go: port combat, chase driver, traps, zapping, death and scores
- fight.c in full: fight/attack with all eight special monster attacks (aquator rust, ice freeze, rattlesnake poison, wraith/vampire drains, flytrap hold, leprechaun/nymph theft), swing, roll_em dice parsing (with a C-semantics atoi — Go's strconv rejects '1x4/...'), hit/miss message variants, killed, remove_mon - chase.c completed: runners, move_monst, relocate, do_chase with dragon breath, chase target selection (C's dead oroom comparison in relocate is preserved as-is) - move.c in full: do_move with passgo turning, all eight traps, rndmove, rust_armor - sticks.c completed: do_zap (all 14 sticks), drain, fire_bolt with wall bounces; weapons.c completed: missile/do_motion/fall/wield - rip.c: death tombstone, total_winner, killname; C exit() becomes a gameEnd panic that Run will recover - score.go: top-ten scoreboard as a gob file with lock-file protocol replacing the XOR-encrypted C format - wizard.c: whatis/set_know/teleport; daemons.c stomach - monster bestiary moved to per-game state (C mutates the flytrap damage string during play) Tests: combat math, kill/removal bookkeeping, monster chase pursuit, death unwinding, scripted-input headless terminal.
This commit is contained in:
558
game/fight.go
558
game/fight.go
@@ -1,7 +1,49 @@
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package game
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// fight.c — combat. setMname arrives first (monster wake-ups need it); the
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// combat resolution functions come with the combat phase.
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import (
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"fmt"
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"strconv"
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"strings"
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)
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// fight.c — all the fighting gets done here.
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// hNames are the strings for hitting; the first four are used when the
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// player strikes, the second four for monsters (fight.c h_names).
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var hNames = [8]string{
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" scored an excellent hit on ",
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" hit ",
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" have injured ",
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" swing and hit ",
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" scored an excellent hit on ",
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" hit ",
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" has injured ",
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" swings and hits ",
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}
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// mNames are the strings for missing (fight.c m_names).
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var mNames = [8]string{
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" miss",
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" swing and miss",
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" barely miss",
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" don't hit",
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" misses",
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" swings and misses",
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" barely misses",
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" doesn't hit",
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}
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// strPlus adjusts hit probabilities due to strength (fight.c str_plus).
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var strPlus = [32]int{
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1,
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1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3,
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}
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// addDam adjusts damage done due to strength (fight.c add_dam).
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var addDam = [32]int{
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-7, -6, -5, -4, -3, -2, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3,
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3, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6,
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}
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// setMname returns the monster name for the given monster (fight.c
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// set_mname).
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@@ -20,9 +62,517 @@ func (g *RogueGame) setMname(tp *Monster) string {
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} else {
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ch -= 'A'
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}
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mname = monsterTable[ch].Name
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mname = g.Monsters[ch].Name
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} else {
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mname = monsterTable[tp.Type-'A'].Name
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mname = g.Monsters[tp.Type-'A'].Name
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}
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return "the " + mname
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}
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// fight has the player attack the monster at mp (fight.c fight).
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func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
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p := &g.Player
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// Find the monster we want to fight
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tp := g.Level.MonsterAt(mp.Y, mp.X)
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if tp == nil {
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return false
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}
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// Since we are fighting, things are not quiet so no healing takes
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// place.
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g.Count = 0
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g.Quiet = 0
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g.runto(mp)
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// Let him know it was really a xeroc (if it was one).
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if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(IsBlind) {
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tp.Disguise = 'X'
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if p.On(IsHalu) {
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g.mvaddch(tp.Pos.Y, tp.Pos.X, byte(g.rnd(26)+'A'))
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}
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g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
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"wait! That's a xeroc!"))
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if !thrown {
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return false
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}
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}
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mname := g.setMname(tp)
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didHit := false
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g.HasHit = g.Options.Terse && !g.ToDeath
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if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
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didHit = false
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if thrown {
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g.thunk(weap, mname, g.Options.Terse)
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} else {
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g.hit("", mname, g.Options.Terse)
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}
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if p.On(CanHuh) {
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didHit = true
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tp.Flags.Set(IsHuh)
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p.Flags.Clear(CanHuh)
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g.endmsg()
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g.HasHit = false
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g.msg("your hands stop glowing %s", g.pickColor("red"))
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}
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if tp.Stats.HP <= 0 {
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g.killed(tp, true)
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} else if didHit && !p.On(IsBlind) {
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g.msg("%s appears confused", mname)
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}
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didHit = true
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} else {
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if thrown {
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g.bounce(weap, mname, g.Options.Terse)
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} else {
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g.miss("", mname, g.Options.Terse)
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}
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}
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return didHit
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}
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// attack has the monster attack the player (fight.c attack). Returns -1 if
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// the monster removed itself from the level during its own attack.
