Mercurial > hg > early-roguelike
annotate rogue5/monsters.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 * File with various monster functions in it |
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3 * |
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4 * @(#)monsters.c 4.46 (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 <curses.h> |
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14 #include <string.h> |
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15 #include "rogue.h" |
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16 #include <ctype.h> |
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17 |
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18 /* |
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19 * List of monsters in rough order of vorpalness |
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20 */ |
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21 static const int lvl_mons[] = { |
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22 'K', 'E', 'B', 'S', 'H', 'I', 'R', 'O', 'Z', 'L', 'C', 'Q', 'A', |
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23 'N', 'Y', 'F', 'T', 'W', 'P', 'X', 'U', 'M', 'V', 'G', 'J', 'D' |
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24 }; |
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25 |
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26 static const int wand_mons[] = { |
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27 'K', 'E', 'B', 'S', 'H', 0, 'R', 'O', 'Z', 0, 'C', 'Q', 'A', |
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28 0, 'Y', 0, 'T', 'W', 'P', 0, 'U', 'M', 'V', 'G', 'J', 0 |
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29 }; |
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30 |
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31 /* |
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32 * randmonster: |
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33 * Pick a monster to show up. The lower the level, |
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34 * the meaner the monster. |
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35 */ |
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36 int |
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37 randmonster(int wander) |
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38 { |
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39 int d; |
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40 const int *mons; |
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41 |
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42 mons = (wander ? wand_mons : lvl_mons); |
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43 do |
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44 { |
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45 d = level + (rnd(10) - 6); |
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46 if (d < 0) |
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47 d = rnd(5); |
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48 if (d > 25) |
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49 d = rnd(5) + 21; |
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50 } while (mons[d] == 0); |
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51 return mons[d]; |
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52 } |
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53 |
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54 /* |
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55 * new_monster: |
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56 * Pick a new monster and add it to the list |
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57 */ |
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58 |
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59 void |
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60 new_monster(THING *tp, int type, const coord *cp) |
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61 { |
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62 struct monster *mp; |
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63 int lev_add; |
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64 |
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65 if ((lev_add = level - AMULETLEVEL) < 0) |
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66 lev_add = 0; |
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67 attach(mlist, tp); |
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68 tp->t_type = type; |
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69 tp->t_disguise = type; |
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70 tp->t_pos = *cp; |
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71 move(cp->y, cp->x); |
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72 tp->t_oldch = CCHAR( inch() ); |
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73 tp->t_room = roomin(cp); |
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74 moat(cp->y, cp->x) = tp; |
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75 mp = &monsters[tp->t_type-'A']; |
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76 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add; |
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77 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8); |
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78 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add; |
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79 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg); |
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80 tp->t_stats.s_str = mp->m_stats.s_str; |
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81 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp); |
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82 tp->t_flags = mp->m_flags; |
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83 if (level > 29) |
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84 tp->t_flags |= ISHASTE; |
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85 tp->t_turn = TRUE; |
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86 tp->t_pack = NULL; |
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87 if (ISWEARING(R_AGGR)) |
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88 runto(cp); |
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89 if (type == 'X') |
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90 tp->t_disguise = rnd_thing(); |
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91 } |
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92 |
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93 /* |
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94 * expadd: |
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95 * Experience to add for this monster's level/hit points |
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96 */ |
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97 int |
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98 exp_add(const THING *tp) |
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99 { |
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100 int mod; |
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101 |
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102 if (tp->t_stats.s_lvl == 1) |
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103 mod = tp->t_stats.s_maxhp / 8; |
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104 else |
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105 mod = tp->t_stats.s_maxhp / 6; |
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106 if (tp->t_stats.s_lvl > 9) |