Mercurial > hg > early-roguelike
annotate rogue5/scrolls.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 * Read a scroll and let it happen |
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3 * |
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4 * @(#)scrolls.c 4.44 (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 <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * read_scroll: |
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19 * Read a scroll from the pack and do the appropriate thing |
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20 */ |
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21 |
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22 void |
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23 read_scroll(void) |
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24 { |
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25 THING *obj; |
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26 PLACE *pp; |
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27 int y, x; |
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28 int ch; |
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29 int i; |
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30 int discardit = FALSE; |
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31 struct room *cur_room; |
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32 THING *orig_obj; |
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33 coord mp; |
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34 |
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35 obj = get_item("read", SCROLL); |
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36 if (obj == NULL) |
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37 return; |
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38 if (obj->o_type != SCROLL) |
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39 { |
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40 if (!terse) |
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41 msg("there is nothing on it to read"); |
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42 else |
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43 msg("nothing to read"); |
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44 return; |
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45 } |
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46 /* |
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47 * Calculate the effect it has on the poor guy. |
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48 */ |
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49 if (obj == cur_weapon) |
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50 cur_weapon = NULL; |
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51 /* |
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52 * Get rid of the thing |
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53 */ |
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54 discardit = (obj->o_count == 1); |
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55 leave_pack(obj, FALSE, FALSE); |
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56 orig_obj = obj; |
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57 |
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58 switch (obj->o_which) |
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59 { |
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60 case S_CONFUSE: |
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61 /* |
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62 * Scroll of monster confusion. Give him that power. |
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63 */ |
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64 player.t_flags |= CANHUH; |
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65 msg("your hands begin to glow %s", pick_color("red")); |
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66 when S_ARMOR: |
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67 if (cur_armor != NULL) |
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68 { |
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69 cur_armor->o_arm--; |
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70 cur_armor->o_flags &= ~ISCURSED; |
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71 msg("your armor glows %s for a moment", pick_color("silver")); |
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72 } |
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73 when S_HOLD: |
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74 /* |
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75 * Hold monster scroll. Stop all monsters within two spaces |
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76 * from chasing after the hero. |
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77 */ |
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78 |
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79 ch = 0; |
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80 for (x = hero.x - 2; x <= hero.x + 2; x++) |
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81 if (x >= 0 && x < NUMCOLS) |
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82 for (y = hero.y - 2; y <= hero.y + 2; y++) |
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83 if (y >= 0 && y <= NUMLINES - 1) |
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84 if ((obj = moat(y, x)) != NULL && on(*obj, ISRUN)) |
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85 { |
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86 obj->t_flags &= ~ISRUN; |
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87 obj->t_flags |= ISHELD; |
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88 ch++; |
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89 } |
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90 if (ch) |
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91 { |
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92 addmsg("the monster"); |
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93 if (ch > 1) |
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94 addmsg("s around you"); |
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95 addmsg(" freeze"); |
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96 if (ch == 1) |
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97 addmsg("s"); |
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98 endmsg(); |
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99 scr_info[S_HOLD].oi_know = TRUE; |
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100 } |
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101 else |
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102 msg("you feel a strange sense of loss"); |
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103 when S_SLEEP: |
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104 /* |
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105 * Scroll which makes you fall asleep |
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106 */ |