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func (g *RogueGame) attack(mp *Monster) int {
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p := &g.Player
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// Since this is an attack, stop running and any healing that was
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// going on at the time.
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g.Running = false
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g.Count = 0
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g.Quiet = 0
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if g.ToDeath && !mp.On(IsTarget) {
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g.ToDeath = false
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g.Kamikaze = false
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}
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if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(IsBlind) {
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mp.Disguise = 'X'
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if p.On(IsHalu) {
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g.mvaddch(mp.Pos.Y, mp.Pos.X, byte(g.rnd(26)+'A'))
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}
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}
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mname := g.setMname(mp)
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oldhp := p.Stats.HP
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removed := false
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if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
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if mp.Type != 'I' {
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if g.HasHit {
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g.addmsg(". ")
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}
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g.hit(mname, "", false)
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} else if g.HasHit {
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g.endmsg()
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}
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g.HasHit = false
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if p.Stats.HP <= 0 {
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g.death(mp.Type) // Bye bye life ...
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} else if !g.Kamikaze {
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oldhp -= p.Stats.HP
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if oldhp > g.MaxHit {
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g.MaxHit = oldhp
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}
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if p.Stats.HP <= g.MaxHit {
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g.ToDeath = false
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}
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}
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if !mp.On(IsCanc) {
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switch mp.Type {
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case 'A':
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// If an aquator hits, you can lose armor class.
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g.rustArmor(p.CurArmor)
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case 'I':
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// The ice monster freezes you
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p.Flags.Clear(IsRun)
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if g.NoCommand == 0 {
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g.addmsg("you are frozen")
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if !g.Options.Terse {
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g.addmsg(" by the %s", mname)
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}
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g.endmsg()
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}
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g.NoCommand += g.rnd(2) + 2
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if g.NoCommand > BoreLevel {
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g.death('h')
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}
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case 'R':
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// Rattlesnakes have poisonous bites
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if !g.save(VsPoison) {
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if !p.IsWearing(RSustStr) {
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g.chgStr(-1)
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if !g.Options.Terse {
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g.msg("you feel a bite in your leg and now feel weaker")
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} else {
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g.msg("a bite has weakened you")
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}
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} else if !g.ToDeath {
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if !g.Options.Terse {
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g.msg("a bite momentarily weakens you")
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} else {
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g.msg("bite has no effect")
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}
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}
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}
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case 'W', 'V':
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// Wraiths might drain energy levels, and Vampires can
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// steal max_hp
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chance := 30
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if mp.Type == 'W' {
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chance = 15
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}
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if g.rnd(100) < chance {
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var fewer int
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if mp.Type == 'W' {
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if p.Stats.Exp == 0 {
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g.death('W') // All levels gone
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}
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if p.Stats.Lvl--; p.Stats.Lvl == 0 {
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p.Stats.Exp = 0
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p.Stats.Lvl = 1
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} else {
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p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1
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}
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fewer = g.roll(1, 10)
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} else {
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fewer = g.roll(1, 3)
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}
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p.Stats.HP -= fewer
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p.Stats.MaxHP -= fewer
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if p.Stats.HP <= 0 {
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p.Stats.HP = 1
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}
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if p.Stats.MaxHP <= 0 {
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g.death(mp.Type)
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}
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g.msg("you suddenly feel weaker")
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}
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case 'F':
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// Venus Flytrap stops the poor guy from moving
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p.Flags.Set(IsHeld)
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p.VfHit++
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g.Monsters['F'-'A'].Stats.Dmg = fmt.Sprintf("%dx1", p.VfHit)
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if p.Stats.HP--; p.Stats.HP <= 0 {
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g.death('F')
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}
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case 'L':
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// Leprechaun steals some gold
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lastpurse := p.Purse
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p.Purse -= g.goldCalc()
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if !g.save(VsMagic) {
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p.Purse -= g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
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}
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if p.Purse < 0 {
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p.Purse = 0
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}
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g.removeMon(mp.Pos, mp, false)
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removed = true
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if p.Purse != lastpurse {
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g.msg("your purse feels lighter")
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}
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case 'N':
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// Nymphs steal a magic item; look through the pack and
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// pick out one we like.
