Mercurial > hg > early-roguelike
view rogue5/rogue.h @ 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 | 655c317b6237 |
children | 696277507a2e |
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/* * Rogue definitions and variable declarations * * @(#)rogue.h 5.42 (Berkeley) 08/06/83 * * 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 "extern.h" #undef lines #define NOOP(x) (x += 0) #define CCHAR(x) ( (x) & A_CHARTEXT ) #define MAXDAEMONS 20 #define EMPTY 0 /* * Maximum number of different things */ #define MAXROOMS 9 #define MAXTHINGS 9 #define MAXOBJ 9 #define MAXPACK 23 #define MAXTRAPS 10 #define AMULETLEVEL 26 #define NUMTHINGS 7 /* number of types of things */ #define MAXPASS 13 /* upper limit on number of passages */ #define NUMLINES 24 #define NUMCOLS 80 #define STATLINE (NUMLINES - 1) #define BORE_LEVEL 50 /* * return values for get functions */ #define NORM 0 /* normal exit */ #define QUIT 1 /* quit option setting */ #define MINUS 2 /* back up one option */ /* * inventory types */ #define INV_OVER 0 #define INV_SLOW 1 #define INV_CLEAR 2 /* * All the fun defines */ #define when break;case #define otherwise break;default #define until(expr) while(!(expr)) #define next(ptr) (*ptr).l_next #define prev(ptr) (*ptr).l_prev #define winat(y,x) (moat(y,x) != NULL ? moat(y,x)->t_disguise : chat(y,x)) #define ce(a,b) ((a).x == (b).x && (a).y == (b).y) #define hero player.t_pos #define pstats player.t_stats #define pack player.t_pack #define proom player.t_room #define max_hp player.t_stats.s_maxhp #define attach(a,b) _attach(&a,b) #define detach(a,b) _detach(&a,b) #define free_list(a) _free_list(&a) #undef max #define max(a,b) ((a) > (b) ? (a) : (b)) #define on(thing,flag) ((((thing).t_flags & (flag)) != 0)) #define GOLDCALC (rnd(50 + 10 * level) + 2) #define ISRING(h,r) (cur_ring[h] != NULL && cur_ring[h]->o_which == r) #define ISWEARING(r) (ISRING(LEFT, r) || ISRING(RIGHT, r)) #define ISMULT(type) (type == POTION || type == SCROLL || type == FOOD) #define INDEX(y,x) (&places[((x) << 5) + (y)]) #define chat(y,x) (places[((x) << 5) + (y)].p_ch) #define flat(y,x) (places[((x) << 5) + (y)].p_flags) #define moat(y,x) (places[((x) << 5) + (y)].p_monst) #define unc(cp) (cp).y, (cp).x #ifdef MASTER #define debug if (wizard) msg #endif /* * things that appear on the screens */ #define PASSAGE '#' #define DOOR '+' #define FLOOR '.' #define PLAYER '@' #define TRAP '^' #define STAIRS '%' #define GOLD '*' #define POTION '!' #define SCROLL '?' #define MAGIC '$' #define FOOD ':' #define WEAPON ')' #define ARMOR ']' #define AMULET ',' #define RING '=' #define STICK '/' #define CALLABLE -1 #define R_OR_S -2 /* * Various constants */ #define BEARTIME spread(3) #define SLEEPTIME spread(5) #define HOLDTIME spread(2) #define WANDERTIME spread(70) #define BEFORE spread(1) #define AFTER spread(2) #define HEALTIME 30 #define HUHDURATION 20 #define SEEDURATION 850 #define HUNGERTIME 1300 #define MORETIME 150 #define STOMACHSIZE 2000 #define STARVETIME 850 #define ESCAPE 27 #define LEFT 0 #define RIGHT 1 #define BOLT_LENGTH 6 #define LAMPDIST 3 #ifdef MASTER #ifndef PASSWD #define PASSWD "mTBellIQOsLNA" #endif #endif /* * Save against things */ #define VS_POISON 00 #define VS_PARALYZATION 00 #define VS_DEATH 00 #define VS_BREATH 02 #define VS_MAGIC 03 /* * Various flag bits */ /* flags for rooms */ #define ISDARK 0000001 /* room is dark */ #define ISGONE 0000002 /* room is gone (a corridor) */ #define ISMAZE 0000004 /* room is gone (a corridor) */ /* flags for objects */ #define ISCURSED 000001 /* object is cursed */ #define ISKNOW 0000002 /* player knows details about the object */ #define ISMISL 0000004 /* object is a missile type */ #define ISMANY 0000010 /* object comes in groups */ /* ISFOUND 0000020 ...is used for both objects and creatures */ #define ISPROT 0000040 /* armor is permanently protected */ /* flags for creatures */ #define CANHUH 0000001 /* creature can confuse */ #define CANSEE 0000002 /* creature can see invisible creatures */ #define ISBLIND 0000004 /* creature is blind */ #define