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.
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@@ -50,7 +50,7 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
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tp.OldCh = g.inch()
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tp.Room = g.roomin(cp)
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g.Level.SetMonsterAt(cp.Y, cp.X, tp)
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mp := &monsterTable[tp.Type-'A']
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mp := &g.Monsters[tp.Type-'A']
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tp.Stats.Lvl = mp.Stats.Lvl + levAdd
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tp.Stats.MaxHP = g.roll(tp.Stats.Lvl, 8)
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tp.Stats.HP = tp.Stats.MaxHP
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@@ -165,7 +165,7 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
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// givePack gives a pack to a monster if it deserves one (monsters.c
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// give_pack).
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func (g *RogueGame) givePack(tp *Monster) {
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if g.Depth >= g.MaxDepth && g.rnd(100) < monsterTable[tp.Type-'A'].Carry {
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if g.Depth >= g.MaxDepth && g.rnd(100) < g.Monsters[tp.Type-'A'].Carry {
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attachObj(&tp.Pack, g.newThing())
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}
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}
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