** In the dungeon ***/

	/* Number of array elements */
	wr_byte(MAX_SAVED_FLOORS);

	/* Write the saved_floors array */
	for (i = 0; i < MAX_SAVED_FLOORS; i++)
	{
		saved_floor_type *sf_ptr = &saved_floors[i];

		wr_s16b(sf_ptr->floor_id);
		wr_byte(sf_ptr->savefile_id);
		wr_s16b(sf_ptr->dun_level);
		wr_s32b(sf_ptr->last_visit);
		wr_u32b(sf_ptr->visit_mark);
		wr_s16b(sf_ptr->upper_floor_id);
		wr_s16b(sf_ptr->lower_floor_id);
	}

	/* Extract pointer to current floor */
	cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);

	/* Save current floor to temporal file */
	if (!save_floor(cur_sf_ptr, (SLF_SECOND))) return FALSE;

	/* Move data in temporal files to the savefile */
	for (i = 0; i < MAX_SAVED_FLOORS; i++)
	{
		saved_floor_type *sf_ptr = &saved_floors[i];

		/* Unused element */
		if (!sf_ptr->floor_id) continue;

		/* Load temporal saved floor file */
		if (load_floor(sf_ptr, (SLF_SECOND | SLF_NO_KILL)))
		{
			/* Mark success */
			wr_byte(0);

			/* Write saved floor data to the save file */
			wr_saved_floor(sf_ptr);
		}
		else
		{
			/* Mark failure */
			wr_byte(1);
		}
	}

	/* Restore current floor */
	if (!load_floor(cur_sf_ptr, (SLF_SECOND))) return FALSE;

	/* Success */
	return TRUE;
}
Exemplo n.º 12
0
/**
 * Write the "options"
 */
void wr_options(void)
{
    int i, k;
  
    u32b flag[8];
    u32b mask[8];
  
  
    /*** Timed Autosave (inspired by Zangband) ***/
    wr_byte(autosave);
    wr_s16b(autosave_freq);
  
  
    /*** Special Options ***/
  
    /* Write "delay_factor" */
    wr_byte((byte)op_ptr->delay_factor);
  
    /* Write "hitpoint_warn" */
    wr_byte((byte)op_ptr->hitpoint_warn);
  
    /* Write "panel_change" */
    wr_byte((byte)op_ptr->panel_change);
  
    /* Write lazymove delay */
    wr_u16b(lazymove_delay);
  
  
    /*** Normal options ***/
  
    /* Reset */
    for (i = 0; i < 8; i++)
    {
	flag[i] = 0L;
	mask[i] = 0L;
    }
  
    /* Analyze the options */
    for (i = 0; i < OPT_MAX; i++)
    {
	int os = i / 32;
	int ob = i % 32;
      
	/* Process real entries */
	if (!option_name(i)) continue;
	
	/* Set flag */
	if (op_ptr->opt[i])
	{
	    /* Set */
	    flag[os] |= (1L << ob);
	}
	  
	/* Set mask */
	mask[os] |= (1L << ob);
	
    }
  
    /* Dump the flags */
    for (i = 0; i < 8; i++) wr_u32b(flag[i]);
  
    /* Dump the masks */
    for (i = 0; i < 8; i++) wr_u32b(mask[i]);
  
  
    /*** Window options ***/
  
    /* Reset */
    for (i = 0; i < 8; i++)
    {
	/* Flags */
	flag[i] = op_ptr->window_flag[i];
      
	/* Mask */
	mask[i] = 0L;
      
	/* Build the mask */
	for (k = 0; k < 32; k++)
	{
	    /* Set mask */
	    if (window_flag_desc[k])
	    {
		mask[i] |= (1L << k);
	    }
	}
    }
  
    /* Dump the flags */
    for (i = 0; i < 8; i++) wr_u32b(flag[i]);
  
    /* Dump the masks */
    for (i = 0; i < 8; i++) wr_u32b(mask[i]);
}
Exemplo n.º 13
0
Arquivo: save.c Projeto: fph/mortsil
/*
 * Write some "extra" info
 */
static void wr_extra(void)
{
	int i, j;

	wr_string(op_ptr->full_name);

	wr_string(p_ptr->died_from);

	wr_string(p_ptr->history);

	/* Race/House/Sex */
	wr_byte(p_ptr->prace);
	wr_byte(p_ptr->phouse);
	wr_byte(p_ptr->psex);
	
	wr_s16b(p_ptr->game_type);

	/* Age/Height/Weight */
	wr_s16b(p_ptr->age);
	wr_s16b(p_ptr->ht);
	wr_s16b(p_ptr->wt);

