view rogue4/extern.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 ea7372f5d314
children e7aab31362af
line wrap: on
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/*
 * global variable initializaton
 *
 * @(#)extern.c	4.32 (Berkeley) 4/1/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 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"

bool after;				/* True if we want after daemons */
bool noscore;				/* Was a wizard sometime */
bool s_know[MAXSCROLLS];		/* Does he know what a scroll does */
bool p_know[MAXPOTIONS];		/* Does he know what a potion does */
bool r_know[MAXRINGS];			/* Does he know what a ring does */
bool ws_know[MAXSTICKS];		/* Does he know what a stick does */
bool amulet = FALSE;			/* He found the amulet */
bool askme = TRUE;			/* Ask about unidentified things */
bool door_stop = FALSE;			/* Stop running when we pass a door */
bool fight_flush = FALSE;		/* True if toilet input */
bool firstmove = FALSE;			/* First move after setting door_stop */
bool in_shell = FALSE;			/* True if executing a shell */
bool jump = FALSE;			/* Show running as series of jumps */
bool passgo = FALSE;			/* Follow passages */
bool playing = TRUE;			/* True until he quits */
bool running = FALSE;			/* True if player is running */
bool save_msg = TRUE;			/* Remember last msg */
bool slow_invent = FALSE;		/* Inventory one line at a time */
bool terse = FALSE;			/* True if we should be short */
bool use_savedir = FALSE;		/* True if using system savefile area */
#ifdef WIZARD
bool wizard = FALSE;			/* True if allows wizard commands */
#endif

char take;				/* Thing the rogue is taking */
char prbuf[MAXSTR];			/* Buffer for sprintfs */
char outbuf[BUFSIZ];			/* Output buffer for stdout */
char runch;				/* Direction player is running */
char *s_names[MAXSCROLLS];		/* Names of the scrolls */
const char *p_colors[MAXPOTIONS];		/* Colors of the potions */
const char *r_stones[MAXRINGS];		/* Stone settings of the rings */
const char *w_names[MAXWEAPONS + 1] = {	/* Names of the various weapons */
    "mace",
    "long sword",
    "short bow",
    "arrow",
    "dagger",
    "two handed sword",
    "dart",
    "crossbow",
    "crossbow bolt",
    "spear",
    NULL				/* fake entry for dragon's breath */
};
const char *a_names[MAXARMORS] = {		/* Names of armor types */
    "leather armor",
    "ring mail",
    "studded leather armor",
    "scale mail",
    "chain mail",
    "splint mail",
    "banded mail",
    "plate mail",
};
const char *ws_made[MAXSTICKS];		/* What sticks are made of */
char *release;				/* Release number of rogue */
char whoami[MAXSTR];			/* Name of player */
char fruit[MAXSTR];			/* Favorite fruit */
char huh[MAXSTR];			/* The last message printed */
char *s_guess[MAXSCROLLS];		/* Players guess at what scroll is */
char *p_guess[MAXPOTIONS];		/* Players guess at what potion is */
char *r_guess[MAXRINGS];		/* Players guess at what ring is */
char *ws_guess[MAXSTICKS];		/* Players guess at what wand is */
char *ws_type[MAXSTICKS];		/* Is it a wand or a staff */
char file_name[256];			/* Save file name */
char home[MAXSTR];			/* User's home directory */
char _level[MAXLINES*MAXCOLS];		/* Level map */
char _flags[MAXLINES*MAXCOLS];		/* Flags for each space on the map */

int max_level;				/* Deepest player has gone */
int ntraps;				/* Number of traps on this level */
int dnum;				/* Dungeon number */
int level = 1;				/* What level rogue is on */
int purse = 0;				/* How much gold the rogue has */
int mpos = 0;				/* Where cursor is on top line */
int no_move = 0;			/* Number of turns held in place */
int no_command = 0;			/* Number of turns asleep */
int inpack = 0;				/* Number of things in pack */
int total = 0;				/* Total dynamic memory bytes */
int lastscore = -1;			/* Score before this turn */
int no_food = 0;			/* Number of levels without food */
int count = 0;				/* Number of times to repeat command */
int fung_hit = 0;			/* Number of time fungi has hit */
int quiet = 0;				/* Number of quiet turns */
int food_left;				/* Amount of food in hero's stomach */
int group = 2;				/* Current group number */
int hungry_state = 0;			/* How hungry is he */
int fd;					/* File descriptor for score file */
int lfd;				/* File descriptor for log file */
int a_chances[MAXARMORS] = {		/* Chance for each armor type */
    20,
    35,
    50,
    63,
    75,
    85,
    95,
    100
};
int a_class[MAXARMORS] = {		/* Armor class for each armor type */
    8,
    7,
    7,
    6,
    5,
    4,
    4,
    3,
};

long seed;				/* Random number seed */

coord oldpos;				/* Position before last look() call */
coord delta;				/* Change indicated to get_dir() */