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var steal *Object
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nobj := 0
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for _, obj := range p.Pack {
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if obj != p.CurArmor && obj != p.CurWeapon &&
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obj != p.CurRing[Left] && obj != p.CurRing[Right] &&
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obj.isMagic() {
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if nobj++; g.rnd(nobj) == 0 {
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steal = obj
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}
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}
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}
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if steal != nil {
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g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false)
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removed = true
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g.leavePack(steal, false, false)
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g.msg("she stole %s!", g.invName(steal, true))
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}
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}
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}
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} else if mp.Type != 'I' {
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if g.HasHit {
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g.addmsg(". ")
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g.HasHit = false
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}
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if mp.Type == 'F' {
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p.Stats.HP -= p.VfHit
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if p.Stats.HP <= 0 {
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g.death(mp.Type) // Bye bye life ...
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}
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}
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g.miss(mname, "", false)
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}
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if g.Options.FightFlush && !g.ToDeath {
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g.flushType()
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}
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g.Count = 0
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g.status()
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if removed {
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return -1
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}
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return 0
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}
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// swing returns true if the swing hits (fight.c swing).
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func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
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res := g.rnd(20)
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need := (20 - atLvl) - opArm
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return res+wplus >= need
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}
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// rollEm rolls several attacks (fight.c roll_em).
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func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool {
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p := &g.Player
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att := &thatt.Stats
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def := &thdef.Stats
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var cp string
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var hplus, dplus int
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if weap == nil {
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cp = att.Dmg
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} else {
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hplus = weap.HPlus
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dplus = weap.DPlus
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if weap == p.CurWeapon {
|
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if p.IsRing(Left, RAddDam) {
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dplus += p.CurRing[Left].Arm
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} else if p.IsRing(Left, RAddHit) {
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hplus += p.CurRing[Left].Arm
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}
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if p.IsRing(Right, RAddDam) {
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dplus += p.CurRing[Right].Arm
|
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} else if p.IsRing(Right, RAddHit) {
|
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hplus += p.CurRing[Right].Arm
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}
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}
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cp = weap.Damage
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if hurl {
|
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if weap.Flags.Has(IsMissl) && p.CurWeapon != nil &&
|
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p.CurWeapon.Which == weap.Launch {
|
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cp = weap.HurlDmg
|
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hplus += p.CurWeapon.HPlus
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dplus += p.CurWeapon.DPlus
|
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} else if weap.Launch < 0 {
|
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cp = weap.HurlDmg
|
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}
|
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}
|
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}
|
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// If the creature being attacked is not running (asleep or held) then
|
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// the attacker gets a plus four bonus to hit.
|
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if !thdef.Flags.Has(IsRun) {
|
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hplus += 4
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}
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defArm := def.Arm
|
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if def == &p.Stats {
|
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if p.CurArmor != nil {
|
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defArm = p.CurArmor.Arm
|
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}
|
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if p.IsRing(Left, RProtect) {
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defArm -= p.CurRing[Left].Arm
|
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}
|
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if p.IsRing(Right, RProtect) {
|
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defArm -= p.CurRing[Right].Arm
|
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}
|
||||
}
|
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didHit := false
|
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for cp != "" {
|
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ndice := cAtoi(cp)
|
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xi := strings.IndexByte(cp, 'x')
|
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if xi < 0 {
|
||||
break
|
||||
}
|
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cp = cp[xi+1:]
|
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nsides := cAtoi(cp)
|
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if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
|
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proll := g.roll(ndice, nsides)
|
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damage := dplus + proll + addDam[att.Str]
|
||||
if damage > 0 {
|
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def.HP -= damage
|
||||
}
|
||||
didHit = true
|
||||
}
|
||||
si := strings.IndexByte(cp, '/')
|
||||
if si < 0 {
|
||||
break
|
||||
}
|
||||
cp = cp[si+1:]
|
||||
}
|
||||
return didHit
|
||||
}
|
||||
|
||||
// cAtoi parses a leading integer like C atoi: trailing non-digits are
|
||||
// ignored rather than an error.
|
||||
func cAtoi(s string) int {
|
||||
i := 0
|
||||
for i < len(s) && s[i] >= '0' && s[i] <= '9' {
|
||||
i++
|
||||
}
|
||||
n, _ := strconv.Atoi(s[:i])
|
||||
return n
|
||||
}
|
||||
|
||||
// prname gives the print name of a combatant; "" is the player (fight.c
|
||||
// prname).
|
||||
func prname(mname string, upper bool) string {
|
||||
out := mname
|
||||
if out == "" {
|
||||
out = "you"
|
||||
}
|
||||
if upper {
|
||||
out = string(toUpper(out[0])) + out[1:]
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// thunk announces that a missile hit a monster (fight.c thunk).
|
||||
func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
if weap.Type == Weapon {
|
||||
g.addmsg("the %s hits ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you hit ")
|
||||
}
|
||||
g.addmsg("%s", mname)
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
}
|
||||
|
||||
// hit prints a message to indicate a successful hit (fight.c hit).