	/* Dump the stats (maximum and current) */
	for (i = 0; i < A_MAX; ++i) wr_s16b(p_ptr->stat_base[i]);
	for (i = 0; i < A_MAX; ++i) wr_s16b(p_ptr->stat_drain[i]);

	/* Dump the skill bases */
	for (i = 0; i < S_MAX; ++i) wr_s16b(p_ptr->skill_base[i]);

	for (i = 0; i < S_MAX; ++i) 
	{
		for (j = 0; j < ABILITIES_MAX; ++j) 
		{
			wr_byte(p_ptr->innate_ability[i][j]);
			wr_byte(p_ptr->active_ability[i][j]);
		}
	}

	wr_s16b(p_ptr->last_attack_m_idx);	
	wr_s16b(p_ptr->consecutive_attacks);
	wr_s16b(p_ptr->bane_type);
	
	for (i = 0; i < ACTION_MAX; ++i) 
	{
		wr_byte(p_ptr->previous_action[i]);
	}
	wr_byte(p_ptr->focused);
	
	wr_s32b(p_ptr->new_exp);
	wr_s32b(p_ptr->exp);
	
	wr_s32b(p_ptr->encounter_exp);
	wr_s32b(p_ptr->kill_exp);
	wr_s32b(p_ptr->descent_exp);
	wr_s32b(p_ptr->ident_exp);
	
	wr_s16b(p_ptr->mhp);
	wr_s16b(p_ptr->chp);
	wr_u16b(p_ptr->chp_frac);

	wr_s16b(p_ptr->msp);
	wr_s16b(p_ptr->csp);
	wr_u16b(p_ptr->csp_frac);

	/* Max Dungeon Level */
	wr_s16b(p_ptr->max_depth);
	
	wr_u16b(p_ptr->staircasiness);

	/* More info */
	wr_s16b(p_ptr->sc);

	wr_byte(p_ptr->song1);
	wr_byte(p_ptr->song2);
	wr_s16b(p_ptr->song_duration);
	wr_s16b(p_ptr->wrath); 
	wr_s16b(p_ptr->blind);
	wr_s16b(p_ptr->entranced);
	wr_s16b(p_ptr->confused);
	wr_s16b(p_ptr->food);
	wr_u16b(p_ptr->stairs_taken);
	wr_u16b(p_ptr->forge_drought);
	wr_u16b(p_ptr->forge_count);
	wr_s16b(p_ptr->energy);
	wr_s16b(p_ptr->fast);
	wr_s16b(p_ptr->slow);
	wr_s16b(p_ptr->afraid);
	wr_s16b(p_ptr->cut);
	wr_s16b(p_ptr->stun);
	wr_s16b(p_ptr->poisoned);
	wr_s16b(p_ptr->image);
	wr_s16b(p_ptr->rage);
	wr_s16b(p_ptr->tmp_str);
	wr_s16b(p_ptr->tmp_dex);
	wr_s16b(p_ptr->tmp_con);
	wr_s16b(p_ptr->tmp_gra);
	wr_s16b(p_ptr->tim_invis);
	wr_s16b(p_ptr->word_recall);
	wr_s16b(p_ptr->darkened);
	wr_s16b(p_ptr->oppose_fire);
	wr_s16b(p_ptr->oppose_cold);
	wr_s16b(p_ptr->oppose_pois);

	wr_byte(p_ptr->stealth_mode);
	wr_byte(p_ptr->self_made_arts);

	// 20 spare bytes
	wr_byte(0);
	wr_byte(0);
	wr_byte(0);
	wr_byte(0);
	wr_u32b(0L);
	wr_u32b(0L);
	
	wr_u32b((p_ptr->loglive.i)[0]); //mortality info
	wr_u32b((p_ptr->loglive.i)[1]);
		
	/* Save item-quality squelch sub-menu */
	for (i = 0; i < SQUELCH_BYTES; i++) wr_byte(squelch_level[i]);

	/* Store the name of the current greater vault */
	wr_string(g_vault_name);

	/* Save the current number of special item types */
	wr_u16b(z_info->e_max);

	/* Save special item squelch settings */
	for (i = 0; i < z_info->e_max; i++)
	{
		ego_item_type *e_ptr = &e_info[i];
		byte tmp8u = 0;

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

		wr_byte(tmp8u);
	}

	/*Write the current number of auto-inscriptions*/
	wr_u16b(inscriptionsCount);

	/*Write the autoinscriptions array*/
	for(i = 0; i < inscriptionsCount; i++)
	{
		wr_s16b(inscriptions[i].kindIdx);
		wr_string(quark_str(inscriptions[i].inscriptionIdx));
	}

	// Greater vaults seen
	for (i = 0; i < MAX_GREATER_VAULTS; i++)
	{
		wr_s16b(p_ptr->greater_vaults[i]);
	}
	