THING player;				/* The rogue */
THING *cur_armor;			/* What a well dresssed rogue wears */
THING *cur_weapon;			/* Which weapon he is weilding */
THING *cur_ring[2];			/* Which rings are being worn */
THING *lvl_obj = NULL;			/* List of objects on this level */
THING *mlist = NULL;			/* List of monsters on the level */
THING *_monst[MAXLINES*MAXCOLS];	/* Pointers for monsters at each spot */

WINDOW *hw;				/* Used as a scratch window */

#define INIT_STATS { 16, 0, 1, 10, 12, "1d4", 12 }

struct stats max_stats = INIT_STATS;	/* The maximum for the player */

struct room *oldrp;			/* Roomin(&oldpos) */
struct room rooms[MAXROOMS];		/* One for each room -- A level */
struct room passages[MAXPASS] =		/* One for each passage */
{
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 },
    { {0, 0}, {0, 0}, {0, 0}, 0, ISGONE|ISDARK, 0, 0 }
};

#define ___ 1
#define XX 10
struct monster monsters[26] =
{
	/* Name		 CARRY	FLAG    str, exp, lvl, amr, hpt, dmg */
	{ "giant ant",	 0,	ISMEAN,	{ XX,  9,   2,   3, ___, "1d6" } },
	{ "bat",	 0,	0,	{ XX,  1,   1,   3, ___, "1d2" } },
	{ "centaur",	 15,	0,	{ XX, 15,   4,   4, ___, "1d6/1d6" } },
	{ "dragon",	 100,	ISMEAN,	{ XX,6800, 10,  -1, ___, "1d8/1d8/3d10" } },
	{ "floating eye",0,	0,	{ XX,  5,   1,   9, ___, "0d0" } },
		/* NOTE: the damage is %%% so that xstr won't merge this */
		/* string with others, since it is written on in the program */
	{ "violet fungi",0,	ISMEAN,	{ XX, 80,   8,   3, ___, "%%%d0" } },
	{ "gnome",	 10,	0,	{ XX,  7,   1,   5, ___, "1d6" } },
	{ "hobgoblin",	 0,	ISMEAN,	{ XX,  3,   1,   5, ___, "1d8" } },
	{ "invisible stalker",0,ISINVIS,{ XX,120,   8,   3, ___, "4d4" } },
	{ "jackal",	 0,	ISMEAN,	{ XX,  2,   1,   7, ___, "1d2" } },
	{ "kobold",	 0,	ISMEAN,	{ XX,  1,   1,   7, ___, "1d4" } },
	{ "leprechaun",	 0,	0,	{ XX, 10,   3,   8, ___, "1d1" } },
	{ "mimic",	 30,	0,	{ XX,100,   7,   7, ___, "3d4" } },
	{ "nymph",	 100,	0,	{ XX, 37,   3,   9, ___, "0d0" } },
	{ "orc",	 15,	ISGREED,{ XX,  5,   1,   6, ___, "1d8" } },
	{ "purple worm", 70,	0,	{ XX,4000, 15,   6, ___, "2d12/2d4" } },
	{ "quasit",	 30,	ISMEAN,	{ XX, 32,   3,   2, ___, "1d2/1d2/1d4" } },
	{ "rust monster",0,	ISMEAN,	{ XX, 20,   5,   2, ___, "0d0/0d0" } },
	{ "snake",	 0,	ISMEAN,	{ XX,  2,   1,   5, ___, "1d3" } },
	{ "troll",	 50,	ISREGEN|ISMEAN,{ XX, 120, 6, 4, ___, "1d8/1d8/2d6" } },
	{ "umber hulk",	 40,	ISMEAN,	{ XX,200,   8,   2, ___, "3d4/3d4/2d5" } },
	{ "vampire",	 20,	ISREGEN|ISMEAN,{ XX,350,   8,   1, ___, "1d10" } },
	{ "wraith",	 0,	0,	{ XX, 55,   5,   4, ___, "1d6" } },
	{ "xorn",	 0,	ISMEAN,	{ XX,190,   7,  -2, ___, "1d3/1d3/1d3/4d6" } },
	{ "yeti",	 30,	0,	{ XX, 50,   4,   6, ___, "1d6/1d6" } },
	{ "zombie",	 0,	ISMEAN,	{ XX,  6,   2,   8, ___, "1d8" } }
};
#undef ___
#undef XX

