Mercurial > hg > early-roguelike
annotate rogue4/extern.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 | ea7372f5d314 |
children | e7aab31362af |
rev | line source |
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12
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1 /* |
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2 * global variable initializaton |
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3 * |
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4 * @(#)extern.c 4.32 (Berkeley) 4/1/82 |
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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, 1982 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 bool after; /* True if we want after daemons */ |
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17 bool noscore; /* Was a wizard sometime */ |
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18 bool s_know[MAXSCROLLS]; /* Does he know what a scroll does */ |
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19 bool p_know[MAXPOTIONS]; /* Does he know what a potion does */ |
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20 bool r_know[MAXRINGS]; /* Does he know what a ring does */ |
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21 bool ws_know[MAXSTICKS]; /* Does he know what a stick does */ |
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22 bool amulet = FALSE; /* He found the amulet */ |
15 | 23 bool askme = TRUE; /* Ask about unidentified things */ |
12
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24 bool door_stop = FALSE; /* Stop running when we pass a door */ |
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25 bool fight_flush = FALSE; /* True if toilet input */ |
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26 bool firstmove = FALSE; /* First move after setting door_stop */ |
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27 bool in_shell = FALSE; /* True if executing a shell */ |
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28 bool jump = FALSE; /* Show running as series of jumps */ |
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29 bool passgo = FALSE; /* Follow passages */ |
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30 bool playing = TRUE; /* True until he quits */ |
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31 bool running = FALSE; /* True if player is running */ |
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32 bool save_msg = TRUE; /* Remember last msg */ |
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33 bool slow_invent = FALSE; /* Inventory one line at a time */ |
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34 bool terse = FALSE; /* True if we should be short */ |
13 | 35 bool use_savedir = FALSE; /* True if using system savefile area */ |
12
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36 #ifdef WIZARD |
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37 bool wizard = FALSE; /* True if allows wizard commands */ |
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38 #endif |
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39 |
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40 char take; /* Thing the rogue is taking */ |
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41 char prbuf[MAXSTR]; /* Buffer for sprintfs */ |
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42 char outbuf[BUFSIZ]; /* Output buffer for stdout */ |
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43 char runch; /* Direction player is running */ |
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44 char *s_names[MAXSCROLLS]; /* Names of the scrolls */ |
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45 const char *p_colors[MAXPOTIONS]; /* Colors of the potions */ |
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46 const char *r_stones[MAXRINGS]; /* Stone settings of the rings */ |
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47 const char *w_names[MAXWEAPONS + 1] = { /* Names of the various weapons */ |
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48 "mace", |
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49 "long sword", |
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50 "short bow", |
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51 "arrow", |
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52 "dagger", |
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53 "two handed sword", |
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54 "dart", |
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55 "crossbow", |
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56 "crossbow bolt", |
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57 "spear", |
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58 NULL /* fake entry for dragon's breath */ |
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59 }; |
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60 const char *a_names[MAXARMORS] = { /* Names of armor types */ |
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61 "leather armor", |
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62 "ring mail", |
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63 "studded leather armor", |
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64 "scale mail", |
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65 "chain mail", |
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66 "splint mail", |
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67 "banded mail", |
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68 "plate mail", |
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69 }; |
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70 const char *ws_made[MAXSTICKS]; /* What sticks are made of */ |
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71 char *release; /* Release number of rogue */ |
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72 char whoami[MAXSTR]; /* Name of player */ |
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73 char fruit[MAXSTR]; /* Favorite fruit */ |
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74 char huh[MAXSTR]; /* The last message printed */ |
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75 char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */ |
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76 char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */ |
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77 char *r_guess[MAXRINGS]; /* Players guess at what ring is */ |
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78 char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */ |
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79 char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */ |
112
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80 char file_name[256]; /* Save file name */ |
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81 char home[MAXSTR]; /* User's home directory */ |
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82 char _level[MAXLINES*MAXCOLS]; /* Level map */ |
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83 char _flags[MAXLINES*MAXCOLS]; /* Flags for each space on the map */ |