	/* Random artefact version */
	wr_u32b(RANDART_VERSION);

	/* Random artefact seed */
	wr_u32b(seed_randart);

	/* Write the "object seeds" */
	wr_u32b(seed_flavor);

	/* Special stuff */
	wr_u16b(p_ptr->panic_save);
	wr_byte(p_ptr->truce);
	wr_byte(p_ptr->morgoth_hits);
	wr_byte(p_ptr->crown_hint);
	wr_byte(p_ptr->crown_shatter);
	wr_byte(p_ptr->cursed);
	wr_byte(p_ptr->on_the_run);
	wr_byte(p_ptr->morgoth_slain);
	wr_u16b(p_ptr->escaped);
	wr_u16b(p_ptr->noscore);
	wr_u16b(p_ptr->smithing_leftover);
	wr_byte(p_ptr->unique_forge_made);
	wr_byte(p_ptr->unique_forge_seen);

	/* Write death */
	wr_byte(p_ptr->is_dead);

	/* Write feeling */
	wr_byte(feeling);

	/* Turn of last "feeling" */
	wr_byte(do_feeling);

	/* Current turn */
	wr_s32b(turn);
	wr_s32b(playerturn);
}
Exemplo n.º 14
0
Arquivo: save.c Projeto: fph/mortsil
/*
 * Write the "options"
 */
static void wr_options(void)
{
	int i, k;

	u32b flag[8];
	u32b mask[8];
	u32b window_flag[ANGBAND_TERM_MAX];
	u32b window_mask[ANGBAND_TERM_MAX];


	/*** Special Options ***/

	/* Write "delay_factor" */
	wr_byte(op_ptr->delay_factor);

	/* Write "hitpoint_warn" */
	wr_byte(op_ptr->hitpoint_warn);

	// 8 spare bytes
	wr_u32b(0L);
	wr_u32b(0L);
		
	/*** Normal options ***/

	/* Reset */
	for (i = 0; i < 8; i++)
	{
		flag[i] = 0L;
		mask[i] = 0L;
	}

	/* Analyze the options */
	for (i = 0; i < OPT_MAX; i++)
	{
		int os = i / 32;
		int ob = i % 32;

		/* Process real entries */
		if (option_text[i])
		{
			/* Set flag */
			if (op_ptr->opt[i])
			{
				/* Set */
				flag[os] |= (1L << ob);
			}

			/* Set mask */
			mask[os] |= (1L << ob);
		}
	}

	/* Dump the flags */
	for (i = 0; i < 8; i++) wr_u32b(flag[i]);

	/* Dump the masks */
	for (i = 0; i < 8; i++) wr_u32b(mask[i]);


	/*** Window options ***/

	/* Reset */
	for (i = 0; i < ANGBAND_TERM_MAX; i++)
	{
		/* Flags */
		window_flag[i] = op_ptr->window_flag[i];

		/* Mask */
		window_mask[i] = 0L;

		/* Build the mask */
		for (k = 0; k < 32; k++)
		{
			/* Set mask */
			if (window_flag_desc[k])
			{
				window_mask[i] |= (1L << k);
			}
		}
	}

	/* Dump the flags */
	for (i = 0; i < ANGBAND_TERM_MAX; i++) wr_u32b(window_flag[i]);

	/* Dump the masks */
	for (i = 0; i < ANGBAND_TERM_MAX; i++) wr_u32b(window_mask[i]);
}
Exemplo n.º 15
0
/**
 * Write an "item" record
 */
static void wr_item(object_type * o_ptr)
{
	size_t i;

	wr_s16b(o_ptr->k_idx);

	/* Location */
	wr_byte(o_ptr->iy);
	wr_byte(o_ptr->ix);

	wr_byte(o_ptr->tval);
	wr_byte(o_ptr->sval);
	wr_s16b(o_ptr->pval);

	wr_byte(o_ptr->discount);
	wr_byte(o_ptr->number);
	wr_s16b(o_ptr->weight);

	wr_byte(o_ptr->name1);
	wr_byte(o_ptr->name2);
	wr_s16b(o_ptr->timeout);

	wr_s16b(o_ptr->to_h);
	wr_s16b(o_ptr->to_d);
	wr_s16b(o_ptr->to_a);
	wr_s16b(o_ptr->ac);
	wr_byte(o_ptr->dd);
	wr_byte(o_ptr->ds);

	wr_byte(o_ptr->ident);

	wr_byte(o_ptr->marked);

	wr_byte(o_ptr->origin);
	wr_byte(o_ptr->origin_stage);
	wr_u16b(o_ptr->origin_xtra);

