Mercurial > hg > early-roguelike
annotate rogue5/new_level.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 * new_level: |
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3 * Dig and draw a new level |
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4 * |
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5 * @(#)new_level.c 4.38 (Berkeley) 02/05/99 |
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6 * |
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7 * Rogue: Exploring the Dungeons of Doom |
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8 * Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman |
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9 * All rights reserved. |
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10 * |
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11 * See the file LICENSE.TXT for full copyright and licensing information. |
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12 */ |
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13 |
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14 #include <curses.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 TREAS_ROOM 20 /* one chance in TREAS_ROOM for a treasure room */ |
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19 #define MAXTREAS 10 /* maximum number of treasures in a treasure room */ |
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20 #define MINTREAS 2 /* minimum number of treasures in a treasure room */ |
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21 |
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22 void |
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23 new_level(void) |
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24 { |
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25 THING *tp; |
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26 PLACE *pp; |
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27 int *sp; |
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28 int i; |
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29 |
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30 player.t_flags &= ~ISHELD; /* unhold when you go down just in case */ |
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31 if (level > max_level) |
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32 max_level = level; |
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33 /* |
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34 * Clean things off from last level |
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35 */ |
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36 for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++) |
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37 { |
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38 pp->p_ch = ' '; |
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39 pp->p_flags = F_REAL; |
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40 pp->p_monst = NULL; |
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41 } |
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42 clear(); |
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43 /* |
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44 * Free up the monsters on the last level |
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45 */ |
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46 for (tp = mlist; tp != NULL; tp = next(tp)) |
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47 free_list(tp->t_pack); |
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48 free_list(mlist); |
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49 /* |
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50 * Throw away stuff left on the previous level (if anything) |
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51 */ |
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52 free_list(lvl_obj); |
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53 do_rooms(); /* Draw rooms */ |
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54 do_passages(); /* Draw passages */ |
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55 no_food++; |
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56 put_things(); /* Place objects (if any) */ |
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57 /* |
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58 * Place the traps |
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59 */ |
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60 if (rnd(10) < level) |
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61 { |
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62 ntraps = rnd(level / 4) + 1; |
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63 if (ntraps > MAXTRAPS) |
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64 ntraps = MAXTRAPS; |
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65 i = ntraps; |
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66 while (i--) |
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67 { |
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68 /* |
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69 * not only wouldn't it be NICE to have traps in mazes |
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70 * (not that we care about being nice), since the trap |
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71 * number is stored where the passage number is, we |
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72 * can't actually do it. |
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73 */ |
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74 do |
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75 { |
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76 find_floor(NULL, &stairs, FALSE, FALSE); |
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77 } while ( (chat(stairs.y, stairs.x) != FLOOR) && |
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78 (flat(stairs.y, stairs.x) & F_REAL) ); |
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79 sp = &flat(stairs.y, stairs.x); |
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80 *sp &= ~(F_REAL | F_TMASK); |
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81 *sp |= rnd(NTRAPS); |
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82 } |
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83 } |
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84 /* |
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85 * Place the staircase down. |
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86 */ |
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87 find_floor(NULL, &stairs, FALSE, FALSE); |
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88 chat(stairs.y, stairs.x) = STAIRS; |
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89 seenstairs = FALSE; |
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90 |
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91 for (tp = mlist; tp != NULL; tp = next(tp)) |
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92 tp->t_room = roomin(&tp->t_pos); |
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93 |
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94 find_floor(NULL, &hero, FALSE, TRUE); |
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95 enter_room(&hero); |
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96 mvaddch(hero.y, hero.x, PLAYER); |
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97 if (on(player, SEEMONST)) |
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98 turn_see(FALSE); |
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99 if (on(player, ISHALU)) |
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100 visuals(); |
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101 } |
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102 |
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103 /* |
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104 * rnd_room: |
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105 * Pick a room that is really there |