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84 |
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85 int max_level; /* Deepest player has gone */ |
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86 int ntraps; /* Number of traps on this level */ |
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87 int dnum; /* Dungeon number */ |
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88 int level = 1; /* What level rogue is on */ |
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89 int purse = 0; /* How much gold the rogue has */ |
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90 int mpos = 0; /* Where cursor is on top line */ |
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91 int no_move = 0; /* Number of turns held in place */ |
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92 int no_command = 0; /* Number of turns asleep */ |
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93 int inpack = 0; /* Number of things in pack */ |
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94 int total = 0; /* Total dynamic memory bytes */ |
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95 int lastscore = -1; /* Score before this turn */ |
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96 int no_food = 0; /* Number of levels without food */ |
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97 int count = 0; /* Number of times to repeat command */ |
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98 int fung_hit = 0; /* Number of time fungi has hit */ |
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99 int quiet = 0; /* Number of quiet turns */ |
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100 int food_left; /* Amount of food in hero's stomach */ |
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101 int group = 2; /* Current group number */ |
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102 int hungry_state = 0; /* How hungry is he */ |
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103 int fd; /* File descriptor for score file */ |
26 | 104 int lfd; /* File descriptor for log file */ |
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105 int a_chances[MAXARMORS] = { /* Chance for each armor type */ |
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106 20, |
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107 35, |
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108 50, |
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109 63, |
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110 75, |
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111 85, |
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112 95, |
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113 100 |
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114 }; |
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115 int a_class[MAXARMORS] = { /* Armor class for each armor type */ |
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116 8, |
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117 7, |
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118 7, |
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119 6, |
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120 5, |
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121 4, |
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122 4, |
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123 3, |
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124 }; |
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125 |
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126 long seed; /* Random number seed */ |
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127 |
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128 coord oldpos; /* Position before last look() call */ |
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129 coord delta; /* Change indicated to get_dir() */ |
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130 |
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131 THING player; /* The rogue */ |
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132 THING *cur_armor; /* What a well dresssed rogue wears */ |
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133 THING *cur_weapon; /* Which weapon he is weilding */ |
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134 THING *cur_ring[2]; /* Which rings are being worn */ |
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135 THING *lvl_obj = NULL; /* List of objects on this level */ |
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136 THING *mlist = NULL; /* List of monsters on the level */ |
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137 THING *_monst[MAXLINES*MAXCOLS]; /* Pointers for monsters at each spot */ |
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138 |
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139 WINDOW *hw; /* Used as a scratch window */ |
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140 |
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141 #define INIT_STATS { 16, 0, 1, 10, 12, "1d4", 12 } |
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142 |
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143 struct stats max_stats = INIT_STATS; /* The maximum for the player */ |
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144 |
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145 struct room *oldrp; /* Roomin(&oldpos) */ |
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146 struct room rooms[MAXROOMS]; /* One for each room -- A level */ |
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147 struct room passages[MAXPASS] = /* One for each passage */ |
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148 { |
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149 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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150 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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151 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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152 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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153 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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154 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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155 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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156 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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157 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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158 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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159 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }, |
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160 { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 } |
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161 }; |
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162 |
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163 #define ___ 1 |