	/* Flags */
	for (i = 0; i < OF_SIZE; i++)
		wr_byte(o_ptr->flags_obj[i]);
	for (i = 0; i < CF_SIZE; i++)
		wr_byte(o_ptr->flags_curse[i]);
	for (i = 0; i < CF_SIZE; i++)
		wr_byte(o_ptr->id_curse[i]);
	for (i = 0; i < OF_SIZE; i++)
		wr_byte(o_ptr->id_obj[i]);
	for (i = 0; i < IF_SIZE; i++)
		wr_byte(o_ptr->id_other[i]);

	/* Resists, bonuses, multiples -NRM- */
	for (i = 0; i < MAX_P_RES; i++)
		wr_byte(o_ptr->percent_res[i]);
	for (i = 0; i < A_MAX; i++)
		wr_byte(o_ptr->bonus_stat[i]);
	for (i = 0; i < MAX_P_BONUS; i++)
		wr_byte(o_ptr->bonus_other[i]);
	for (i = 0; i < MAX_P_SLAY; i++)
		wr_byte(o_ptr->multiple_slay[i]);
	for (i = 0; i < MAX_P_BRAND; i++)
		wr_byte(o_ptr->multiple_brand[i]);

	/* Held by monster index */
	wr_s16b(o_ptr->held_m_idx);

	/* Activation */
	wr_u16b(o_ptr->effect);
	wr_u16b(o_ptr->time.base);
	wr_u16b(o_ptr->time.dice);
	wr_u16b(o_ptr->time.sides);

	/* Feeling */
	wr_byte(o_ptr->feel);

	/* Save the inscription (if any) */
	if (o_ptr->note) {
		wr_string(quark_str(o_ptr->note));
	} else {
		wr_string("");
	}

	/* Expansion */
	wr_u32b(0);
}
Exemplo n.º 16
0
/**
 * Write some player info
 */
void wr_player(void)
{
	int i;

	wr_string(op_ptr->full_name);

	wr_string(p_ptr->died_from);

	wr_string(p_ptr->history);

	/* Race/Class/Gender/Spells */
	wr_byte(p_ptr->prace);
	wr_byte(p_ptr->pclass);
	wr_byte(p_ptr->psex);
	wr_byte(op_ptr->name_suffix);

	wr_byte(p_ptr->hitdie);
	wr_byte(0);

	wr_s16b(p_ptr->age);
	wr_s16b(p_ptr->ht);
	wr_s16b(p_ptr->wt);


	/* Dump the stats (maximum and current) */
	for (i = 0; i < A_MAX; ++i)
		wr_s16b(p_ptr->stat_max[i]);
	for (i = 0; i < A_MAX; ++i)
		wr_s16b(p_ptr->stat_cur[i]);
	for (i = 0; i < A_MAX; ++i)
		wr_s16b(p_ptr->stat_birth[i]);

	wr_s16b(p_ptr->ht_birth);
	wr_s16b(p_ptr->wt_birth);
	wr_s16b(p_ptr->sc_birth);
	wr_u32b(p_ptr->au_birth);

	/* Druid damage */
	for (i = 0; i < 12; ++i)
		wr_u16b(p_ptr->barehand_dam[i]);

	wr_u32b(p_ptr->au);

	wr_u32b(p_ptr->max_exp);
	wr_u32b(p_ptr->exp);
	wr_u16b(p_ptr->exp_frac);
	wr_s16b(p_ptr->lev);
	wr_s16b(p_ptr->home);

	wr_s16b(p_ptr->mhp);
	wr_s16b(p_ptr->chp);
	wr_u16b(p_ptr->chp_frac);

	wr_s16b(p_ptr->msp);
	wr_s16b(p_ptr->csp);
	wr_u16b(p_ptr->csp_frac);

	/* Max Player and Dungeon Levels */
	wr_s16b(p_ptr->max_lev);
	wr_byte(MAX_RECALL_PTS);
	for (i = 0; i < MAX_RECALL_PTS; i++)
		wr_s16b(p_ptr->recall[i]);
	wr_s16b(p_ptr->recall_pt);

	/* Game map and modes */
	wr_byte(p_ptr->map);
	wr_byte(GAME_MODE_MAX);
	for (i = 0; i < GAME_MODE_MAX; i++)
		wr_byte(p_ptr->game_mode[i]);

	/* More info */
	wr_s16b(p_ptr->speed_boost);	/* Specialty Fury */
	wr_s16b(p_ptr->heighten_power);	/* Specialty Heighten Magic */
	wr_s16b(p_ptr->sc);

	wr_s16b(p_ptr->food);
	wr_s16b(p_ptr->energy);
	wr_s16b(p_ptr->word_recall);
	wr_s16b(p_ptr->state.see_infra);

