view arogue5/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
date Sun, 23 Mar 2014 21:27:14 -0700
parents c49f7927b0fa
children 56e748983fa8
line wrap: on
line source

/*
 * Functions for dealing with problems brought about by weapons
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"



/*
 * do the actual motion on the screen done by an object traveling
 * across the room
 */
do_motion(obj, ydelta, xdelta, tp)
register struct object *obj;
register int ydelta, xdelta;
register struct thing *tp;
{

	/*
	* Come fly with us ...
	*/
	obj->o_pos = tp->t_pos;
	for (; ;) {
		register int ch;
		/*
		* Erase the old one
		*/
		if (!ce(obj->o_pos, tp->t_pos) &&
		    cansee(unc(obj->o_pos)) &&
		    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
			mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x));
		}
		/*
		* Get the new position
		*/
		obj->o_pos.y += ydelta;
		obj->o_pos.x += xdelta;
		if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) {
			/*
			* It hasn't hit anything yet, so display it
			* If it alright.
			*/
			if (cansee(unc(obj->o_pos)) &&
			    mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') {
				mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type);
				draw(cw);
			}
			continue;
		}
		break;
	}
}


/*
 * fall:
 *	Drop an item someplace around here.
 */

fall(item, pr)
register struct linked_list *item;
bool pr;
{
	register struct object *obj;
	register struct room *rp;
	register int i;
	coord *fpos = NULL;

	obj = OBJPTR(item);
	/*
	 * try to drop the item, look up to 3 squares away for now
	 */
	for (i=1; i<4; i++) {
	    if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL)
		break;
	}

	if (fpos != NULL) {
		mvaddch(fpos->y, fpos->x, obj->o_type);
		obj->o_pos = *fpos;
		if ((rp = roomin(&hero)) != NULL &&
		    lit_room(rp)) {
			light(&hero);
			mvwaddch(cw, hero.y, hero.x, PLAYER);
		}
		attach(lvl_obj, item);
		return;
	}


	if (pr) {
            if (obj->o_type == WEAPON) /* BUGFIX: Identification trick */
                msg("The %s vanishes as it hits the ground.", 
                    weaps[obj->o_which].w_name);
            else
                msg("%s vanishes as it hits the ground.", inv_name(obj,TRUE));
	}
	o_discard(item);
}


/*
 * Does the missile hit the monster
 */

hit_monster(y, x, obj, tp)
register int y, x;
struct object *obj;
register struct thing *tp;
{
	static coord mp;

	mp.y = y;
	mp.x = x;
	if (tp == &player) {
		/* Make sure there is a monster where it landed */
		if (!isalpha(mvwinch(mw, y, x))) {
			return(FALSE);
		}
		return(fight(&mp, obj, TRUE));
	} else {
		if (!ce(mp, hero)) {
			return(FALSE);
		}
		return(attack(tp, obj, TRUE));
	}
}

/*
 * init_weapon:
 *	Set up the initial goodies for a weapon
 */

init_weapon(weap, type)
register struct object *weap;
char type;
{
	register struct init_weps *iwp;

	iwp = &weaps[type];
	strcpy(weap->o_damage,iwp->w_dam);
	strcpy(weap->o_hurldmg,iwp->w_hrl);
	weap->o_launch = iwp->w_launch;
	weap->o_flags = iwp->w_flags;
	weap->o_weight = iwp->w_wght;
	if (weap->o_flags & ISMANY) {
		weap->o_count = rnd(8) + 8;
		weap->o_group = newgrp();
	} else {
		weap->o_count = 1;
	}
}

/*
 * missile:
 *	Fire a missile in a given direction
 */

missile(ydelta, xdelta, item, tp)
int ydelta, xdelta;
register struct linked_list *item;
register struct thing *tp;
{
	register struct object *obj;
	register struct linked_list *nitem;
	char ch;

	/*
	* Get which thing we are hurling
	*/
	if (item == NULL) {
		return;
	}
	obj = OBJPTR(item);

#if 0	/* Do we really want to make this check */
	if (is_current(obj)) {		/* Are we holding it? */
	    msg(terse ? "Holding it." : "You are already holding it.");
	    return;
	}
#endif

	if (!dropcheck(obj)) return;	/* Can we get rid of it? */

	if(!(obj->o_flags & ISMISL)) {
	    for(;;) {
		msg(terse ? "Really throw? (y or n): "
			  : "Do you really want to throw %s? (y or n): ",
				inv_name(obj, TRUE));
		mpos = 0;
		ch = readchar();
		if (ch == 'n' || ch == ESCAPE) {
		    after = FALSE;
		    return;
		}
		if (ch == 'y')
		    break;
	    }
	}
	/*
	 * Get rid of the thing. If it is a non-multiple item object, or
	 * if it is the last thing, just drop it. Otherwise, create a new
	 * item with a count of one.
	 */
	if (obj->o_count < 2) {
		detach(tp->t_pack, item);
		if (tp->t_pack == pack) {
			inpack--;
		}
	} 
	else {
		obj->o_count--;
		nitem = (struct linked_list *) new_item(sizeof *obj);
		obj = OBJPTR(nitem);
		*obj = *(OBJPTR(item));
		obj->o_count = 1;
		item = nitem;
	}
	updpack (FALSE);
	do_motion(obj, ydelta, xdelta, tp);
	/*
	* AHA! Here it has hit something. If it is a wall or a door,
	* or if it misses (combat) the monster, put it on the floor
	*/
	if (!hit_monster(unc(obj->o_pos), obj, tp)) {
		fall(item, TRUE);
	}
	mvwaddch(cw, hero.y, hero.x, PLAYER);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */

char *
num(n1, n2)
register int n1, n2;
{
	static char numbuf[LINELEN];

	if (n1 == 0 && n2 == 0) {
		return "+0";
	}
	if (n2 == 0) {
		sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1);
	} else {
		sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2);
	}
	return(numbuf);
}

/*
 * wield:
 *	Pull out a certain weapon
 */

wield()
{
	register struct linked_list *item;
	register struct object *obj, *oweapon;

	if ((oweapon = cur_weapon) != NULL) {
	    if (!dropcheck(cur_weapon)) {
		    cur_weapon = oweapon;
		    return;
	    }
	    if (terse)
		addmsg("Was ");
	    else
		addmsg("You were ");
	    msg("wielding %s", inv_name(oweapon, TRUE));
	}
	if ((item = get_item(pack, "wield", WIELDABLE)) == NULL) {
		after = FALSE;
		return;
	}
	obj = OBJPTR(item);
	if (is_current(obj)) {
		msg("Item in use.");
		after = FALSE;
		return;
	}
	if (player.t_ctype != C_FIGHTER &&
	    obj->o_type == WEAPON	&&
	   (obj->o_which == TWOSWORD || obj->o_which == BASWORD)) {
		msg("Only fighters can wield a %s", weaps[obj->o_which].w_name);
		return;
	}
	if (terse) {
		addmsg("W");
	} else {
		addmsg("You are now w");
	}
	msg("ielding %s", inv_name(obj, TRUE));
	cur_weapon = obj;
}