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:
2026-07-06 19:23:45 +02:00
parent a69ef7dc04
commit 3c5add87cd
13 changed files with 2315 additions and 24 deletions

View File

@@ -2,11 +2,125 @@ package game
import "fmt"
// weapons.c — weapon initialization and naming. The throwing half
// (missile, do_motion, hit_monster) arrives with the combat phase.
// weapons.c — functions for dealing with problems brought about by weapons.
const noWeapon = -1
// missile fires a missile in a given direction (weapons.c missile).
func (g *RogueGame) missile(ydelta, xdelta int) {
// Get which thing we are hurling
obj := g.getItem("throw", int(Weapon))
if obj == nil {
return
}
if !g.dropCheck(obj) || g.isCurrent(obj) {
return
}
obj = g.leavePack(obj, true, false)
g.doMotion(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 g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil ||
!g.hitMonster(obj.Pos, obj) {
g.fall(obj, true)
}
}
// doMotion does the actual motion on the screen done by an object
// traveling across the room (weapons.c do_motion).
func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
p := &g.Player
// Come fly with us ...
obj.Pos = p.Pos
for {
// Erase the old one
if obj.Pos != p.Pos && g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch == Floor && !g.showFloor() {
ch = ' '
}
g.mvaddch(obj.Pos.Y, obj.Pos.X, ch)
}
// Get the new position
obj.Pos.Y += ydelta
obj.Pos.X += xdelta
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
if stepOk(ch) && ch != Door {
// It hasn't hit anything yet, so display it if it's alright.
if g.cansee(obj.Pos.Y, obj.Pos.X) && !g.Options.Terse {
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Type)
g.refresh()
}
continue
}
break
}
}
// fall drops an item someplace around here (weapons.c fall).
func (g *RogueGame) fall(obj *Object, pr bool) {
if fpos, ok := g.fallpos(obj.Pos); ok {
pp := g.Level.At(fpos.Y, fpos.X)
pp.Ch = obj.Type
obj.Pos = fpos
if g.cansee(fpos.Y, fpos.X) {
if pp.Monst != nil {
pp.Monst.OldCh = obj.Type
} else {
g.mvaddch(fpos.Y, fpos.X, obj.Type)
}
}
attachObj(&g.Level.Objects, obj)
return
}
if pr {
if g.HasHit {
g.endmsg()
g.HasHit = false
}
g.msg("the %s vanishes as it hits the ground",
g.Items.Weapons[obj.Which].Name)
}
}
// hitMonster checks if the missile hits the monster (weapons.c
// hit_monster).
func (g *RogueGame) hitMonster(mp Coord, obj *Object) bool {
return g.fight(mp, obj, true)
}
// wield pulls out a certain weapon (weapons.c wield).
func (g *RogueGame) wield() {
p := &g.Player
oweapon := p.CurWeapon
if !g.dropCheck(p.CurWeapon) {
p.CurWeapon = oweapon
return
}
p.CurWeapon = oweapon
obj := g.getItem("wield", int(Weapon))
if obj == nil {
g.After = false
return
}
if obj.Type == Armor {
g.msg("you can't wield armor")
g.After = false
return
}
if g.isCurrent(obj) {
g.After = false
return
}
sp := g.invName(obj, true)
p.CurWeapon = obj
if !g.Options.Terse {
g.addmsg("you are now ")
}
g.msg("wielding %s (%c)", sp, obj.PackCh)
}
// initWeaps is the weapons.c init_dam[] table.
var initWeaps = [MaxWeapons]struct {
dam string // damage when wielded