	/* Find the number of timed effects */
	wr_byte(TMD_MAX);

	/* Read all the effects, in a loop */
	for (i = 0; i < TMD_MAX; i++)
		wr_s16b(p_ptr->timed[i]);


	wr_u32b(p_ptr->special_attack);	/* Attack modifier flags. */
	wr_byte(0);					/* oops */
	wr_byte(0);					/* oops */
	wr_byte(p_ptr->black_breath);	/* Now used to store Black Breath. */
	wr_byte(p_ptr->searching);
	wr_byte(0);					/* formerly maximize */
	wr_byte(0);					/* formerly preserve */
	wr_byte(p_ptr->schange);	/* Now used to store shapechange. */

	/* Store the bones file selector, if the player is not dead. -LM- */
	if (!(p_ptr->is_dead))
		wr_byte(bones_selector);
	else
		wr_byte(0);

	/* Store the number of thefts on the level. -LM- */
	wr_byte(number_of_thefts_on_level);

	/* Store number of monster traps on this level. -LM- */
	wr_byte(num_trap_on_level);

	/* Store number of runes on this level, mana reserve for rune of mana. */
	wr_byte(RUNE_TAIL);
	for (i = 0; i < RUNE_TAIL; i++)
		wr_byte(num_runes_on_level[i]);
	wr_byte((byte) mana_reserve);

	wr_byte(p_ptr->themed_level);	/* Stores the current themed level. -LM- */

	/* Stores what themed levels have already appeared. -LM- */
	wr_u32b(p_ptr->themed_level_appeared);

	/* Specialty abilties */
	wr_byte(MAX_SPECIALTIES);
	for (i = 0; i < MAX_SPECIALTIES; i++)
		wr_byte(p_ptr->specialty_order[i]);

	/* Ignore some flags */
	wr_s16b(0L);				/* oops */

	/* Expansion */
	wr_u32b(0);
	wr_u32b(0);
}
Exemplo n.º 17
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief セーブデータの書き込み /
 * Actually write a save-file
 * @return 成功すればtrue
 */
static bool wr_savefile_new(void)
{
	int        i, j;

	u32b              now;

	byte            tmp8u;
	u16b            tmp16u;


	/* Compact the objects */
	compact_objects(0);
	/* Compact the monsters */
	compact_monsters(0);

	/* Guess at the current time */
	now = time((time_t *)0);


	/* Note the operating system */
	sf_system = 0L;

	/* Note when the file was saved */
	sf_when = now;

	/* Note the number of saves */
	sf_saves++;


	/*** Actually write the file ***/

	/* Dump the file header */
	xor_byte = 0;
	wr_byte(FAKE_VER_MAJOR);
	xor_byte = 0;
	wr_byte(FAKE_VER_MINOR);
	xor_byte = 0;
	wr_byte(FAKE_VER_PATCH);
	xor_byte = 0;

	/* Initial value of xor_byte */
	tmp8u = (byte)Rand_external(256);
	wr_byte(tmp8u);


	/* Reset the checksum */
	v_stamp = 0L;
	x_stamp = 0L;

	/* Write the savefile version for Hengband 1.1.1 and later */
	wr_byte(H_VER_EXTRA);
	wr_byte(H_VER_PATCH);
	wr_byte(H_VER_MINOR);
	wr_byte(H_VER_MAJOR);

	/* Operating system */
	wr_u32b(sf_system);


	/* Time file last saved */
	wr_u32b(sf_when);

	/* Number of past lives */
	wr_u16b(sf_lives);

	/* Number of times saved */
	wr_u16b(sf_saves);


	/* Space */
	wr_u32b(0L);
	wr_u16b(0);
	wr_byte(0);

#ifdef JP
# ifdef EUC
	/* EUC kanji code */
	wr_byte(2);
# endif
# ifdef SJIS
	/* SJIS kanji code */
	wr_byte(3);
# endif
#else
	/* ASCII */
	wr_byte(1);
#endif

	/* Write the RNG state */
	wr_randomizer();


	/* Write the boolean "options" */
	wr_options();


	/* Dump the number of "messages" */
	tmp16u = message_num();
	if (compress_savefile && (tmp16u > 40)) tmp16u = 40;
	wr_u16b(tmp16u);

	/* Dump the messages (oldest first!) */
	for (i = tmp16u - 1; i >= 0; i--)
	{
		wr_string(message_str((s16b)i));
	}


	/* Dump the monster lore */
	tmp16u = max_r_idx;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++) wr_lore(i);


	/* Dump the object memory */
	tmp16u = max_k_idx;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++) wr_xtra(i);

	/* Dump the towns */
	tmp16u = max_towns;
	wr_u16b(tmp16u);