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164 #define XX 10 |
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165 struct monster monsters[26] = |
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166 { |
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167 /* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */ |
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168 { "giant ant", 0, ISMEAN, { XX, 9, 2, 3, ___, "1d6" } }, |
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169 { "bat", 0, 0, { XX, 1, 1, 3, ___, "1d2" } }, |
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170 { "centaur", 15, 0, { XX, 15, 4, 4, ___, "1d6/1d6" } }, |
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171 { "dragon", 100, ISMEAN, { XX,6800, 10, -1, ___, "1d8/1d8/3d10" } }, |
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172 { "floating eye",0, 0, { XX, 5, 1, 9, ___, "0d0" } }, |
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173 /* NOTE: the damage is %%% so that xstr won't merge this */ |
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174 /* string with others, since it is written on in the program */ |
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175 { "violet fungi",0, ISMEAN, { XX, 80, 8, 3, ___, "%%%d0" } }, |
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176 { "gnome", 10, 0, { XX, 7, 1, 5, ___, "1d6" } }, |
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177 { "hobgoblin", 0, ISMEAN, { XX, 3, 1, 5, ___, "1d8" } }, |
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178 { "invisible stalker",0,ISINVIS,{ XX,120, 8, 3, ___, "4d4" } }, |
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179 { "jackal", 0, ISMEAN, { XX, 2, 1, 7, ___, "1d2" } }, |
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180 { "kobold", 0, ISMEAN, { XX, 1, 1, 7, ___, "1d4" } }, |
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181 { "leprechaun", 0, 0, { XX, 10, 3, 8, ___, "1d1" } }, |
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182 { "mimic", 30, 0, { XX,100, 7, 7, ___, "3d4" } }, |
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183 { "nymph", 100, 0, { XX, 37, 3, 9, ___, "0d0" } }, |
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184 { "orc", 15, ISGREED,{ XX, 5, 1, 6, ___, "1d8" } }, |
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185 { "purple worm", 70, 0, { XX,4000, 15, 6, ___, "2d12/2d4" } }, |
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186 { "quasit", 30, ISMEAN, { XX, 32, 3, 2, ___, "1d2/1d2/1d4" } }, |
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187 { "rust monster",0, ISMEAN, { XX, 20, 5, 2, ___, "0d0/0d0" } }, |
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188 { "snake", 0, ISMEAN, { XX, 2, 1, 5, ___, "1d3" } }, |
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189 { "troll", 50, ISREGEN|ISMEAN,{ XX, 120, 6, 4, ___, "1d8/1d8/2d6" } }, |
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190 { "umber hulk", 40, ISMEAN, { XX,200, 8, 2, ___, "3d4/3d4/2d5" } }, |
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191 { "vampire", 20, ISREGEN|ISMEAN,{ XX,350, 8, 1, ___, "1d10" } }, |
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192 { "wraith", 0, 0, { XX, 55, 5, 4, ___, "1d6" } }, |
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193 { "xorn", 0, ISMEAN, { XX,190, 7, -2, ___, "1d3/1d3/1d3/4d6" } }, |
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194 { "yeti", 30, 0, { XX, 50, 4, 6, ___, "1d6/1d6" } }, |
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195 { "zombie", 0, ISMEAN, { XX, 6, 2, 8, ___, "1d8" } } |
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196 }; |
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197 #undef ___ |
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198 #undef XX |
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199 |
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200 struct magic_item things[NUMTHINGS] = { |
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201 { 0, 27 }, /* potion */ |
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202 { 0, 30 }, /* scroll */ |
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203 { 0, 17 }, /* food */ |
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204 { 0, 8 }, /* weapon */ |
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205 { 0, 8 }, /* armor */ |
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206 { 0, 5 }, /* ring */ |
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207 { 0, 5 }, /* stick */ |
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208 }; |
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209 |
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210 struct magic_item s_magic[MAXSCROLLS] = { |
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211 { "monster confusion", 8, 140 }, |
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212 { "magic mapping", 5, 150 }, |
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213 { "hold monster", 3, 180 }, |
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214 { "sleep", 5, 5 }, |
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215 { "enchant armor", 8, 160 }, |
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216 { "identify", 27, 100 }, |
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217 { "scare monster", 4, 200 }, |
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218 { "gold detection", 4, 50 }, |
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219 { "teleportation", 7, 165 }, |
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220 { "enchant weapon", 10, 150 }, |
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221 { "create monster", 5, 75 }, |
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222 { "remove curse", 8, 105 }, |
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223 { "aggravate monsters", 4, 20 }, |
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224 { "blank paper", 1, 5 }, |
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225 { "genocide", 1, 300 }, |
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226 }; |
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227 |
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228 struct magic_item p_magic[MAXPOTIONS] = { |
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229 { "confusion", 8, 5 }, |
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230 { "paralysis", 10, 5 }, |
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231 { "poison", 8, 5 }, |
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232 { "gain strength", 15, 150 }, |
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233 { "see invisible", 2, 100 }, |
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234 { "healing", 15, 130 }, |
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235 { "monster detection", 6, 130 }, |
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236 { "magic detection", 6, 105 }, |
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237 { "raise level", 2, 250 }, |
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238 { "extra healing", 5, 200 }, |
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239 { "haste self", 4, 190 }, |
