Mercurial > hg > early-roguelike
view rogue3/armor.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 | 527e2150eaf0 |
children |
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/* * This file contains misc functions for dealing with armor * @(#)armor.c 3.9 (Berkeley) 6/15/81 * * 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 "rogue.h" /* * wear: * The player wants to wear something, so let him/her put it on. */ void wear() { register struct linked_list *item; register struct object *obj; if (cur_armor != NULL) { addmsg("You are already wearing some"); if (!terse) addmsg(". You'll have to take it off first"); endmsg(); after = FALSE; return; } if ((item = get_item("wear", ARMOR)) == NULL) return; obj = (struct object *) ldata(item); if (obj->o_type != ARMOR) { msg("You can't wear that."); return; } waste_time(); if (!terse) addmsg("You are now w"); else addmsg("W"); msg("earing %s.", a_names[obj->o_which]); cur_armor = obj; obj->o_flags |= ISKNOW; } /* * take_off: * Get the armor off of the players back */ void take_off() { register struct object *obj; if ((obj = cur_armor) == NULL) { if (terse) msg("Not wearing armor"); else msg("You aren't wearing any armor"); return; } if (!dropcheck(cur_armor)) return; cur_armor = NULL; if (terse) addmsg("Was"); else addmsg("You used to be "); msg(" wearing %c) %s", pack_char(obj), inv_name(obj, TRUE)); } /* * waste_time: * Do nothing but let other things happen */ void waste_time() { do_daemons(BEFORE); do_fuses(BEFORE); do_daemons(AFTER); do_fuses(AFTER); }