view srogue/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 3aa87373c908
children 94a0d9dd5ce1
line wrap: on
line source

/*
 * Contains functions for dealing with things like
 * potions and scrolls
 *
 * @(#)things.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "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 <ctype.h>
#include <string.h>
#include "rogue.h"
#include "rogue.ext"


/*
 * inv_name:
 *	Return the name of something as it would appear in an inventory.
 */
char *
inv_name(obj, drop)
struct object *obj;
bool drop;
{
	reg char *pb, *tn, *pl;
	reg int wh, knowit;
	char nm[3], *inm, *q;

	wh = obj->o_which;
	knowit = FALSE;
	if (obj->o_count > 1)
		pl = "s";
	else
		pl = "";
	if (obj->o_count > 1)
		sprintf(nm, "%d", obj->o_count);
	else
		strcpy(nm, "A");
	tn = obj->o_typname;
	q = "";
	switch(obj->o_type) {
	case SCROLL:
		sprintf(prbuf, "%s %s%s ", nm, tn, pl);
		pb = &prbuf[strlen(prbuf)];
		if (s_know[wh] || o_on(obj,ISPOST)) {
			knowit = TRUE;
			sprintf(pb, "of %s", s_magic[wh].mi_name);
		}
		else if (s_guess[wh])
			sprintf(pb, "called %s", s_guess[wh]);
		else
			sprintf(pb, "titled '%s'", s_names[wh]);
    when POTION:
		sprintf(prbuf, "%s %s%s ", nm, tn, pl);
		pb = &prbuf[strlen(prbuf)];
		if (p_know[wh] || o_on(obj, ISPOST)) {
			sprintf(pb, "of %s", p_magic[wh].mi_name);
			knowit = TRUE;
			if (p_know[wh]) {
				pb = &prbuf[strlen(prbuf)];
				sprintf(pb,"(%s)",p_colors[wh]);
			}
		}
		else if (p_guess[wh])
			sprintf(pb,"called %s(%s)", p_guess[wh],p_colors[wh]);
		else if (obj->o_count == 1)
			sprintf(prbuf,"%s%s %s %s%s", nm, vowelstr(p_colors[wh]),
				p_colors[wh], tn, pl);
		else
			sprintf(prbuf,"%s %s %s%s", nm, p_colors[wh], tn, pl);
	when FOOD:
		if (wh == 1) {
			if (obj->o_count == 1)
				q = vowelstr(fruit);
			sprintf(prbuf, "%s%s %s%s", nm, q, fruit, pl);
		}
		else {
			if (obj->o_count == 1)
				sprintf(prbuf, "Some %s", tn);
			else
				sprintf(prbuf, "%s rations of %s", nm, tn);
		}
		knowit = TRUE;
	when WEAPON:
		inm = w_magic[wh].mi_name;
		strcpy(prbuf, nm);
		if (obj->o_count == 1)
			q = vowelstr(inm);
		pb = &prbuf[strlen(prbuf)];
		if (o_on(obj,ISKNOW | ISPOST)) {
			knowit = TRUE;
			sprintf(pb, " %s %s", num(obj->o_hplus, obj->o_dplus), inm);
		}
		else
			sprintf(pb, "%s %s", q, inm);
		strcat(prbuf, pl);
	when ARMOR:
		inm = a_magic[wh].mi_name;
		if (o_on(obj,ISKNOW | ISPOST)) {
			knowit = TRUE;
			sprintf(prbuf, "%s %s",num(armors[wh].a_class - obj->o_ac, 0),
				inm);
		}
		else
			sprintf(prbuf, "%s", inm);
	when AMULET:
		strcpy(prbuf, "The Amulet of Yendor");
	when STICK: {
		struct rod *rd;