struct magic_item things[NUMTHINGS] = {
    { 0,			27 },	/* potion */
    { 0,			30 },	/* scroll */
    { 0,			17 },	/* food */
    { 0,			 8 },	/* weapon */
    { 0,			 8 },	/* armor */
    { 0,			 5 },	/* ring */
    { 0,			 5 },	/* stick */
};

struct magic_item s_magic[MAXSCROLLS] = {
    { "monster confusion",	 8, 140 },
    { "magic mapping",		 5, 150 },
    { "hold monster",		 3, 180 },
    { "sleep",			 5,   5 },
    { "enchant armor",		 8, 160 },
    { "identify",		27, 100 },
    { "scare monster",		 4, 200 },
    { "gold detection",		 4,  50 },
    { "teleportation",		 7, 165 },
    { "enchant weapon",		10, 150 },
    { "create monster",		 5,  75 },
    { "remove curse",		 8, 105 },
    { "aggravate monsters",	 4,  20 },
    { "blank paper",		 1,   5 },
    { "genocide",		 1, 300 },
};

struct magic_item p_magic[MAXPOTIONS] = {
    { "confusion",		 8,   5 },
    { "paralysis",		10,   5 },
    { "poison",			 8,   5 },
    { "gain strength",		15, 150 },
    { "see invisible",		 2, 100 },
    { "healing",		15, 130 },
    { "monster detection",	 6, 130 },
    { "magic detection",	 6, 105 },
    { "raise level",		 2, 250 },
    { "extra healing",		 5, 200 },
    { "haste self",		 4, 190 },
    { "restore strength",	14, 130 },
    { "blindness",		 4,   5 },
    { "thirst quenching",	 1,   5 },
};

struct magic_item r_magic[MAXRINGS] = {
    { "protection",		 9, 400 },
    { "add strength",		 9, 400 },
    { "sustain strength",	 5, 280 },
    { "searching",		10, 420 },
    { "see invisible",		10, 310 },
    { "adornment",		 1,  10 },
    { "aggravate monster",	10,  10 },
    { "dexterity",		 8, 440 },
    { "increase damage",	 8, 400 },
    { "regeneration",		 4, 460 },
    { "slow digestion",		 9, 240 },
    { "teleportation",		 5,  30 },
    { "stealth",		 7, 470 },
    { "maintain armor",		 5, 380 },
};

struct magic_item ws_magic[MAXSTICKS] = {
    { "light",			12, 250 },
    { "striking",		 9,  75 },
    { "lightning",		 3, 330 },
    { "fire",			 3, 330 },
    { "cold",			 3, 330 },
    { "polymorph",		15, 310 },
    { "magic missile",		10, 170 },
    { "haste monster",		 9,   5 },
    { "slow monster",		11, 350 },
    { "drain life",		 9, 300 },
    { "nothing",		 1,   5 },
    { "teleport away",		 5, 340 },
    { "teleport to",		 5,  50 },
    { "cancellation",		 5, 280 },
};

struct h_list helpstr[] = {
    '?',	"	prints help",
    '/',	"	identify object",
    'h',	"	left",
    'j',	"	down",
    'k',	"	up",
    'l',	"	right",
    'y',	"	up & left",
    'u',	"	up & right",
    'b',	"	down & left",
    'n',	"	down & right",
    'H',	"	run left",
    'J',	"	run down",
    'K',	"	run up",
    'L',	"	run right",
    'Y',	"	run up & left",
    'U',	"	run up & right",
    'B',	"	run down & left",
    'N',	"	run down & right",
    't',	"<dir>	throw something",
    'f',	"<dir>	forward until find something",
    'z',	"<dir>	zap a wand in a direction",
    '^',	"<dir>	identify trap type",
    's',	"	search for trap/secret door",
    '>',	"	go down a staircase",
    '<',	"	go up a staircase",
    '.',	"	rest for a while",
    'i',	"	inventory",
    'I',	"	inventory single item",
    'q',	"	quaff potion",
    'r',	"	read paper",
    'e',	"	eat food",
    'w',	"	wield a weapon",
    'W',	"	wear armor",
    'T',	"	take armor off",
    'P',	"	put on ring",
    'R',	"	remove ring",
    'd',	"	drop object",
    'c',	"	call object",
    'D',	"	recall what's been discovered",
    'o',	"	examine/set options",
    CTRL('L'),	"	redraw screen",
    CTRL('R'),	"	repeat last message",
    ESCAPE,	"	cancel command",
    '!',	"	shell escape",
    'S',	"	save game",
    'Q',	"	quit",
    0, 0
};