Merge refactor/object-fields (refactor step 3 + module rename)
This commit is contained in:
@@ -6,7 +6,7 @@ This document has two parts:
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codebase (every file, every function, every type, every global) as it exists
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on the `modern-rogue` branch.
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- **Part 2 — The Go Port Design**: the object-oriented architecture for the Go
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port (`sneak.berlin/go/rogue`), including how every C construct maps onto Go
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port (`git.eeqj.de/sneak/rgoue`), including how every C construct maps onto Go
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types and methods.
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---
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@@ -887,7 +887,7 @@ Declares `rd_score(SCORE*)` / `wr_score(SCORE*)` (implemented in save.c).
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# Part 2 — The Go Port Design
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Module: **`sneak.berlin/go/rogue`**
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Module: **`git.eeqj.de/sneak/rgoue`**
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## 1. Goals and principles
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@@ -929,7 +929,7 @@ branches; this branch is Go-only. The tcell wrapper ended up in its own
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`term` package so that `game` itself has no third-party imports:
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```
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go.mod module sneak.berlin/go/rogue
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go.mod module git.eeqj.de/sneak/rgoue
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cmd/rogue/main.go package main — flag parsing, constructs RogueGame, calls Run
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game/ package game — the port, one .go file per .c file
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game.go RogueGame struct, NewGame, Run (main.c)
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42
TODO.md
42
TODO.md
@@ -29,14 +29,19 @@ Refactor ground rules:
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# Next Step
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Refactor step 3 (branch refactor/object-fields): un-overload Object
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fields — split Object.Arm into ArmorClass/Charges/GoldValue; parse
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damage dice ("1x4/1x2") once into a DiceSpec type at table definition
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instead of per swing; save-format update with round-trip test
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migration.
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Adopt the house Go linting standards: copy .golangci.yml from the
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prompts repo and bring game/, term/, and cmd/ lint-clean (the port is
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greenfield code, so no exemptions apply).
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# Completed Steps
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- 2026-07-06 Module base path updated to git.eeqj.de/sneak/rgoue
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(go.mod, term/ and cmd/ imports, ARCHITECTURE.md, version string).
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- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
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into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm →
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ArmorClass; damage strings parsed once into DiceSpec at table
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definition (ParseDice keeps C roll_em parse semantics, incl. "%%%x0"
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and "000x0" edge cases, regression-tested); save format 5.4.4-go3.
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- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc):
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ObjectKind separates item category from map glyph (Object.Type byte
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→ Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/
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@@ -71,48 +76,45 @@ migration.
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# Future Steps
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1. Adopt the house Go linting standards: copy .golangci.yml from the
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prompts repo and bring game/, term/, and cmd/ lint-clean (the port
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is greenfield code, so no exemptions apply).
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2. Refactor step 4: method renames, movement/world subsystem
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1. Refactor step 4: method renames, movement/world subsystem
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(doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
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doRooms/doPassages/doMaze→digRooms/digPassages/digMaze,
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chgStr→changeStrength, ...); remove the goto/label flows in doMove,
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dispatch, and saveGame in favor of loops and helpers.
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3. Refactor step 5: method renames, items/combat/UI subsystems
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2. Refactor step 5: method renames, items/combat/UI subsystems
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(invName→inventoryName, rollEm→rollAttacks, doPot→applyPotionFuse,
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getItem→promptPackItem returning (obj, ok), getDir→promptDirection);
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int status codes (attack returning -1) become named results. Two or
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three commits, one subsystem each.
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4. Refactor step 6: extract types from the god object — MessageLine
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3. Refactor step 6: extract types from the god object — MessageLine
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owns the msg/addmsg/endmsg machinery; pack/inventory operations move
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onto *Player; monster/object list management and map queries
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consolidate onto *Level; RogueGame keeps turn orchestration and
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cross-system effects only.
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5. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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4. Refactor step 7: effects dispatch — the giant quaff/readScroll/doZap
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switches become per-kind handler tables of small named methods,
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keeping effect order and RNG call sequence identical.
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6. Refactor step 8: constructor and style pass per the house
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5. Refactor step 8: constructor and style pass per the house
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styleguide — game.New(game.Params{...}) replacing NewGame(Config);
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replace the gameEnd panic unwind with error-based turn results where
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feasible; 77-column wrap sweep.
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7. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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6. Docs refresh: update ARCHITECTURE.md Part 2 and README.md for the
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post-refactor names; add the C name → Go name rename table.
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8. Playtest hardening pass: play several full games with the tcell
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7. Playtest hardening pass: play several full games with the tcell
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binary and extend run_test.go to script a deeper multi-level
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playthrough (descend past level 5, use potions, scrolls, zapping,
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save/restore). Fix any panics, message mismatches, or divergences
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from the C behavior that this uncovers, with regression tests.
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9. Verify the seed-compatibility claim against the C reference on
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8. Verify the seed-compatibility claim against the C reference on
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c-master: same seed, same dungeon, same item tables, for several
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seeds.
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10. Broaden unit test coverage where playtesting finds thin spots
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9. Broaden unit test coverage where playtesting finds thin spots
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(rings, sticks, wizard commands).
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11. Tag a release once a full game (Amulet retrieval and score entry)
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10. Tag a release once a full game (Amulet retrieval and score entry)
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completes without defects.
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12. Full-terminal-size support (deferred by explicit decision
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11. Full-terminal-size support (deferred by explicit decision
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2026-07-06): per-game dungeon dimensions instead of the 80x24
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constants; open design questions are resize policy, gameplay
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tuning at larger sizes, and a --classic 80x24 mode.
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13. Note: this repo is exempt from the standard policy scaffold. Do not
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12. Note: this repo is exempt from the standard policy scaffold. Do not
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add Makefile, Dockerfile, or REPO_POLICIES.md.
