Mercurial > hg > early-roguelike
annotate rogue3/weapons.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 | 84651832f967 |
children | 0250220d8cdd |
rev | line source |
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0
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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3 * |
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4 * @(#)weapons.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 <ctype.h> |
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15 #include <string.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NONE 100 |
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19 |
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20 char *w_names[MAXWEAPONS] = { |
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21 "mace", |
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22 "long sword", |
89
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23 "short bow", |
0
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24 "arrow", |
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25 "dagger", |
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26 "rock", |
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27 "two handed sword", |
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28 "sling", |
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29 "dart", |
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30 "crossbow", |
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31 "crossbow bolt", |
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32 "spear", |
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33 }; |
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34 |
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35 static struct init_weps { |
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36 char *iw_dam; |
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37 char *iw_hrl; |
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38 int iw_launch; |
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39 int iw_flags; |
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40 } init_dam[MAXWEAPONS] = { |
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41 "2d4", "1d3", NONE, 0, /* Mace */ |
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42 "1d10", "1d2", NONE,0, /* Long sword */ |
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43 "1d1", "1d1", NONE, 0, /* Bow */ |
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44 "1d1", "1d6", BOW, ISMANY|ISMISL, /* Arrow */ |
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45 "1d6", "1d4", NONE, ISMISL, /* Dagger */ |
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46 "1d2", "1d4", SLING,ISMANY|ISMISL, /* Rock */ |
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47 "3d6", "1d2", NONE, 0, /* 2h sword */ |
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48 "0d0", "0d0", NONE, 0, /* Sling */ |
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49 "1d1", "1d3", NONE, ISMANY|ISMISL, /* Dart */ |
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50 "1d1", "1d1", NONE, 0, /* Crossbow */ |
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51 "1d2", "1d10", CROSSBOW, ISMANY|ISMISL,/* Crossbow bolt */ |
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52 "1d8", "1d6", NONE, ISMISL, /* Spear */ |
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53 }; |
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54 |
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55 /* |
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56 * missile: |
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57 * Fire a missile in a given direction |
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58 */ |
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59 |
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60 void |
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61 missile(int ydelta, int xdelta) |
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62 { |
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63 struct object *obj; |
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64 struct linked_list *item, *nitem; |
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65 |
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66 /* |
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67 * Get which thing we are hurling |
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68 */ |
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69 if ((item = get_item("throw", WEAPON)) == NULL) |
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70 return; |
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71 obj = (struct object *) ldata(item); |
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72 if (!dropcheck(obj) || is_current(obj)) |
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73 return; |
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74 /* |
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75 * Get rid of the thing. If it is a non-multiple item object, or |
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76 * if it is the last thing, just drop it. Otherwise, create a new |
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77 * item with a count of one. |
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78 */ |
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79 if (obj->o_count < 2) |
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80 { |
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81 detach(pack, item); |
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82 inpack--; |
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83 } |
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84 else |
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85 { |
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86 obj->o_count--; |
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87 if (obj->o_group == 0) |
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88 inpack--; |
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89 nitem = (struct linked_list *) new_item(sizeof *obj); |
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90 obj = (struct object *) ldata(nitem); |
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91 *obj = *((struct object *) ldata(item)); |
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92 obj->o_count = 1; |
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93 item = nitem; |
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94 } |
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95 do_motion(obj, ydelta, xdelta); |
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96 /* |
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97 * AHA! Here it has hit something. If it is a wall or a door, |
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98 * or if it misses (combat) the mosnter, put it on the floor |
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99 */ |
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100 if (!isupper(mvwinch(mw, obj->o_pos.y, obj->o_pos.x)) |
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101 || !hit_monster(unc(obj->o_pos), obj)) |
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102 fall(item, TRUE); |
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103 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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