		rd = &ws_stuff[wh];
		sprintf(prbuf, "A %s ", rd->ws_type);
		pb = &prbuf[strlen(prbuf)];
		if (ws_know[wh] || o_on(obj, ISPOST)) {
			knowit = TRUE;
			sprintf(pb,"of %s%s",ws_magic[wh].mi_name,charge_str(obj));
			if (ws_know[wh]) {
				pb = &prbuf[strlen(prbuf)];
				sprintf(pb,"(%s)",rd->ws_made);
			}
		}
		else if (ws_guess[wh])
			sprintf(pb, "called %s(%s)", ws_guess[wh], rd->ws_made);
		else
			sprintf(prbuf, "A%s %s %s", vowelstr(rd->ws_made),
				rd->ws_made, rd->ws_type);
	}
    when RING:
		if (r_know[wh] || o_on(obj, ISPOST)) {
			knowit = TRUE;
			sprintf(prbuf, "A%s %s of %s", ring_num(obj), tn,
			  r_magic[wh].mi_name);
			if (r_know[wh]) {
				pb = &prbuf[strlen(prbuf)];
				sprintf(pb,"(%s)", r_stones[wh]);
			}
		}
		else if (r_guess[wh])
			sprintf(prbuf,"A %s called %s(%s)",tn, r_guess[wh],
				r_stones[wh]);
		else
			sprintf(prbuf,"A%s %s %s",vowelstr(r_stones[wh]), 
				r_stones[wh], tn);
	otherwise:
		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 (o_on(obj, ISPROT))
		strcat(prbuf, " [!]");
	if (o_on(obj, ISPOST))
		strcat(prbuf, " [$]");
	if (knowit) {
		if (o_on(obj, ISCURSED))
			strcat(prbuf, " [-]");
		else if (o_on(obj, ISBLESS))
			strcat(prbuf, " [+]");
	}
	if (!drop)
		strcat(prbuf, ".");
	return prbuf;
}

/*
 * money:
 *	Add to characters purse
 */
money()
{
	reg struct room *rp;
	reg struct linked_list *item;
	reg struct thing *tp;

	rp = player.t_room;
	if (rp != NULL && ce(hero, rp->r_gold)) {
		msg("%d gold pieces.", rp->r_goldval);
		purse += rp->r_goldval;
		rp->r_goldval = 0;
		cmov(rp->r_gold);
		addch(FLOOR);
		/*
		 * once gold is taken, all monsters will chase him
		 */
		for (item = mlist; item != NULL; item = next(item)) {
			tp = THINGPTR(item);
			if (rnd(100) < 70 && tp->t_room == rp && !iswearing(R_STEALTH)
			  && ((tp->t_flags & (ISMEAN | ISGREED)) || rnd(1000) < 20))
				runto(&tp->t_pos, &hero);
		}
	}
	else
		msg("That gold must have been counterfeit.");
}


/*
 * drop:
 *	put something down
 */
drop(item)
struct linked_list *item;
{
	reg char ch;
	reg struct linked_list *ll, *nll;
	reg struct object *op;

	if (item == NULL) {
		ch = mvinch(hero.y, hero.x);
		if (ch != FLOOR && ch != PASSAGE && ch != POOL) {
			msg("There is something there already.");
			after = FALSE;
			return SOMTHERE;
		}
		if ((ll = get_item("drop", 0)) == NULL)
			return FALSE;
	}
	else {
		ll = item;
	}
	op = OBJPTR(ll);
	if (!dropcheck(op))
		return CANTDROP;
	/*
	 * Take it out of the pack
	 */
	if (op->o_count >= 2 && op->o_type != WEAPON) {
		nll = new_item(sizeof *op);
		op->o_count--;
		op->o_vol = itemvol(op);
		op = OBJPTR(nll);
		*op = *(OBJPTR(ll));
		op->o_count = 1;
		op->o_vol = itemvol(op);
		ll = nll;
	}
	else {
		detach(pack, ll);
	}
	if (ch == POOL) {
		msg("%s sinks out of sight.",inv_name(op, TRUE));
		discard(ll);
	}
	else {			/* put on dungeon floor */
		if (levtype == POSTLEV) {
			op->o_pos = hero;	/* same place as hero */
			fall(ll,FALSE);
			if (item == NULL)	/* if item wasn't sold */
				msg("Thanks for your donation to the Fiend's flea market.");
		}
		else {
			attach(lvl_obj, ll);
			mvaddch(hero.y, hero.x, op->o_type);
			op->o_pos = hero;
			msg("Dropped %s", inv_name(op, TRUE));
		}
	}
	updpack();			/* new pack weight */
	return TRUE;
}