	/* Dump the quests */
	tmp16u = max_quests;
	wr_u16b(tmp16u);

	/* Dump the quests */
	tmp8u = MAX_RANDOM_QUEST-MIN_RANDOM_QUEST;
	wr_byte(tmp8u);

	for (i = 0; i < max_quests; i++)
	{
		quest_type* const q_ptr = &quest[i];

		/* Save status for every quest */
		wr_s16b(q_ptr->status);

		/* And the dungeon level too */
		/* (prevents problems with multi-level quests) */
		wr_s16b(q_ptr->level);

		wr_byte(q_ptr->complev);
		wr_u32b(q_ptr->comptime);

		/* Save quest status if quest is running */
		if (q_ptr->status == QUEST_STATUS_TAKEN || q_ptr->status == QUEST_STATUS_COMPLETED || !is_fixed_quest_idx(i))
		{
			wr_s16b(q_ptr->cur_num);
			wr_s16b(q_ptr->max_num);
			wr_s16b(q_ptr->type);
			wr_s16b(q_ptr->r_idx);
			wr_s16b(q_ptr->k_idx);
			wr_byte(q_ptr->flags);
			wr_byte(q_ptr->dungeon);
		}
	}

	/* Dump the position in the wilderness */
	wr_s32b(p_ptr->wilderness_x);
	wr_s32b(p_ptr->wilderness_y);

	wr_byte(p_ptr->wild_mode);
	wr_byte(ambush_flag);

	wr_s32b(max_wild_x);
	wr_s32b(max_wild_y);

	/* Dump the wilderness seeds */
	for (i = 0; i < max_wild_x; i++)
	{
		for (j = 0; j < max_wild_y; j++)
		{
			wr_u32b(wilderness[j][i].seed);
		}
	}

	/* Hack -- Dump the artifacts */
	tmp16u = max_a_idx;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++)
	{
		artifact_type *a_ptr = &a_info[i];
		wr_byte(a_ptr->cur_num);
		wr_s16b(a_ptr->floor_id);
	}



	/* Write the "extra" information */
	wr_extra();

	/* Dump the "player hp" entries */
	tmp16u = PY_MAX_LEVEL;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++)
	{
		wr_s16b(p_ptr->player_hp[i]);
	}


	/* Write spell data */
	wr_u32b(p_ptr->spell_learned1);
	wr_u32b(p_ptr->spell_learned2);
	wr_u32b(p_ptr->spell_worked1);
	wr_u32b(p_ptr->spell_worked2);
	wr_u32b(p_ptr->spell_forgotten1);
	wr_u32b(p_ptr->spell_forgotten2);

	wr_s16b(p_ptr->learned_spells);
	wr_s16b(p_ptr->add_spells);

	/* Dump the ordered spells */
	for (i = 0; i < 64; i++)
	{
		wr_byte(p_ptr->spell_order[i]);
	}


	/* Write the inventory */
	for (i = 0; i < INVEN_TOTAL; i++)
	{
		object_type *o_ptr = &inventory[i];

		/* Skip non-objects */
		if (!o_ptr->k_idx) continue;

		/* Dump index */
		wr_u16b((u16b)i);

		/* Dump object */
		wr_item(o_ptr);
	}

	/* Add a sentinel */
	wr_u16b(0xFFFF);

	/* Note the towns */
	tmp16u = max_towns;
	wr_u16b(tmp16u);

	/* Note the stores */
	tmp16u = MAX_STORES;
	wr_u16b(tmp16u);

	/* Dump the stores of all towns */
	for (i = 1; i < max_towns; i++)
	{
		for (j = 0; j < MAX_STORES; j++)
		{
			wr_store(&town[i].store[j]);
		}
	}

	/* Write the pet command settings */
	wr_s16b(p_ptr->pet_follow_distance);
	wr_s16b(p_ptr->pet_extra_flags);

	/* Write screen dump for sending score */
	if (screen_dump && (p_ptr->wait_report_score || !p_ptr->is_dead))
	{
		wr_string(screen_dump);
	}
	else
	{
		wr_string("");
	}

	/* Player is not dead, write the dungeon */
	if (!p_ptr->is_dead)
	{
		/* Dump the dungeon */
		if (!wr_dungeon()) return FALSE;

		/* Dump the ghost */
		wr_ghost();

		/* No scripts */
		wr_s32b(0);
	}


	/* Write the "value check-sum" */
	wr_u32b(v_stamp);

	/* Write the "encoded checksum" */
	wr_u32b(x_stamp);


	/* Error in save */
	if (ferror(fff) || (fflush(fff) == EOF)) return FALSE;