ISCANC 0000010 /* creature has special qualities cancelled */ #define ISLEVIT 0000010 /* hero is levitating */ #define ISFOUND 0000020 /* creature has been seen (used for objects) */ #define ISGREED 0000040 /* creature runs to protect gold */ #define ISHASTE 0000100 /* creature has been hastened */ #define ISTARGET 000200 /* creature is the target of an 'f' command */ #define ISHELD 0000400 /* creature has been held */ #define ISHUH 0001000 /* creature is confused */ #define ISINVIS 0002000 /* creature is invisible */ #define ISMEAN 0004000 /* creature can wake when player enters room */ #define ISHALU 0004000 /* hero is on acid trip */ #define ISREGEN 0010000 /* creature can regenerate */ #define ISRUN 0020000 /* creature is running at the player */ #define SEEMONST 040000 /* hero can detect unseen monsters */ #define ISFLY 0040000 /* creature can fly */ #define ISSLOW 0100000 /* creature has been slowed */ /* * Flags for level map */ #define F_PASS 0x80 /* is a passageway */ #define F_SEEN 0x40 /* have seen this spot before */ #define F_DROPPED 0x20 /* object was dropped here */ #define F_LOCKED 0x20 /* door is locked */ #define F_REAL 0x10 /* what you see is what you get */ #define F_PNUM 0x0f /* passage number mask */ #define F_TMASK 0x07 /* trap number mask */ /* * Trap types */ #define T_DOOR 00 #define T_ARROW 01 #define T_SLEEP 02 #define T_BEAR 03 #define T_TELEP 04 #define T_DART 05 #define T_RUST 06 #define T_MYST 07 #define NTRAPS 8 /* * Potion types */ #define P_CONFUSE 0 #define P_LSD 1 #define P_POISON 2 #define P_STRENGTH 3 #define P_SEEINVIS 4 #define P_HEALING 5 #define P_MFIND 6 #define P_TFIND 7 #define P_RAISE 8 #define P_XHEAL 9 #define P_HASTE 10 #define P_RESTORE 11 #define P_BLIND 12 #define P_LEVIT 13 #define MAXPOTIONS 14 /* * Scroll types */ #define S_CONFUSE 0 #define S_MAP 1 #define S_HOLD 2 #define S_SLEEP 3 #define S_ARMOR 4 #define S_ID_POTION 5 #define S_ID_SCROLL 6 #define S_ID_WEAPON 7 #define S_ID_ARMOR 8 #define S_ID_R_OR_S 9 #define S_SCARE 10 #define S_FDET 11 #define S_TELEP 12 #define S_ENCH 13 #define S_CREATE 14 #define S_REMOVE 15 #define S_AGGR 16 #define S_PROTECT 17 #define MAXSCROLLS 18 /* * Weapon types */ #define MACE 0 #define SWORD 1 #define BOW 2 #define ARROW 3 #define DAGGER 4 #define TWOSWORD 5 #define DART 6 #define SHIRAKEN 7 #define SPEAR 8 #define FLAME 9 /* fake entry for dragon breath (ick) */ #define MAXWEAPONS 9 /* this should equal FLAME */ /* * Armor types */ #define LEATHER 0 #define RING_MAIL 1 #define STUDDED_LEATHER 2 #define SCALE_MAIL 3 #define CHAIN_MAIL 4 #define SPLINT_MAIL 5 #define BANDED_MAIL 6 #define PLATE_MAIL 7 #define MAXARMORS 8 /* * Ring types */ #define R_PROTECT 0 #define R_ADDSTR 1 #define R_SUSTSTR 2 #define R_SEARCH 3 #define R_SEEINVIS 4 #define R_NOP 5 #define R_AGGR 6 #define R_ADDHIT 7 #define R_ADDDAM 8 #define R_REGEN 9 #define R_DIGEST 10 #define R_TELEPORT 11 #define R_STEALTH 12 #define R_SUSTARM 13 #define MAXRINGS 14 /* * Rod/Wand/Staff types */ #define WS_LIGHT 0 #define WS_INVIS 1 #define WS_ELECT 2 #define WS_FIRE 3 #define WS_COLD 4 #define WS_POLYMORPH 5 #define WS_MISSILE 6 #define WS_HASTE_M 7 #define WS_SLOW_M 8 #define WS_DRAIN 9 #define WS_NOP 10 #define WS_TELAWAY 11 #define WS_TELTO 12 #define WS_CANCEL 13 #define MAXSTICKS 14 /* * Now we define the structures and types */ /* * Help list */ struct h_list { int h_ch; const char *h_desc; int h_print; }; /* * Coordinate data type */ typedef struct coord { int x; int y; } coord; /* * Stuff about objects */ struct obj_info { const char *oi_name; int oi_prob; int oi_worth; char *oi_guess; int oi_know; }; /* * Room structure */ struct room { coord r_pos; /* Upper left corner */ coord r_max; /* Size of room */ coord r_gold; /* Where the gold is */ int r_goldval; /* How much the gold is worth */ int r_flags; /* info about the room */ int r_nexits; /* Number of exits */ coord r_exit[12]; /* Where the exits are */ }; /* * Structure describing a fighting being */ struct stats { int s_str; /* Strength */ int s_exp; /* Experience */ int