/*
 * dropcheck:
 *	Do special checks for dropping or unweilding|unwearing|unringing
 */
dropcheck(op)
struct object *op;
{
	if (op == NULL)
		return TRUE;
	if (levtype == POSTLEV) {
		if (o_on(op,ISCURSED) && o_on(op,ISKNOW)) {
			msg("The trader does not accept shoddy merchandise.");
			return FALSE;
		}
		else {
			cur_null(op);	/* update cur_weapon, etc */
			return TRUE;
		}
	}
	if (op != cur_armor && op != cur_weapon
	  && op != cur_ring[LEFT] && op != cur_ring[RIGHT])
		return TRUE;
	if (o_on(op,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])
		toss_ring(op);
	return TRUE;
}


/*
 * new_thing:
 *	Return a new thing
 */
struct linked_list *
new_thing(treas, type, which)
int type, which;
bool treas;
{
	struct linked_list *item;
	struct magic_item *mi;
	struct object *cur;
	int chance, whi;

	item = new_item(sizeof *cur);
	cur = OBJPTR(item);
	basic_init(cur);
	if (type == DONTCARE) {
		if (++no_food > 4 && !treas)
			whi = TYP_FOOD;
		else
			whi = pick_one(things);
	}
	else {
		whi = getindex(type);
	}
	mi = thnginfo[whi].mf_magic;
	if (which == DONTCARE) {
		which = 0;
		if (mi != NULL)
			which = pick_one(mi);
	}
	cur->o_typname = things[whi].mi_name;
	cur->o_weight = things[whi].mi_wght;
	switch (whi) {
		case TYP_AMULET:
			cur->o_type = AMULET;
			cur->o_hplus = 500;
			strcpy(cur->o_hurldmg,"80d8");	/* if thrown, WOW!!! */
			cur->o_vol = itemvol(cur);
		when TYP_POTION:
			cur->o_type = POTION;
			cur->o_which = which;
			cur->o_count += extras();
			cur->o_vol = itemvol(cur);
		when TYP_SCROLL:
			cur->o_type = SCROLL;
			cur->o_which = which;
			cur->o_count += extras();
			cur->o_vol = itemvol(cur);
		when TYP_FOOD:
			no_food = 0;
			initfood(cur);
		when TYP_WEAPON:
			cur->o_which = which;
			init_weapon(cur, which);
			if ((chance = rnd(100)) < 10) {
				setoflg(cur,ISCURSED);
				cur->o_hplus -= rnd(3)+1;
				cur->o_dplus -= rnd(3)+1;
			}
			else if (chance < 15) {
				cur->o_hplus += rnd(3)+1;
				cur->o_dplus += rnd(3)+1;
			}
		when TYP_ARMOR:
			cur->o_which = which;
			initarmor(cur, which);
			if ((chance = rnd(100)) < 20) {
				setoflg(cur,ISCURSED);
				cur->o_ac += rnd(3)+1;
			}
			else if (chance < 30)
				cur->o_ac -= rnd(3)+1;
		when TYP_RING:
			cur->o_which = which;
			init_ring(cur, FALSE);
		when TYP_STICK:
		default:
			cur->o_which = which;
			fix_stick(cur);
	}
	return item;
}

/*
 * basic_init:
 *	Set all params of an object to the basic values.
 */
basic_init(cur)
struct object *cur;
{
	cur->o_ac = 11;
	cur->o_count = 1;
	cur->o_launch = 0;
	cur->o_typname = NULL;
	cur->o_group = newgrp();
	cur->o_weight = cur->o_vol = 0;
	cur->o_hplus = cur->o_dplus = 0;
	strcpy(cur->o_damage,"0d0");
	strcpy(cur->o_hurldmg,"0d0");
	cur->o_flags = cur->o_type = cur->o_which = 0;
}

/*
 * extras:
 *	Return the number of extra items to be created
 */
extras()
{
	reg int i;

	i = rnd(100);
	if (i < 4)			/* 4% for 2 more */
		return 2;
	else if (i < 11)	/* 7% for 1 more */
		return 1;
	else				/* otherwise no more */
		return 0;
}


/*
 * pick_one:
 * 	Pick an item out of a list of nitems possible magic items
 */
pick_one(mag)
struct magic_item *mag;
{
	reg struct magic_item *start;
	reg int i;

	start = mag;
	for (i = rnd(1000); mag->mi_name != NULL; mag++) {
		if (i < mag->mi_prob)
			break;
		if (mag->mi_name == NULL) {
			if (author() || wizard) {
				for (mag = start; mag->mi_name != NULL; mag++)
					msg("%s: %d%%", mag->mi_name, mag->mi_prob);
			}
			mag = start;
		}
	}
	return mag - start;
}