	/* Successful save */
	return TRUE;
}
Exemplo n.º 18
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief モンスター情報を書き込む / Write a "monster" record
 * @param m_ptr モンスター情報保存元ポインタ
 * @return なし
 */
static void wr_monster(monster_type *m_ptr)
{
	u32b flags = 0x00000000;
	byte tmp8u;

	if (!is_original_ap(m_ptr)) flags |= SAVE_MON_AP_R_IDX;
	if (m_ptr->sub_align) flags |= SAVE_MON_SUB_ALIGN;
	if (MON_CSLEEP(m_ptr)) flags |= SAVE_MON_CSLEEP;
	if (MON_FAST(m_ptr)) flags |= SAVE_MON_FAST;
	if (MON_SLOW(m_ptr)) flags |= SAVE_MON_SLOW;
	if (MON_STUNNED(m_ptr)) flags |= SAVE_MON_STUNNED;
	if (MON_CONFUSED(m_ptr)) flags |= SAVE_MON_CONFUSED;
	if (MON_MONFEAR(m_ptr)) flags |= SAVE_MON_MONFEAR;
	if (m_ptr->target_y) flags |= SAVE_MON_TARGET_Y;
	if (m_ptr->target_x) flags |= SAVE_MON_TARGET_X;
	if (MON_INVULNER(m_ptr)) flags |= SAVE_MON_INVULNER;
	if (m_ptr->smart) flags |= SAVE_MON_SMART;
	if (m_ptr->exp) flags |= SAVE_MON_EXP;
	if (m_ptr->mflag2) flags |= SAVE_MON_MFLAG2;
	if (m_ptr->nickname) flags |= SAVE_MON_NICKNAME;
	if (m_ptr->parent_m_idx) flags |= SAVE_MON_PARENT;

	/*** Monster save flags ***/
	wr_u32b(flags);

	/*** Write only un-obvious elements ***/
	wr_s16b(m_ptr->r_idx);
	wr_byte(m_ptr->fy);
	wr_byte(m_ptr->fx);
	wr_s16b(m_ptr->hp);
	wr_s16b(m_ptr->maxhp);
	wr_s16b(m_ptr->max_maxhp);
	wr_u32b(m_ptr->dealt_damage);
	

	/* Monster race index of its appearance */
	if (flags & SAVE_MON_AP_R_IDX) wr_s16b(m_ptr->ap_r_idx);

	if (flags & SAVE_MON_SUB_ALIGN) wr_byte(m_ptr->sub_align);
	if (flags & SAVE_MON_CSLEEP) wr_s16b(m_ptr->mtimed[MTIMED_CSLEEP]);

	wr_byte(m_ptr->mspeed);
	wr_s16b(m_ptr->energy_need);

	if (flags & SAVE_MON_FAST)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_FAST];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_SLOW)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_SLOW];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_STUNNED)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_STUNNED];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_CONFUSED)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_CONFUSED];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_MONFEAR)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_MONFEAR];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_TARGET_Y) wr_s16b(m_ptr->target_y);
	if (flags & SAVE_MON_TARGET_X) wr_s16b(m_ptr->target_x);
	if (flags & SAVE_MON_INVULNER)
	{
		tmp8u = (byte)m_ptr->mtimed[MTIMED_INVULNER];
		wr_byte(tmp8u);
	}
	if (flags & SAVE_MON_SMART) wr_u32b(m_ptr->smart);
	if (flags & SAVE_MON_EXP) wr_u32b(m_ptr->exp);
	if (flags & SAVE_MON_MFLAG2) wr_byte(m_ptr->mflag2);
	if (flags & SAVE_MON_NICKNAME) wr_string(quark_str(m_ptr->nickname));
	if (flags & SAVE_MON_PARENT) wr_s16b(m_ptr->parent_m_idx);
}
Exemplo n.º 19
0
Arquivo: save.c Projeto: dis-/hengband
/*!
 * @brief ゲームオプション情報を書き込む / Write the "options"
 * @return なし
 */
static void wr_options(void)
{
	int i;

	u16b c;


	/*** Oops ***/

	/* Oops */
	for (i = 0; i < 4; i++) wr_u32b(0L);


	/*** Special Options ***/

	/* Write "delay_factor" */
	wr_byte(delay_factor);

	/* Write "hitpoint_warn" */
	wr_byte(hitpoint_warn);

	/* Write "mana_warn" */
	wr_byte(mana_warn);

	/*** Cheating options ***/

	c = 0;

	if (p_ptr->wizard) c |= 0x0002;

	if (cheat_peek) c |= 0x0100;
	if (cheat_hear) c |= 0x0200;
	if (cheat_room) c |= 0x0400;
	if (cheat_xtra) c |= 0x0800;
	if (cheat_know) c |= 0x1000;
	if (cheat_live) c |= 0x2000;
	if (cheat_save) c |= 0x4000;

	wr_u16b(c);

