Mercurial > hg > early-roguelike
view rogue3/things.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 | 0250220d8cdd |
line wrap: on
line source
/* * Contains functions for dealing with things like * potions and scrolls * * @(#)things.c 3.37 (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 <ctype.h> #include <string.h> #include "rogue.h" /* * inv_name: * return the name of something as it would appear in an * inventory. */ char * inv_name(struct object *obj, int drop) { char *pb; switch(obj->o_type) { case SCROLL: if (obj->o_count == 1) strcpy(prbuf, "A scroll "); else sprintf(prbuf, "%d scrolls ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (s_know[obj->o_which]) sprintf(pb, "of %s", s_magic[obj->o_which].mi_name); else if (s_guess[obj->o_which]) sprintf(pb, "called %s", s_guess[obj->o_which]); else sprintf(pb, "titled '%s'", s_names[obj->o_which]); when POTION: if (obj->o_count == 1) strcpy(prbuf, "A potion "); else sprintf(prbuf, "%d potions ", obj->o_count); pb = &prbuf[strlen(prbuf)]; if (p_know[obj->o_which]) sprintf(pb, "of %s(%s)", p_magic[obj->o_which].mi_name, p_colors[obj->o_which]); else if (p_guess[obj->o_which]) sprintf(pb, "called %s(%s)", p_guess[obj->o_which], p_colors[obj->o_which]); else if (obj->o_count == 1) sprintf(prbuf, "A%s %s potion", vowelstr(p_colors[obj->o_which]), p_colors[obj->o_which]); else sprintf(prbuf, "%d %s potions", obj->o_count, p_colors[obj->o_which]); when FOOD: if (obj->o_which == 1) if (obj->o_count == 1) sprintf(prbuf, "A%s %s", vowelstr(fruit), fruit); else sprintf(prbuf, "%d %ss", obj->o_count, fruit); else if (obj->o_count == 1) strcpy(prbuf, "Some food"); else sprintf(prbuf, "%d rations of food", obj->o_count); when WEAPON: if (obj->o_count > 1) sprintf(prbuf, "%d ", obj->o_count); else strcpy(prbuf, "A "); pb = &prbuf[strlen(prbuf)]; if (obj->o_flags & ISKNOW) sprintf(pb, "%s %s", num(obj->o_hplus, obj->o_dplus), w_names[obj->o_which]); else sprintf(pb, "%s", w_names[obj->o_which]); if (obj->o_count > 1) strcat(prbuf, "s"); when ARMOR: if (obj->o_flags & ISKNOW) sprintf(prbuf, "%s %s", num(a_class[obj->o_which] - obj->o_ac, 0), a_names[obj->o_which]); else sprintf(prbuf, "%s", a_names[obj->o_which]); when AMULET: strcpy(prbuf, "The Amulet of Yendor"); when STICK: sprintf(prbuf, "A %s ", ws_type[obj->o_which]); pb = &prbuf[strlen(prbuf)]; if (ws_know[obj->o_which]) sprintf(pb, "of %s%s(%s)", ws_magic[obj->o_which].mi_name, charge_str(obj), ws_made[obj->o_which]); else if (ws_guess[obj->o_which]) sprintf(pb, "called %s(%s)", ws_guess[obj->o_which], ws_made[obj->o_which]); else sprintf(&prbuf[2], "%s %s", ws_made[obj->o_which], ws_type[obj->o_which]); when RING: if (r_know[obj->o_which]) sprintf(prbuf, "A%s ring of %s(%s)", ring_num(obj), r_magic[obj->o_which].mi_name, r_stones[obj->o_which]); else if (r_guess[obj->o_which]) sprintf(prbuf, "A ring called %s(%s)", r_guess[obj->o_which], r_stones[obj->o_which]); else sprintf(prbuf, "A%s %s ring", vowelstr(r_stones[obj->o_which]), r_stones[obj->o_which]); otherwise: debug("Picked up something funny"); sprintf(prbuf, "Something bizarre %s", unctrl(obj->o_type)); } if (obj == cur_armor) strcat(prbuf, " (being worn)"); if (obj == cur_weapon) strcat(prbuf, " (weapon in hand)"); if (obj == cur_ring[LEFT]) strcat(prbuf, " (on left hand)"); else if (obj == cur_ring[RIGHT]) strcat(prbuf, " (on right hand)"); if (drop && isupper(prbuf[0])) prbuf[0] = tolower(prbuf[0]); else if (!drop && islower(*prbuf)) *prbuf = toupper(*prbuf); if (!drop) strcat(prbuf, "."); return prbuf; } /* * money: * Add to characters purse */ void money() { struct room *rp; for (rp = rooms; rp <= &rooms[MAXROOMS-1]; rp++) if (ce(hero, rp->r_gold)) { if (notify) { if (!terse) addmsg("You found "); msg("%d gold pieces.", rp->r_goldval); } purse += rp->r_goldval; rp->r_goldval = 0; cmov(rp->r_gold); addch(FLOOR); return; } msg("That gold must have been counterfeit"); } /* * drop: * put something down */ void drop() { int ch; struct linked_list *obj, *nobj; struct object *op; ch = mvwinch(stdscr, hero.y, hero.x); if (ch != FLOOR && ch != PASSAGE) { msg("There is something there already"); return; } if ((obj = get_item("drop", 0)) == NULL) return; op = (struct object *) ldata(obj); if (!dropcheck(op)) return; /* * Take it out of the pack */ if (op->o_count >= 2 && op->o_type != WEAPON) { nobj = new_item(sizeof *op); op->o_count--; op = (struct object *) ldata(nobj); *op = *((struct object *) ldata(obj)); op->o_count = 1; obj = nobj; if (op->o_group != 0) inpack++; } else detach(pack, obj); inpack--; /* * Link it into the level object list */ attach(lvl_obj, obj); mvaddch(hero.y, hero.x, op->o_type); op->o_pos = hero; msg("Dropped %s", inv_name(op, TRUE)); } /* * do special checks for dropping or unweilding|unwearing|unringing */ int dropcheck(struct object *op) { str_t save_max; if (op == NULL) return TRUE; if (op != cur_armor && op != cur_weapon && op != cur_ring[LEFT] && op != cur_ring[RIGHT]) return TRUE; if (op->o_flags & ISCURSED) { msg("You can't. It appears to be cursed."); return FALSE; } if (op == cur_weapon) cur_weapon = NULL; else if (op == cur_armor) { waste_time(); cur_armor = NULL; } else if (op == cur_ring[LEFT] || op == cur_ring[RIGHT]) { switch (op->o_which) { case R_ADDSTR: save_max = max_stats.s_str; chg_str(-op->o_ac); max_stats.s_str = save_max; break; case R_SEEINVIS: player.t_flags &= ~CANSEE; extinguish(unsee); light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); break; } cur_ring[op == cur_ring[LEFT] ? LEFT : RIGHT] = NULL; } return TRUE; } /* * return a new thing */ struct linked_list * new_thing() { struct linked_list *item; struct object *cur; int j, k; item = new_item(sizeof *cur); cur = (struct object *) ldata(item); cur->o_hplus = cur->o_dplus = 0; strcpy(cur->o_damage,"0d0"); strcpy(cur->o_hurldmg,"0d0"); cur->o_ac = 11; cur->o_count = 1; cur->o_group = 0; cur->o_flags = 0; /* * Decide what kind of object it will be * If we haven't had food for a while, let it be food. */ switch (no_food > 3 ? 2 : pick_one(things, NUMTHINGS)) { case 0: cur->o_type = POTION; cur->o_which = pick_one(p_magic, MAXPOTIONS); when 1: cur->o_type = SCROLL; cur->o_which = pick_one(s_magic, MAXSCROLLS); when 2: no_food = 0; cur->o_type = FOOD; if (rnd(100) > 10) cur->o_which = 0; else cur->o_which = 1; when 3: cur->o_type = WEAPON; cur->o_which = rnd(MAXWEAPONS); init_weapon(cur, cur->o_which); if ((k = rnd(100)) < 10) { cur->o_flags |= ISCURSED; cur->o_hplus -= rnd(3)+1; } else if (k < 15) cur->o_hplus += rnd(3)+1; when 4: cur->o_type = ARMOR; for (j = 0, k = rnd(100); j < MAXARMORS; j++) if (k < a_chances[j]) break; if (j == MAXARMORS) { debug("Picked a bad armor %d", k); j = 0; } cur->o_which = j; cur->o_ac = a_class[j]; if ((k = rnd(100)) < 20) { cur->o_flags |= ISCURSED; cur->o_ac += rnd(3)+1; } else if (k < 28) cur->o_ac -= rnd(3)+1; when 5: cur->o_type = RING; cur->o_which = pick_one(r_magic, MAXRINGS); switch (cur->o_which) { case R_ADDSTR: case R_PROTECT: case R_ADDHIT: case R_ADDDAM: if ((cur->o_ac = rnd(3)) == 0) { cur->o_ac = -1; cur->o_flags |= ISCURSED; } when R_AGGR: case R_TELEPORT: cur->o_flags |= ISCURSED; } when 6: cur->o_type = STICK; cur->o_which = pick_one(ws_magic, MAXSTICKS); fix_stick(cur); otherwise: debug("Picked a bad kind of object"); wait_for(stdscr, ' '); } return item; } /* * pick an item out of a list of nitems possible magic items */ int pick_one(struct magic_item *magic, int nitems) { struct magic_item *end; int i; struct magic_item *start; start = magic; for (end = &magic[nitems], i = rnd(100); magic < end; magic++) if (i < magic->mi_prob) break; if (magic == end) { if (wizard) { msg("bad pick_one: %d from %d items", i, nitems); for (magic = start; magic < end; magic++) msg("%s: %d%%", magic->mi_name, magic->mi_prob); } magic = start; } return (int) (magic - start); }