s_lvl; /* level of mastery */ int s_arm; /* Armor class */ int s_hpt; /* Hit points */ char s_dmg[13]; /* String describing damage done */ int s_maxhp; /* Max hit points */ }; /* * Structure for monsters and player */ union thing { struct { union thing *_l_next, *_l_prev; /* Next pointer in link */ coord _t_pos; /* Position */ int _t_turn; /* If slowed, is it a turn to move */ int _t_type; /* What it is */ int _t_disguise; /* What mimic looks like */ int _t_oldch; /* Character that was where it was */ const coord *_t_dest; /* Where it is running to */ int _t_flags; /* State word */ struct stats _t_stats; /* Physical description */ struct room *_t_room; /* Current room for thing */ union thing *_t_pack; /* What the thing is carrying */ int _t_reserved; } _t; struct { union thing *_l_next, *_l_prev; /* Next pointer in link */ int _o_type; /* What kind of object it is */ coord _o_pos; /* Where it lives on the screen */ char *_o_text; /* What it says if you read it */ int _o_launch; /* What you need to launch it */ int _o_packch; /* What character it is in the pack */ char _o_damage[8]; /* Damage if used like sword */ char _o_hurldmg[8]; /* Damage if thrown */ int _o_count; /* count for plural objects */ int _o_which; /* Which object of a type it is */ int _o_hplus; /* Plusses to hit */ int _o_dplus; /* Plusses to damage */ int _o_arm; /* Armor protection */ int _o_flags; /* information about objects */ int _o_group; /* group number for this object */ char *_o_label; /* Label for object */ } _o; }; typedef union thing THING; #define l_next _t._l_next #define l_prev _t._l_prev #define t_pos _t._t_pos #define t_turn _t._t_turn #define t_type _t._t_type #define t_disguise _t._t_disguise #define t_oldch _t._t_oldch #define t_dest _t._t_dest #define t_flags _t._t_flags #define t_stats _t._t_stats #define t_pack _t._t_pack #define t_room _t._t_room #define t_reserved _t._t_reserved #define o_type _o._o_type #define o_pos _o._o_pos #define o_text _o._o_text #define o_launch _o._o_launch #define o_packch _o._o_packch #define o_damage _o._o_damage #define o_hurldmg _o._o_hurldmg #define o_count _o._o_count #define o_which _o._o_which #define o_hplus _o._o_hplus #define o_dplus _o._o_dplus #define o_arm _o._o_arm #define o_charges o_arm #define o_goldval o_arm #define o_flags _o._o_flags #define o_group _o._o_group #define o_label _o._o_label /* * describe a place on the level map */ typedef struct PLACE { int p_ch; int p_flags; THING *p_monst; } PLACE; /* * Array containing information on all the various types of monsters */ struct monster { const char *m_name; /* What to call the monster */ int m_carry; /* Probability of carrying something */ int m_flags; /* things about the monster */ struct stats m_stats; /* Initial stats */ }; struct delayed_action { int d_type; void (*d_func)(); int d_arg; int d_time; }; struct STONE { char *st_name; int st_value; }; typedef struct STONE STONE; /* * External variables */ extern int after, again, allscore, door_stop, fight_flush, firstmove, has_hit, inv_describe, jump, kamikaze, lower_msg, move_on, msg_esc, pack_used[], passgo, playing, q_comm, running, save_msg, see_floor, seenstairs, stat_msg, terse, to_death, tombstone, amulet, count, dir_ch, food_left, hungry_state, inpack, inv_type, lastscore, level, max_hit, max_level, mpos, take, n_objs, no_command, no_food, no_move, noscore, ntraps, purse, quiet, vf_hit, runch, last_comm, l_last_comm, last_dir, l_last_dir, numscores, total, between, group, cNWOOD, cNMETAL, cNSTONES, cNCOLORS; extern char file_name[], home[], huh[], *Numname, outbuf[], *ws_type[], *s_names[]; extern const char *ws_made[], *inv_t_name[], *p_colors[], *r_stones[], *release, *tr_name[], *rainbow[], *wood[], *metal[], encstr[], statlist[], version[]; extern const int a_class[], e_levels[]; extern unsigned int dnum, seed; extern WINDOW *hw; extern coord delta, oldpos, stairs; extern PLACE places[]; extern THING *cur_armor, *cur_ring[], *cur_weapon, *l_last_pick, *last_pick, *lvl_obj, *mlist, player; extern const struct h_list helpstr[]; extern struct