view rogue5/weapons.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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/*
 * Functions for dealing with problems brought about by weapons
 *
 * @(#)weapons.c	4.34 (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 <ctype.h>
#include "rogue.h"

#define NO_WEAPON -1

static const struct init_weaps {
    char *iw_dam;	/* Damage when wielded */
    char *iw_hrl;	/* Damage when thrown */
    int iw_launch;	/* Launching weapon */
    int iw_flags;	/* Miscellaneous flags */
} init_dam[MAXWEAPONS] = {
    { "2x4",	"1x3",	NO_WEAPON,	0,		},	/* Mace */
    { "3x4",	"1x2",	NO_WEAPON,	0,		},	/* Long sword */
    { "1x1",	"1x1",	NO_WEAPON,	0,		},	/* Bow */
    { "1x1",	"2x3",	BOW,		ISMANY|ISMISL,	},	/* Arrow */
    { "1x6",	"1x4",	NO_WEAPON,	ISMISL|ISMISL,	},	/* Dagger */
    { "4x4",	"1x2",	NO_WEAPON,	0,		},	/* 2h sword */
    { "1x1",	"1x3",	NO_WEAPON,	ISMANY|ISMISL,	},	/* Dart */
    { "1x2",	"2x4",	NO_WEAPON,	ISMANY|ISMISL,	},	/* Shuriken */
    { "2x3",	"1x6",	NO_WEAPON,	ISMISL,		},	/* Spear */
};

/*
 * missile:
 *	Fire a missile in a given direction
 */

void
missile(int ydelta, int xdelta)
{
    THING *obj;

    /*
     * Get which thing we are hurling
     */
    if ((obj = get_item("throw", WEAPON)) == NULL)
	return;
    if (!dropcheck(obj) || is_current(obj))
	return;
    obj = leave_pack(obj, TRUE, FALSE);
    do_motion(obj, ydelta, xdelta);
    /*
     * AHA! Here it has hit something.  If it is a wall or a door,
     * or if it misses (combat) the monster, put it on the floor
     */
    if (moat(obj->o_pos.y, obj->o_pos.x) == NULL ||
	!hit_monster(unc(obj->o_pos), obj))
	    fall(obj, TRUE);
}

/*
 * do_motion:
 *	Do the actual motion on the screen done by an object traveling
 *	across the room
 */

void
do_motion(THING *obj, int ydelta, int xdelta)
{
    int ch;

    /*
     * Come fly with us ...
     */
    obj->o_pos = hero;
    for (;;)
    {
	/*
	 * Erase the old one
	 */
	if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse)
	{
	    ch = chat(obj->o_pos.y, obj->o_pos.x);
	    if (ch == FLOOR && !show_floor())
		ch = ' ';
	    mvaddch(obj->o_pos.y, obj->o_pos.x, ch);
	}
	/*
	 * Get the new position
	 */
	obj->o_pos.y += ydelta;
	obj->o_pos.x += xdelta;
	if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
	{
	    /*
	     * It hasn't hit anything yet, so display it
	     * If it alright.
	     */
	    if (cansee(unc(obj->o_pos)) && !terse)
	    {
		mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
		refresh();
	    }
	    continue;
	}
	break;
    }
}

/*
 * fall:
 *	Drop an item someplace around here.
 */

void
fall(THING *obj, int pr)
{
    PLACE *pp;
    coord fpos;

    if (fallpos(&obj->o_pos, &fpos))
    {
	pp = INDEX(fpos.y, fpos.x);
	pp->p_ch = obj->o_type;
	obj->o_pos = fpos;
	if (cansee(fpos.y, fpos.x))
	{
	    if (pp->p_monst != NULL)
		pp->p_monst->t_oldch = obj->o_type;
	    else
		mvaddch(fpos.y, fpos.x, obj->o_type);
	}
	attach(lvl_obj, obj);
	return;
    }
    if (pr)
    {
	if (has_hit)
	{
	    endmsg();
	    has_hit = FALSE;
	}
	msg("the %s vanishes as it hits the ground",
	    weap_info[obj->o_which].oi_name);
    }
    discard(obj);
}

/*
 * init_weapon:
 *	Set up the initial goodies for a weapon
 */

void
init_weapon(THING *weap, int which)
{
    const struct init_weaps *iwp;

    weap->o_type = WEAPON;
    weap->o_which = which;
    iwp = &init_dam[which];
    strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage));
    strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg));
    weap->o_launch = iwp->iw_launch;
    weap->o_flags = iwp->iw_flags;
    weap->o_hplus = 0;
    weap->o_dplus = 0;
    if (which == DAGGER)
    {
	weap->o_count = rnd(4) + 2;
	weap->o_group = group++;
    }
    else if (weap->o_flags & ISMANY)
    {
	weap->o_count = rnd(8) + 8;
	weap->o_group = group++;
    }
    else
    {
	weap->o_count = 1;
	weap->o_group = 0;
    }
}

/*
 * hit_monster:
 *	Does the missile hit the monster?
 */
int
hit_monster(int y, int x, const THING *obj)
{
    coord mp;

    mp.y = y;
    mp.x = x;
    return fight(&mp, obj, TRUE);
}

/*
 * num:
 *	Figure out the plus number for armor/weapons
 */
const char *
num(int n1, int n2, int type)
{
    static char numbuf[10];

    sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1);
    if (type == WEAPON)
	sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2);
    return numbuf;
}

/*
 * wield:
 *	Pull out a certain weapon
 */

void
wield(void)
{
    THING *obj, *oweapon;
    char *sp;

    oweapon = cur_weapon;
    if (!dropcheck(cur_weapon))
    {
	cur_weapon = oweapon;
	return;
    }
    cur_weapon = oweapon;
    if ((obj = get_item("wield", WEAPON)) == NULL)
    {
bad:
	after = FALSE;
	return;
    }

    if (obj->o_type == ARMOR)
    {
	msg("you can't wield armor");
	goto bad;
    }
    if (is_current(obj))
        goto bad;

    sp = inv_name(obj, TRUE);
    cur_weapon = obj;
    if (!terse)
	addmsg("you are now ");
    msg("wielding %s (%c)", sp, obj->o_packch);
}

/*
 * fallpos:
 *	Pick a random position around the give (y, x) coordinates
 */
int
fallpos(const coord *pos, coord *newpos)
{
    int y, x, cnt, ch;

    cnt = 0;
    for (y = pos->y - 1; y <= pos->y + 1; y++)
	for (x = pos->x - 1; x <= pos->x + 1; x++)
	{
	    /*
	     * check to make certain the spot is empty, if it is,
	     * put the object there, set it in the level list
	     * and re-draw the room if he can see it
	     */
	    if (y == hero.y && x == hero.x)
		continue;
	    if (((ch = chat(y, x)) == FLOOR || ch == PASSAGE)
					&& rnd(++cnt) == 0)
	    {
		newpos->y = y;
		newpos->x = x;
	    }
	}
    return (cnt != 0);
}