Mercurial > hg > early-roguelike
annotate rogue3/chase.c @ 112:ee250e3646fd
Don't truncate player name in savefile name or log message.
The player name is stored in whoami[], which is length 80 in most games
(1024 in rogue5). Only the first 10 chars were used to create
file_name, because that buffer is the same length. Increasing the size
of file_name to 256 permits using all of whoami.
The name is also no longer truncated to 20 chars when writing the log.
All games should now be able to handle 79-character names without
collisions. Anything more would break save compatibility.
author | John "Elwin" Edwards |
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date | Sun, 23 Mar 2014 21:27:14 -0700 |
parents | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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1 /* |
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2 * Code for one object to chase another |
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3 * |
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4 * @(#)chase.c 3.17 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include "rogue.h" |
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15 |
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16 coord ch_ret; /* Where chasing takes you */ |
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17 |
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18 /* |
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19 * runners: |
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20 * Make all the running monsters move. |
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21 */ |
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22 |
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23 void |
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24 runners() |
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25 { |
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26 struct linked_list *item; |
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27 struct thing *tp; |
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28 |
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29 for (item = mlist; item != NULL;) |
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30 { |
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31 tp = (struct thing *) ldata(item); |
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32 item = next(item); |
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33 if (off(*tp, ISHELD) && on(*tp, ISRUN)) |
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34 { |
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35 if (off(*tp, ISSLOW) || tp->t_turn) |
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36 if (do_chase(tp) == -1) |
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37 continue; |
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38 if (on(*tp, ISHASTE)) |
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39 if (do_chase(tp) == -1) |
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40 continue; |
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41 tp->t_turn ^= TRUE; |
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42 } |
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43 } |
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44 } |
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45 |
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46 /* |
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47 * do_chase: |
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48 * Make one thing chase another. |
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49 */ |
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50 |
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51 int |
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52 do_chase(struct thing *th) |
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53 { |
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54 struct room *rer, *ree; /* room of chaser, room of chasee */ |
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55 int mindist = 32767, i, dist; |
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56 int stoprun = FALSE; /* TRUE means we are there */ |
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57 int sch; |
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58 coord this; /* Temporary destination for chaser */ |
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59 |
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60 rer = roomin(&th->t_pos); /* Find room of chaser */ |
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61 ree = roomin(th->t_dest); /* Find room of chasee */ |
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62 /* |
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63 * We don't count doors as inside rooms for this routine |
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64 */ |
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65 if (mvwinch(stdscr, th->t_pos.y, th->t_pos.x) == DOOR) |
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66 rer = NULL; |
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67 this = *th->t_dest; |
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68 /* |
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69 * If the object of our desire is in a different room, |
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70 * than we are and we ar not in a corridor, run to the |
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71 * door nearest to our goal. |
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72 */ |
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73 if (rer != NULL && rer != ree) |
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74 for (i = 0; i < rer->r_nexits; i++) /* loop through doors */ |
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75 { |
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76 dist = DISTANCE(th->t_dest->y, th->t_dest->x, |
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77 rer->r_exit[i].y, rer->r_exit[i].x); |
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78 if (dist < mindist) /* minimize distance */ |
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79 { |
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80 this = rer->r_exit[i]; |
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81 mindist = dist; |
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82 } |
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83 } |
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84 /* |
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85 * this now contains what we want to run to this time |
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86 * so we run to it. If we hit it we either want to fight it |
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87 * or stop running |
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88 */ |
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89 if (!chase(th, &this)) |
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90 { |
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91 if (ce(this, hero)) |
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92 { |
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93 return( attack(th) ); |
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94 } |
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95 else if (th->t_type != 'F') |
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96 stoprun = TRUE; |
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97 } |
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98 else if (th->t_type == 'F') |
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99 return(0); |
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100 mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch); |
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101 sch = mvwinch(cw, ch_ret.y, ch_ret.x); |
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102 if (rer != NULL && (rer->r_flags & ISDARK) && sch == FLOOR |
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103 && DISTANCE(ch_ret.y, ch_ret.x, th->t_pos.y, th->t_pos.x) < 3 |
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104 && off(player, ISBLIND)) |
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105 th->t_oldch = ' '; |