room *oldrp, passages[], rooms[]; extern struct stats max_stats; extern struct monster monsters[]; extern struct obj_info arm_info[], pot_info[], ring_info[], scr_info[], things[], ws_info[], weap_info[]; extern struct delayed_action d_list[MAXDAEMONS]; extern const STONE stones[]; /* * Function types */ void _attach(THING **list, THING *item); void _detach(THING **list, THING *item); void _free_list(THING **ptr); void addmsg(const char *fmt, ...); int add_haste(int potion); int add_line(const char *fmt, const char *arg); void add_pack(THING *obj, int silent); void add_pass(void); void add_str(int *sp, int amt); void accnt_maze(int y, int x, int ny, int nx); void aggravate(void); int attack(THING *mp); void auto_save(int); void badcheck(const char *name, const struct obj_info *info, int bound); int be_trapped(const coord *tc); void bounce(const THING *weap, const char *mname, int noend); void call(void); void call_it(struct obj_info *info); int cansee(int y, int x); int center(const char *str); int chase(THING *tp, const coord *ee); int checkout(void); const char *charge_str(const THING *obj); void chg_str(int amt); void check_level(void); const char *choose_str(const char *ts, const char *ns); void conn(int r1, int r2); void come_down(void); void command(void); void create_obj(void); void current(const THING *cur, const char *how, const char *where); void d_level(void); void death(int monst); int death_monst(void); int diag_ok(const coord *sp, const coord *ep); void dig(int y, int x); void discard(THING *item); void discovered(void); int dist(int y1, int x1, int y2, int x2); int dist_cp(const coord *c1, const coord *c2); int do_chase(THING *th); void do_daemons(int flag); void do_fuses(int flag); void do_maze(const struct room *rp); void do_motion(THING *obj, int ydelta, int xdelta); void do_move(int dy, int dx); void do_passages(void); void do_pot(int type, int knowit); void do_rooms(void); void do_run(int ch); void do_zap(void); void doadd(const char *fmt, va_list args); void doctor(void); void door(struct room *rm, const coord *cp); void door_open(const struct room *rp); void drain(void); void draw_room(const struct room *rp); void drop(void); int dropcheck(const THING *obj); void eat(void); int encclearerr(); int encerror(); void encseterr(); size_t encread(char *start, size_t size, FILE *inf); size_t encwrite(const char *start, size_t size, FILE *outf); void end_line(void); void endit(int sig); int endmsg(void); void enter_room(const coord *cp); void erase_lamp(const coord *pos, const struct room *rp); int exp_add(const THING *tp); void extinguish(void (*func)()); void fall(THING *obj, int pr); int fallpos(const coord *pos, coord *newpos); void fatal(const char *s); void fire_bolt(const coord *start, coord *dir, const char *name); int floor_at(void); int floor_ch(void); void flush_type(void); const coord *find_dest(const THING *tp); int find_floor(const struct room *rp, coord *cp, int limit, int monst); THING *find_obj(int y, int x); int fight(const coord *mp, const THING *weap, int thrown); void fix_stick(THING *cur); void fuse(void (*func)(), int arg, int time, int type); int get_bool(void *vp, WINDOW *win); int get_dir(void); int get_inv_t(void *vp, WINDOW *win); THING *get_item(const char *purpose, int type); int get_num(void *vp, WINDOW *win); int get_sf(void *vp, WINDOW *win); int get_str(void *vopt, WINDOW *win); int gethand(void); void getltchars(void); void give_pack(THING *tp); void help(void); void hit(const char *er, const char *ee, int noend); void horiz(const struct room *rp, int starty); void leave_room(const coord *cp); void lengthen(void (*func)(), int xtime); void look(int wakeup); int hit_monster(int y, int x, const THING *obj); void identify(void); void illcom(int ch); void init_check(void); void init_colors(void); void init_materials(void); void init_names(void); void init_player(void); void init_probs(void); void init_stones(void); void init_weapon(THING *weap, int which); char *inv_name(const THING *obj, int drop); int inventory(const THING *list, int type); void