Mercurial > hg > early-roguelike
annotate rogue3/potions.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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0
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1 /* |
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2 * @(#)potions.c 3.1 3.1 5/7/81 |
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3 * Function(s) for dealing with potions |
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4 * |
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5 * Rogue: Exploring the Dungeons of Doom |
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6 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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7 * All rights reserved. |
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8 * |
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9 * See the file LICENSE.TXT for full copyright and licensing information. |
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10 */ |
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11 |
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12 #include "curses.h" |
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13 #include <stdlib.h> |
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14 #include <string.h> |
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15 #include "rogue.h" |
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16 |
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17 void |
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18 quaff() |
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19 { |
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20 struct object *obj; |
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21 struct linked_list *item, *titem; |
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22 struct thing *th; |
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23 char buf[80]; |
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24 |
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25 item = get_item("quaff", POTION); |
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26 /* |
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27 * Make certain that it is somethings that we want to drink |
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28 */ |
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29 if (item == NULL) |
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30 return; |
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31 obj = (struct object *) ldata(item); |
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32 if (obj->o_type != POTION) |
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33 { |
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34 if (!terse) |
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35 msg("Yuk! Why would you want to drink that?"); |
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36 else |
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37 msg("That's undrinkable"); |
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38 return; |
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39 } |
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40 if (obj == cur_weapon) |
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41 cur_weapon = NULL; |
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42 |
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43 /* |
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44 * Calculate the effect it has on the poor guy. |
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45 */ |
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46 switch(obj->o_which) |
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47 { |
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48 case P_CONFUSE: |
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49 if (off(player, ISHUH)) |
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50 msg("Wait, what's going on here. Huh? What? Who?"); |
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51 |
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52 if (on(player, ISHUH)) |
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53 lengthen(unconfuse, rnd(8)+HUHDURATION); |
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54 else |
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55 fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER); |
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56 |
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57 player.t_flags |= ISHUH; |
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58 p_know[P_CONFUSE] = TRUE; |
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59 when P_POISON: |
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60 if (!ISWEARING(R_SUSTSTR)) |
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61 { |
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62 chg_str(-(rnd(3)+1)); |
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63 msg("You feel very sick now."); |
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64 } |
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65 else |
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66 msg("You feel momentarily sick"); |
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67 p_know[P_POISON] = TRUE; |
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68 when P_HEALING: |
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69 if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp) |
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70 pstats.s_hpt = ++max_hp; |
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71 msg("You begin to feel better."); |
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72 sight(); |
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73 p_know[P_HEALING] = TRUE; |
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74 when P_STRENGTH: |
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75 msg("You feel stronger, now. What bulging muscles!"); |
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76 chg_str(1); |
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77 p_know[P_STRENGTH] = TRUE; |
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78 when P_MFIND: |
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79 /* |
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80 * Potion of monster detection, if there are monters, detect them |
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81 */ |
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82 if (mlist != NULL) |
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83 { |
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84 wclear(hw); |
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85 overwrite(mw, hw); |
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86 show_win(hw, |
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87 "You begin to sense the presence of monsters.--More--"); |
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88 p_know[P_MFIND] = TRUE; |
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89 } |
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90 else |
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91 msg("You have a strange feeling for a moment, then it passes."); |
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92 when P_TFIND: |
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93 /* |
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94 * Potion of magic detection. Show the potions and scrolls |
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95 */ |
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96 if (lvl_obj != NULL) |
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97 { |
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98 struct linked_list *mobj; |
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99 struct object *tp; |
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100 int show; |
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101 |
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102 show = FALSE; |
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103 wclear(hw); |
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104 for (mobj = lvl_obj; mobj != NULL; mobj = next(mobj)) |