Mercurial > hg > early-roguelike
annotate rogue5/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 |
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rev | line source |
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33
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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 4.66 (Berkeley) 08/06/83 |
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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 <string.h> |
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16 #include <ctype.h> |
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17 #include "rogue.h" |
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18 |
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19 /* |
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20 * look: |
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21 * A quick glance all around the player |
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22 */ |
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23 #undef DEBUG |
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24 |
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25 |
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26 void |
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27 look(int wakeup) |
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28 { |
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29 int x, y; |
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30 chtype ch; |
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31 THING *tp; |
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32 PLACE *pp; |
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33 struct room *rp; |
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34 int ey, ex; |
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35 int passcount; |
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36 int pfl, *fp, pch; |
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37 int sy, sx, sumhero = 0, diffhero = 0; |
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38 # ifdef DEBUG |
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39 static int done = FALSE; |
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40 |
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41 if (done) |
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42 return; |
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43 done = TRUE; |
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44 # endif /* DEBUG */ |
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45 passcount = 0; |
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46 rp = proom; |
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47 if (!ce(oldpos, hero)) |
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48 { |
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49 erase_lamp(&oldpos, oldrp); |
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50 oldpos = hero; |
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51 oldrp = rp; |
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52 } |
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53 ey = hero.y + 1; |
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54 ex = hero.x + 1; |
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55 sx = hero.x - 1; |
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56 sy = hero.y - 1; |
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57 if (door_stop && !firstmove && running) |
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58 { |
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59 sumhero = hero.y + hero.x; |
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60 diffhero = hero.y - hero.x; |
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61 } |
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62 pp = INDEX(hero.y, hero.x); |
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63 pch = pp->p_ch; |
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64 pfl = pp->p_flags; |
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65 |
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66 for (y = sy; y <= ey; y++) |
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67 if (y > 0 && y < NUMLINES - 1) for (x = sx; x <= ex; x++) |
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68 { |
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69 if (x < 0 || x >= NUMCOLS) |
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70 continue; |
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71 if (!on(player, ISBLIND)) |
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72 { |
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73 if (y == hero.y && x == hero.x) |
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74 continue; |
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75 } |
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76 |
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77 pp = INDEX(y, x); |
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78 ch = pp->p_ch; |
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79 if (ch == ' ') /* nothing need be done with a ' ' */ |
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80 continue; |
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81 fp = &pp->p_flags; |
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82 if (pch != DOOR && ch != DOOR) |
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83 if ((pfl & F_PASS) != (*fp & F_PASS)) |
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84 continue; |
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85 if (((*fp & F_PASS) || ch == DOOR) && |
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86 ((pfl & F_PASS) || pch == DOOR)) |
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87 { |
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88 if (hero.x != x && hero.y != y && |
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89 !step_ok(chat(y, hero.x)) && !step_ok(chat(hero.y, x))) |
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90 continue; |
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91 } |
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92 |
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93 if ((tp = pp->p_monst) == NULL) |
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94 ch = trip_ch(y, x, ch); |
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95 else |
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96 if (on(player, SEEMONST) && on(*tp, ISINVIS)) |
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97 { |
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98 if (door_stop && !firstmove) |
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99 running = FALSE; |
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100 continue; |
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101 } |
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102 else |
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103 { |
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104 if (wakeup) |
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105 wake_monster(y, x); |
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106 if (see_monst(tp)) |
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107 { |
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108 if (on(player, ISHALU)) |