Mercurial > hg > early-roguelike
annotate rogue5/weapons.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 * Functions for dealing with problems brought about by weapons |
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3 * |
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4 * @(#)weapons.c 4.34 (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 <ctype.h> |
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16 #include "rogue.h" |
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17 |
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18 #define NO_WEAPON -1 |
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19 |
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20 static const struct init_weaps { |
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21 char *iw_dam; /* Damage when wielded */ |
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22 char *iw_hrl; /* Damage when thrown */ |
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23 int iw_launch; /* Launching weapon */ |
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24 int iw_flags; /* Miscellaneous flags */ |
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25 } init_dam[MAXWEAPONS] = { |
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26 { "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */ |
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27 { "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */ |
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28 { "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */ |
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29 { "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */ |
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30 { "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */ |
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31 { "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */ |
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32 { "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */ |
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33 { "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */ |
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34 { "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */ |
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35 }; |
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36 |
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37 /* |
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38 * missile: |
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39 * Fire a missile in a given direction |
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40 */ |
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41 |
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42 void |
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43 missile(int ydelta, int xdelta) |
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44 { |
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45 THING *obj; |
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46 |
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47 /* |
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48 * Get which thing we are hurling |
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49 */ |
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50 if ((obj = get_item("throw", WEAPON)) == NULL) |
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51 return; |
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52 if (!dropcheck(obj) || is_current(obj)) |
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53 return; |
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54 obj = leave_pack(obj, TRUE, FALSE); |
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55 do_motion(obj, ydelta, xdelta); |
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56 /* |
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57 * AHA! Here it has hit something. If it is a wall or a door, |
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58 * or if it misses (combat) the monster, put it on the floor |
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59 */ |
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60 if (moat(obj->o_pos.y, obj->o_pos.x) == NULL || |
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61 !hit_monster(unc(obj->o_pos), obj)) |
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62 fall(obj, TRUE); |
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63 } |
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64 |
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65 /* |
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66 * do_motion: |
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67 * Do the actual motion on the screen done by an object traveling |
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68 * across the room |
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69 */ |
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70 |
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71 void |
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72 do_motion(THING *obj, int ydelta, int xdelta) |
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73 { |
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74 int ch; |
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75 |
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76 /* |
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77 * Come fly with us ... |
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78 */ |
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79 obj->o_pos = hero; |
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80 for (;;) |
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81 { |
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82 /* |
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83 * Erase the old one |
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84 */ |
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85 if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse) |
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86 { |
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87 ch = chat(obj->o_pos.y, obj->o_pos.x); |
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88 if (ch == FLOOR && !show_floor()) |
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89 ch = ' '; |
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90 mvaddch(obj->o_pos.y, obj->o_pos.x, ch); |
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91 } |
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92 /* |
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93 * Get the new position |
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94 */ |
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95 obj->o_pos.y += ydelta; |
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96 obj->o_pos.x += xdelta; |
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97 if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR) |
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98 { |
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99 /* |
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100 * It hasn't hit anything yet, so display it |
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101 * If it alright. |
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102 */ |
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103 if (cansee(unc(obj->o_pos)) && !terse) |
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104 { |
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105 mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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