Mercurial > hg > early-roguelike
annotate rogue5/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 | f502bf60e6e4 |
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rev | line source |
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33
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1 /* |
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2 * Code for one creature to chase another |
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3 * |
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4 * @(#)chase.c 4.57 (Berkeley) 02/05/99 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980-1983, 1985, 1999 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 <stdlib.h> |
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14 #include <curses.h> |
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15 #include "rogue.h" |
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16 |
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17 #define DRAGONSHOT 5 /* one chance in DRAGONSHOT that a dragon will flame */ |
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18 |
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19 static coord ch_ret; /* Where chasing takes you */ |
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20 |
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21 /* |
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22 * runners: |
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23 * Make all the running monsters move. |
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24 */ |
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25 void |
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26 runners(void) |
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27 { |
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28 THING *tp; |
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29 THING *next; |
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30 int wastarget; |
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31 coord orig_pos; |
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32 |
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33 for (tp = mlist; tp != NULL; tp = next) |
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34 { |
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35 /* remember this in case the monster's "next" is changed */ |
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36 next = next(tp); |
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37 if (!on(*tp, ISHELD) && on(*tp, ISRUN)) |
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38 { |
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39 orig_pos = tp->t_pos; |
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40 wastarget = on(*tp, ISTARGET); |
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41 if (move_monst(tp) == -1) |
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42 continue; |
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43 if (on(*tp, ISFLY) && dist_cp(&hero, &tp->t_pos) >= 3) |
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44 move_monst(tp); |
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45 if (wastarget && !ce(orig_pos, tp->t_pos)) |
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46 { |
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47 tp->t_flags &= ~ISTARGET; |
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48 to_death = FALSE; |
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49 } |
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50 } |
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51 } |
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52 if (has_hit) |
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53 { |
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54 endmsg(); |
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55 has_hit = FALSE; |
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56 } |
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57 } |
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58 |
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59 /* |
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60 * move_monst: |
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61 * Execute a single turn of running for a monster |
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62 */ |
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63 int |
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64 move_monst(THING *tp) |
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65 { |
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66 if (!on(*tp, ISSLOW) || tp->t_turn) |
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67 if (do_chase(tp) == -1) |
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68 return(-1); |
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69 if (on(*tp, ISHASTE)) |
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70 if (do_chase(tp) == -1) |
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71 return(-1); |
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72 tp->t_turn ^= TRUE; |
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73 return(0); |
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74 } |
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75 |
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76 /* |
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77 * relocate: |
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78 * Make the monster's new location be the specified one, updating |
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79 * all the relevant state. |
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80 */ |
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81 void |
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82 relocate(THING *th, const coord *new_loc) |
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83 { |
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84 struct room *oroom; |
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85 |
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86 if (!ce(*new_loc, th->t_pos)) |
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87 { |
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88 mvaddch(th->t_pos.y, th->t_pos.x, th->t_oldch); |
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89 th->t_room = roomin(new_loc); |
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90 set_oldch(th, new_loc); |
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91 oroom = th->t_room; |
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92 moat(th->t_pos.y, th->t_pos.x) = NULL; |
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93 |
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94 if (oroom != th->t_room) |
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95 th->t_dest = find_dest(th); |
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96 th->t_pos = *new_loc; |
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97 moat(new_loc->y, new_loc->x) = th; |
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98 } |
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99 move(new_loc->y, new_loc->x); |
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100 if (see_monst(th)) |
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101 addch(th->t_disguise); |
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102 else if (on(player, SEEMONST)) |
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103 { |
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104 standout(); |
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105 addch(th->t_type); |
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106 standend(); |
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107 } |
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