invis_on(void); int is_current(const THING *obj); int is_magic(const THING *obj); int is_symlink(const char *sp); void kill_daemon(void (*func)()); void killed(THING *tp, int pr); const char *killname(int monst, int doart); void land(void); void leave(int); THING *leave_pack(THING *obj, int newobj, int all); int levit_check(void); int lock_sc(void); void miss(const char *er, const char *ee, int noend); void missile(int ydelta, int xdelta); void money(int value); int move_monst(THING *tp); void move_msg(const THING *obj); int msg(const char *fmt, ...); void my_exit(int sig); void nameit(const THING *obj, const char *type, const char *which, const struct obj_info *op, const char *(*prfunc)(const THING *)); THING *new_item(void); void new_level(void); void new_monster(THING *tp, int type, const coord *cp); THING *new_thing(void); void nohaste(void); const char *nothing(int type); const char *nullstr(const THING *ignored); const char *num(int n1, int n2, int type); void numpass(int y, int x); void option(void); void open_log(void); void open_score(void); int pack_char(void); int pack_room(int from_floor, THING *obj); void parse_opts(char *str); void passnum(void); int passwd(void); const char *pick_color(const char *col); int pick_one(const struct obj_info *info, int nitems); void pick_up(int ch); void picky_inven(void); void playit(void); void playltchars(void); void pr_spec(const struct obj_info *info, int nitems); void pr_list(void); void print_disc(int); void put_bool(void *b); void put_inv_t(void *ip); void put_str(void *str); void put_things(void); void putpass(const coord *cp); void quaff(void); void quit(int); void raise_level(void); int randmonster(int wander); void read_scroll(void); int readchar(void); void relocate(THING *th, const coord *new_loc); void remove_mon(const coord *mp, THING *tp, int waskill); void reset_last(void); void resetltchars(void); int restore(const char *file); int ring_eat(int hand); void ring_on(void); void ring_off(void); const char *ring_num(const THING *obj); int rnd(int range); int rnd_room(void); int rnd_thing(void); coord rndmove(const THING *who); int roll(int number, int sides); int roll_em(const THING *thatt, THING *thdef, const THING *weap, int hurl); void rollwand(void); struct room *roomin(const coord *cp); int rs_save_file(FILE *savef); int rs_restore_file(FILE *inf); void runners(void); void runto(const coord *runner); void rust_armor(THING *arm); int save(int which); void save_file(FILE *savef); void save_game(void); int save_throw(int which, const THING *tp); void score(int amount, int flags, int monst); void search(void); int see_monst(const THING *mp); int seen_stairs(void); void set_know(THING *obj, struct obj_info *info); const char *set_mname(const THING *tp); void set_oldch(THING *tp, const coord *cp); void set_order(int *order, int numthings); void setup(void); void shell(void); int show_floor(void); void show_map(void); void show_win(const char *message); void sight(void); int sign(int nm); int spread(int nm); void start_daemon(void (*func)(), int arg, int type); void start_score(void); void status(void); int step_ok(int ch); void stomach(void); void strucpy(char *s1, const char *s2, size_t len); void swander(void); int swing(int at_lvl, int op_arm, int wplus); void take_off(void); void teleport(void); void total_winner(void); void thunk(const THING *weap, const char *mname, int noend); void treas_room(void); int trip_ch(int y, int x, int ch); void tstp(int ignored); int turn_ok(int y, int x); int turn_see(int turn_off); void turnref(void); const char *type_name(int type); void u_level(void); void unconfuse(void); void uncurse(THING *obj); void unlock_sc(void); void unsee(void); void vert(const struct room *rp, int startx); void visuals(void); char *vowelstr(const char *str); void wait_for(WINDOW *win, int ch); const THING *wake_monster(int y, int x); void wanderer(void); void waste_time(void); void wear(void); void whatis(int insist, int type); void wield(void); int wreadchar(WINDOW *win); void writelog(int amount, int flags, int monst);