|
||||
func (g *RogueGame) hit(er, ee string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
g.addmsg("%s", prname(er, true))
|
||||
var s string
|
||||
if g.Options.Terse {
|
||||
s = " hit"
|
||||
} else {
|
||||
i := g.rnd(4)
|
||||
if er != "" {
|
||||
i += 4
|
||||
}
|
||||
s = hNames[i]
|
||||
}
|
||||
g.addmsg("%s", s)
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("%s", prname(ee, false))
|
||||
}
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
}
|
||||
|
||||
// miss prints a message to indicate a poor swing (fight.c miss).
|
||||
func (g *RogueGame) miss(er, ee string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
g.addmsg("%s", prname(er, true))
|
||||
i := 0
|
||||
if !g.Options.Terse {
|
||||
i = g.rnd(4)
|
||||
}
|
||||
if er != "" {
|
||||
i += 4
|
||||
}
|
||||
g.addmsg("%s", mNames[i])
|
||||
if !g.Options.Terse {
|
||||
g.addmsg(" %s", prname(ee, false))
|
||||
}
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
}
|
||||
|
||||
// bounce announces that a missile missed a monster (fight.c bounce).
|
||||
func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
|
||||
if g.ToDeath {
|
||||
return
|
||||
}
|
||||
if weap.Type == Weapon {
|
||||
g.addmsg("the %s misses ", g.Items.Weapons[weap.Which].Name)
|
||||
} else {
|
||||
g.addmsg("you missed ")
|
||||
}
|
||||
g.addmsg("%s", mname)
|
||||
if !noend {
|
||||
g.endmsg()
|
||||
}
|
||||
}
|
||||
|
||||
// removeMon removes a monster from the screen (fight.c remove_mon).
|
||||
func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
|
||||
pack := append([]*Object(nil), tp.Pack...)
|
||||
for _, obj := range pack {
|
||||
obj.Pos = tp.Pos
|
||||
detachObj(&tp.Pack, obj)
|
||||
if waskill {
|
||||
g.fall(obj, false)
|
||||
}
|
||||
}
|
||||
g.Level.SetMonsterAt(mp.Y, mp.X, nil)
|
||||
g.mvaddch(mp.Y, mp.X, tp.OldCh)
|
||||
detachMon(&g.Level.Monsters, tp)
|
||||
if tp.On(IsTarget) {
|
||||
g.Kamikaze = false
|
||||
g.ToDeath = false
|
||||
if g.Options.FightFlush {
|
||||
g.flushType()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// killed is called to put a monster to death (fight.c killed).
|
||||
func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
p := &g.Player
|
||||
p.Stats.Exp += tp.Stats.Exp
|
||||
|
||||
// If the monster was a venus flytrap, un-hold him
|
||||
switch tp.Type {
|
||||
case 'F':
|
||||
p.Flags.Clear(IsHeld)
|
||||
p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
|
||||
case 'L':
|
||||
pos, ok := g.fallpos(tp.Pos)
|
||||
if ok {
|
||||
tp.Room.Gold = pos
|
||||
}
|
||||
if ok && g.Depth >= g.MaxDepth {
|
||||
gold := newObject()
|
||||
gold.Type = Gold
|
||||
gold.SetGoldVal(g.goldCalc())
|
||||
if g.save(VsMagic) {
|
||||
gold.Arm += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
|
||||
}
|
||||
attachObj(&tp.Pack, gold)
|
||||
}
|
||||
}
|
||||
// Get rid of the monster.
|
||||
mname := g.setMname(tp)
|
||||
g.removeMon(tp.Pos, tp, true)
|
||||
if pr {
|
||||
if g.HasHit {
|
||||
g.addmsg(". Defeated ")
|
||||
g.HasHit = false
|
||||
} else {
|
||||
if !g.Options.Terse {
|
||||
g.addmsg("you have ")
|
||||
}
|
||||
g.addmsg("defeated ")
|
||||
}
|
||||
g.msg("%s", mname)
|
||||
}
|
||||
// Do adjustments if he went up a level
|
||||
g.checkLevel()
|
||||
if g.Options.FightFlush {
|
||||
g.flushType()
|
||||
}
|
||||
}
|
||||
|
||||
// flushType flushes typeahead for the fight_flush option (mach_dep.c
|
||||
// flush_type / curses flushinp).
|
||||
func (g *RogueGame) flushType() {
|
||||
if f, ok := g.scr.term.(interface{ FlushInput() }); ok {
|
||||
f.FlushInput()
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user