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240 { "restore strength", 14, 130 }, |
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241 { "blindness", 4, 5 }, |
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242 { "thirst quenching", 1, 5 }, |
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243 }; |
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244 |
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245 struct magic_item r_magic[MAXRINGS] = { |
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246 { "protection", 9, 400 }, |
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247 { "add strength", 9, 400 }, |
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248 { "sustain strength", 5, 280 }, |
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249 { "searching", 10, 420 }, |
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250 { "see invisible", 10, 310 }, |
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251 { "adornment", 1, 10 }, |
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252 { "aggravate monster", 10, 10 }, |
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253 { "dexterity", 8, 440 }, |
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254 { "increase damage", 8, 400 }, |
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255 { "regeneration", 4, 460 }, |
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256 { "slow digestion", 9, 240 }, |
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257 { "teleportation", 5, 30 }, |
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258 { "stealth", 7, 470 }, |
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259 { "maintain armor", 5, 380 }, |
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260 }; |
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261 |
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262 struct magic_item ws_magic[MAXSTICKS] = { |
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263 { "light", 12, 250 }, |
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264 { "striking", 9, 75 }, |
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265 { "lightning", 3, 330 }, |
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266 { "fire", 3, 330 }, |
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267 { "cold", 3, 330 }, |
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268 { "polymorph", 15, 310 }, |
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269 { "magic missile", 10, 170 }, |
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270 { "haste monster", 9, 5 }, |
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271 { "slow monster", 11, 350 }, |
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272 { "drain life", 9, 300 }, |
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273 { "nothing", 1, 5 }, |
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274 { "teleport away", 5, 340 }, |
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275 { "teleport to", 5, 50 }, |
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276 { "cancellation", 5, 280 }, |
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277 }; |
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278 |
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279 struct h_list helpstr[] = { |
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280 '?', " prints help", |
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281 '/', " identify object", |
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282 'h', " left", |
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283 'j', " down", |
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284 'k', " up", |
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285 'l', " right", |
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286 'y', " up & left", |
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287 'u', " up & right", |
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288 'b', " down & left", |
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289 'n', " down & right", |
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290 'H', " run left", |
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291 'J', " run down", |
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292 'K', " run up", |
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293 'L', " run right", |
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294 'Y', " run up & left", |
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295 'U', " run up & right", |
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296 'B', " run down & left", |
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297 'N', " run down & right", |
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298 't', "<dir> throw something", |
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299 'f', "<dir> forward until find something", |
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300 'z', "<dir> zap a wand in a direction", |
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301 '^', "<dir> identify trap type", |
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302 's', " search for trap/secret door", |
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303 '>', " go down a staircase", |
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304 '<', " go up a staircase", |
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305 '.', " rest for a while", |
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306 'i', " inventory", |
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307 'I', " inventory single item", |
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308 'q', " quaff potion", |
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309 'r', " read paper", |
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310 'e', " eat food", |
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311 'w', " wield a weapon", |
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312 'W', " wear armor", |
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313 'T', " take armor off", |
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314 'P', " put on ring", |
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315 'R', " remove ring", |
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316 'd', " drop object", |
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317 'c', " call object", |
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318 'D', " recall what's been discovered", |
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319 'o', " examine/set options", |
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320 CTRL('L'), " redraw screen", |
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321 CTRL('R'), " repeat last message", |
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322 ESCAPE, " cancel command", |
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323 '!', " shell escape", |
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324 'S', " save game", |
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325 'Q', " quit", |
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326 0, 0 |
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327 }; |