view rogue5/new_level.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 f502bf60e6e4
children
line wrap: on
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/*
 * new_level:
 *	Dig and draw a new level
 *
 * @(#)new_level.c	4.38 (Berkeley) 02/05/99
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980-1983, 1985, 1999 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 <string.h>
#include "rogue.h"

#define TREAS_ROOM 20	/* one chance in TREAS_ROOM for a treasure room */
#define MAXTREAS 10	/* maximum number of treasures in a treasure room */
#define MINTREAS 2	/* minimum number of treasures in a treasure room */

void
new_level(void)
{
    THING *tp;
    PLACE *pp;
    int *sp;
    int i;

    player.t_flags &= ~ISHELD;	/* unhold when you go down just in case */
    if (level > max_level)
	max_level = level;
    /*
     * Clean things off from last level
     */
    for (pp = places; pp < &places[MAXCOLS*MAXLINES]; pp++)
    {
	pp->p_ch = ' ';
	pp->p_flags = F_REAL;
	pp->p_monst = NULL;
    }
    clear();
    /*
     * Free up the monsters on the last level
     */
    for (tp = mlist; tp != NULL; tp = next(tp))
	free_list(tp->t_pack);
    free_list(mlist);
    /*
     * Throw away stuff left on the previous level (if anything)
     */
    free_list(lvl_obj);
    do_rooms();				/* Draw rooms */
    do_passages();			/* Draw passages */
    no_food++;
    put_things();			/* Place objects (if any) */
    /*
     * Place the traps
     */
    if (rnd(10) < level)
    {
	ntraps = rnd(level / 4) + 1;
	if (ntraps > MAXTRAPS)
	    ntraps = MAXTRAPS;
	i = ntraps;
	while (i--)
	{
	    /*
	     * not only wouldn't it be NICE to have traps in mazes
	     * (not that we care about being nice), since the trap
	     * number is stored where the passage number is, we
	     * can't actually do it.
	     */
	    do
	    {
		find_floor(NULL, &stairs, FALSE, FALSE);
	    } while ( (chat(stairs.y, stairs.x) != FLOOR) &&
	              (flat(stairs.y, stairs.x) & F_REAL) );
	    sp = &flat(stairs.y, stairs.x);
	    *sp &= ~(F_REAL | F_TMASK);
	    *sp |= rnd(NTRAPS);
	}
    }
    /*
     * Place the staircase down.
     */
    find_floor(NULL, &stairs, FALSE, FALSE);
    chat(stairs.y, stairs.x) = STAIRS;
    seenstairs = FALSE;

    for (tp = mlist; tp != NULL; tp = next(tp))
	tp->t_room = roomin(&tp->t_pos);

    find_floor(NULL, &hero, FALSE, TRUE);
    enter_room(&hero);
    mvaddch(hero.y, hero.x, PLAYER);
    if (on(player, SEEMONST))
	turn_see(FALSE);
    if (on(player, ISHALU))
	visuals();
}

/*
 * rnd_room:
 *	Pick a room that is really there
 */
int
rnd_room(void)
{
    int rm;

    do
    {
	rm = rnd(MAXROOMS);
    } while (rooms[rm].r_flags & ISGONE);
    return rm;
}

/*
 * put_things:
 *	Put potions and scrolls on this level
 */

void
put_things(void)
{
    int i;
    THING *obj;

    /*
     * Once you have found the amulet, the only way to get new stuff is
     * go down into the dungeon.
     */
    if (amulet && level < max_level)
	return;
    /*
     * check for treasure rooms, and if so, put it in.
     */
    if (rnd(TREAS_ROOM) == 0)
	treas_room();
    /*
     * Do MAXOBJ attempts to put things on a level
     */
    for (i = 0; i < MAXOBJ; i++)
	if (rnd(100) < 36)
	{
	    /*
	     * Pick a new object and link it in the list
	     */
	    obj = new_thing();
	    attach(lvl_obj, obj);
	    /*
	     * Put it somewhere
	     */
	    find_floor(NULL, &obj->o_pos, FALSE, FALSE);
	    chat(obj->o_pos.y, obj->o_pos.x) = obj->o_type;
	}
    /*
     * If he is really deep in the dungeon and he hasn't found the
     * amulet yet, put it somewhere on the ground
     */
    if (level >= AMULETLEVEL && !amulet)
    {
	obj = new_item();
	attach(lvl_obj, obj);
	obj->o_hplus = 0;
	obj->o_dplus = 0;
	strncpy(obj->o_damage,"0x0",sizeof(obj->o_damage));
        strncpy(obj->o_hurldmg,"0x0",sizeof(obj->o_hurldmg));
	obj->o_arm = 11;
	obj->o_type = AMULET;
	/*
	 * Put it somewhere
	 */
	find_floor(NULL, &obj->o_pos, FALSE, FALSE);
	chat(obj->o_pos.y, obj->o_pos.x) = AMULET;
    }
}

/*
 * treas_room:
 *	Add a treasure room
 */
#define MAXTRIES 10	/* max number of tries to put down a monster */


void
treas_room(void)
{
    int nm;
    THING *tp;
    struct room *rp;
    int spots, num_monst;
    coord mp;

    rp = &rooms[rnd_room()];
    spots = (rp->r_max.y - 2) * (rp->r_max.x - 2) - MINTREAS;
    if (spots > (MAXTREAS - MINTREAS))
	spots = (MAXTREAS - MINTREAS);
    num_monst = nm = rnd(spots) + MINTREAS;
    while (nm--)
    {
	find_floor(rp, &mp, 2 * MAXTRIES, FALSE);
	tp = new_thing();
	tp->o_pos = mp;
	attach(lvl_obj, tp);
	chat(mp.y, mp.x) = tp->o_type;
    }

    /*
     * fill up room with monsters from the next level down
     */

    if ((nm = rnd(spots) + MINTREAS) < num_monst + 2)
	nm = num_monst + 2;
    spots = (rp->r_max.y - 2) * (rp->r_max.x - 2);
    if (nm > spots)
	nm = spots;
    level++;
    while (nm--)
    {
	spots = 0;
	if (find_floor(rp, &mp, MAXTRIES, TRUE))
	{
	    tp = new_item();
	    new_monster(tp, randmonster(FALSE), &mp);
	    tp->t_flags |= ISMEAN;	/* no sloughers in THIS room */
	    give_pack(tp);
	}
    }
    level--;
}