Mercurial > hg > early-roguelike
annotate rogue3/misc.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 | e7862a021609 |
rev | line source |
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1 /* |
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2 * all sorts of miscellaneous routines |
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3 * |
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4 * @(#)misc.c 3.13 (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 #include <ctype.h> |
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16 |
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17 /* |
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18 * tr_name: |
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19 * print the name of a trap |
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20 */ |
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21 |
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22 char * |
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23 tr_name(int ch) |
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24 { |
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25 char *s = ""; |
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26 |
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27 switch (ch) |
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28 { |
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29 case TRAPDOOR: |
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30 s = terse ? "A trapdoor." : "You found a trapdoor."; |
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31 when BEARTRAP: |
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32 s = terse ? "A beartrap." : "You found a beartrap."; |
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33 when SLEEPTRAP: |
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34 s = terse ? "A sleeping gas trap.":"You found a sleeping gas trap."; |
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35 when ARROWTRAP: |
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36 s = terse ? "An arrow trap." : "You found an arrow trap."; |
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37 when TELTRAP: |
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38 s = terse ? "A teleport trap." : "You found a teleport trap."; |
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39 when DARTTRAP: |
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40 s = terse ? "A dart trap." : "You found a poison dart trap."; |
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41 } |
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42 return s; |
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43 } |
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44 |
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45 /* |
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46 * Look: |
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47 * A quick glance all around the player |
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48 */ |
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49 |
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50 void |
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51 look(int wakeup) |
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52 { |
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53 int x, y; |
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54 int ch; |
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55 int oldx, oldy; |
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56 int inpass; |
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57 int passcount = 0; |
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58 struct room *rp; |
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59 int ey, ex; |
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60 |
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61 getyx(cw, oldy, oldx); |
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62 if (oldrp != NULL && (oldrp->r_flags & ISDARK) && off(player, ISBLIND)) |
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63 { |
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64 for (x = oldpos.x - 1; x <= oldpos.x + 1; x++) |
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65 for (y = oldpos.y - 1; y <= oldpos.y + 1; y++) |
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66 if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) |
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67 mvwaddch(cw, y, x, ' '); |
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68 } |
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69 inpass = ((rp = roomin(&hero)) == NULL); |
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70 ey = hero.y + 1; |
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71 ex = hero.x + 1; |
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72 for (x = hero.x - 1; x <= ex; x++) |
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73 if (x >= 0 && x < COLS) for (y = hero.y - 1; y <= ey; y++) |
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74 { |
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75 if (y <= 0 || y >= LINES - 1) |
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76 continue; |
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77 if (isupper(mvwinch(mw, y, x))) |
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78 { |
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79 struct linked_list *it; |
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80 struct thing *tp; |
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81 |
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82 if (wakeup) |
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83 it = wake_monster(y, x); |
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84 else |
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85 it = find_mons(y, x); |
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86 tp = (struct thing *) ldata(it); |
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87 if ((tp->t_oldch = mvinch(y, x)) == TRAP) |
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88 tp->t_oldch = |
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89 (trap_at(y,x)->tr_flags&ISFOUND) ? TRAP : FLOOR; |
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90 if (tp->t_oldch == FLOOR && (rp != NULL) && (rp->r_flags & ISDARK) |
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91 && off(player, ISBLIND)) |
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92 tp->t_oldch = ' '; |
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93 } |
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94 /* |
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95 * Secret doors show as walls |
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96 */ |
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97 if ((ch = show(y, x)) == SECRETDOOR) |
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98 ch = secretdoor(y, x); |
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99 /* |
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100 * Don't show room walls if he is in a passage |
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101 */ |
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102 if (off(player, ISBLIND)) |
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103 { |
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104 if (y == hero.y && x == hero.x |
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105 || (inpass && (ch == '-' || ch == '|'))) |
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