	/* Autosave info */
	wr_byte(autosave_l);
	wr_byte(autosave_t);
	wr_s16b(autosave_freq);

	/*** Extract options ***/

	/* Analyze the options */
	for (i = 0; option_info[i].o_desc; i++)
	{
		int os = option_info[i].o_set;
		int ob = option_info[i].o_bit;

		/* Process real entries */
		if (option_info[i].o_var)
		{
			/* Set */
			if (*option_info[i].o_var)
			{
				/* Set */
				option_flag[os] |= (1L << ob);
			}

			/* Clear */
			else
			{
				/* Clear */
				option_flag[os] &= ~(1L << ob);
			}
		}
	}


	/*** Normal options ***/

	/* Dump the flags */
	for (i = 0; i < 8; i++) wr_u32b(option_flag[i]);

	/* Dump the masks */
	for (i = 0; i < 8; i++) wr_u32b(option_mask[i]);


	/*** Window options ***/

	/* Dump the flags */
	for (i = 0; i < 8; i++) wr_u32b(window_flag[i]);

	/* Dump the masks */
	for (i = 0; i < 8; i++) wr_u32b(window_mask[i]);
}
Exemplo n.º 20
0
void wr_s32b(s32b v)
{
	wr_u32b((u32b)v);
}
Exemplo n.º 21
0
Arquivo: save.c Projeto: fph/mortsil
/*
 * Actually write a save-file
 */
static bool wr_savefile(void)
{
	int i;

	u32b now;

	u16b tmp16u;


	/* Guess at the current time */
	now = time((time_t *)0);


	/* Note the operating system */
	sf_xtra = 0L;

	/* Note when the file was saved */
	sf_when = now;

	/* Note the number of saves */
	sf_saves++;


	/*** Actually write the file ***/

	/* Dump the file header */
	xor_byte = 0;
	wr_byte(VERSION_MAJOR);
	xor_byte = 0;
	wr_byte(VERSION_MINOR);
	xor_byte = 0;
	wr_byte(VERSION_PATCH);
	xor_byte = 0;
	wr_byte(VERSION_EXTRA);


	/* Reset the checksum */
	v_stamp = 0L;
	x_stamp = 0L;


	/* Operating system */
	wr_u32b(sf_xtra);

	/* Time file last saved */
	wr_u32b(sf_when);

	/* Number of past lives */
	wr_u16b(sf_lives);

	/* Number of times saved */
	wr_u16b(sf_saves);

	// 8 spare bytes
	wr_u32b(0L);
	wr_u32b(0L);

	/* Write the RNG state */
	wr_randomizer();

	/* Write the boolean "options" */
	wr_options();

	/* Dump the number of "messages" */
	tmp16u = message_num();
	wr_u16b(tmp16u);

	/* Dump the messages (oldest first!) */
	for (i = tmp16u - 1; i >= 0; i--)
	{
		wr_string(message_str((s16b)i));
		wr_u16b(message_type((s16b)i));
	}


	/* Dump the monster lore */
	tmp16u = z_info->r_max;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++) wr_lore(i);

	/* Dump the object memory */
	tmp16u = z_info->k_max;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++) wr_xtra(i);

	/* Hack -- Dump the artefacts */
	tmp16u = z_info->art_max;
	wr_u16b(tmp16u);
	for (i = 0; i < tmp16u; i++)
	{
		artefact_type *a_ptr = &a_info[i];
		wr_byte(a_ptr->cur_num);
		wr_byte(a_ptr->found_num);
	}

	/* Write the "extra" information */
	wr_extra();

	/*Write the randarts*/
	wr_randarts();

	/*Copy the notes file into the savefile*/
	wr_notes();

	// Write the smithing item
	wr_item(smith_o_ptr);
	
	/* Write the inventory */
	for (i = 0; i < INVEN_TOTAL; i++)
	{
		object_type *o_ptr = &inventory[i];

		/* Skip non-objects */
		if (!o_ptr->k_idx) continue;

		/* Dump index */
		wr_u16b((u16b)i);

		/* Dump object */
		wr_item(o_ptr);
	}

	/* Add a sentinel */
	wr_u16b(0xFFFF);

	/* Player is not dead, write the dungeon */
	if (!p_ptr->is_dead)
	{
		/* Dump the dungeon */
		wr_dungeon();
	}


	/* Write the "value check-sum" */
	wr_u32b(v_stamp);

	/* Write the "encoded checksum" */
	wr_u32b(x_stamp);


	/* Error in save */
	if (ferror(fff) || (fflush(fff) == EOF)) return FALSE;

	/* Successful save */
	return TRUE;
}