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@@ -13,8 +13,8 @@ import (
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"syscall"
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"time"
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"sneak.berlin/go/rogue/game"
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"sneak.berlin/go/rogue/term"
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"git.eeqj.de/sneak/rgoue/game"
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"git.eeqj.de/sneak/rgoue/term"
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)
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func main() {
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@@ -410,7 +410,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
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g.turnSee(p.On(SenseMonsters))
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case CTRL('~'):
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if item := g.getItem("charge", KindWand); item != nil {
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item.SetCharges(10000)
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item.Charges = 10000
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}
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case CTRL('I'):
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for range 9 {
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@@ -427,7 +427,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
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obj = newObject()
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obj.Kind = KindArmor
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obj.Which = int(ArmorPlateMail)
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obj.Arm = -5
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obj.ArmorClass = -5
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obj.Flags.Set(Known)
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obj.Count = 1
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p.CurArmor = obj
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58
game/dice.go
Normal file
58
game/dice.go
Normal file
@@ -0,0 +1,58 @@
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package game
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import (
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"fmt"
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"strings"
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)
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// Rogue expresses damage as strings like "1x4/3x6": one attack rolling
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// 1d4 and a second rolling 3d6. The C code re-parsed these with atoi on
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// every swing (fight.c roll_em); the port parses them once, at table
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// definition or item creation, into a DiceSpec.
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// DiceRoll is one attack's dice: Count rolls of a Sides-sided die.
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type DiceRoll struct {
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Count int
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Sides int
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}
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// DiceSpec is the sequence of attacks a damage string described.
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type DiceSpec []DiceRoll
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// ParseDice parses a C damage string with the exact semantics of the
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// roll_em loop: leading digits (C atoi) before and after each 'x', attacks
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// separated by '/'. Junk like the bestiary's "%%%x0" placeholder parses as
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// a single 0x0 attack, as it did in C.
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func ParseDice(s string) DiceSpec {
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var spec DiceSpec
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for s != "" {
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count := cAtoi(s)
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xi := strings.IndexByte(s, 'x')
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if xi < 0 {
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break
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}
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s = s[xi+1:]
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spec = append(spec, DiceRoll{Count: count, Sides: cAtoi(s)})
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si := strings.IndexByte(s, '/')
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if si < 0 {
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break
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}
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s = s[si+1:]
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}
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return spec
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}
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// dice is the table-definition shorthand for ParseDice.
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func dice(s string) DiceSpec { return ParseDice(s) }
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// String renders the spec back in the classic "NxM/NxM" form.
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func (d DiceSpec) String() string {
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var sb strings.Builder
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for i, r := range d {
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if i > 0 {
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sb.WriteByte('/')
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}
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fmt.Fprintf(&sb, "%dx%d", r.Count, r.Sides)
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}
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return sb.String()
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}
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45
game/dice_test.go
Normal file
45
game/dice_test.go
Normal file
@@ -0,0 +1,45 @@
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package game
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import "testing"
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// ParseDice must keep the exact semantics of the C roll_em parse loop,
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// including its junk-tolerant edges: the bestiary placeholder "%%%x0" and
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// the flytrap reset "000x0" both mean a single 0x0 attack.
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func TestParseDice(t *testing.T) {
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cases := []struct {
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in string
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want string
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len int
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}{
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{"1x4", "1x4", 1},
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{"1x2/1x5/1x5", "1x2/1x5/1x5", 3},
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{"2x12/2x4", "2x12/2x4", 2},
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{"0x0", "0x0", 1},
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{"000x0", "0x0", 1},
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{"%%%x0", "0x0", 1},
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{"", "", 0},
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{"3", "", 0}, // no 'x': C parses nothing
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}
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for _, c := range cases {
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got := ParseDice(c.in)
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if len(got) != c.len || got.String() != c.want {
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t.Errorf("ParseDice(%q) = %v (len %d), want %q (len %d)",
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c.in, got, len(got), c.want, c.len)
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}
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}
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}
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// The bestiary and weapon tables must parse to at least one attack each so
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// every creature and weapon actually swings.
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func TestTablesHaveDice(t *testing.T) {
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for i, m := range monsterTable {
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if len(m.Stats.Dmg) == 0 {
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t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
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}
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}
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for w, iw := range initWeaps {
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if len(iw.dam) == 0 || len(iw.hrl) == 0 {
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t.Errorf("weapon %v has empty dice", WeaponKind(w))
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}
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}
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}
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@@ -72,11 +72,11 @@ func TestReadEnchantArmor(t *testing.T) {
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ch := give(g, scr)
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g.scr.term.(*testTerm).input = []byte{ch}
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before := g.Player.CurArmor.Arm
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before := g.Player.CurArmor.ArmorClass
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g.readScroll()
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if g.Player.CurArmor.Arm != before-1 {
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if g.Player.CurArmor.ArmorClass != before-1 {
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t.Errorf("enchant armor: AC %d -> %d, want %d",
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before, g.Player.CurArmor.Arm, before-1)
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before, g.Player.CurArmor.ArmorClass, before-1)
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}
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}
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@@ -139,12 +139,12 @@ func TestZapSlowMonster(t *testing.T) {
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g.scr.term.(*testTerm).input = []byte{ch}
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g.Delta = Coord{X: 1, Y: 0} // aim at the monster
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charges := stick.Charges()
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charges := stick.Charges
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g.doZap()
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if !tp.On(Slowed) {
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t.Error("slow monster wand did not slow")
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}
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if stick.Charges() != charges-1 {
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if stick.Charges != charges-1 {
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t.Error("zap did not use a charge")
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}
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}
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@@ -1,10 +1,6 @@
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package game
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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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import "strconv"
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// fight.c — all the fighting gets done here.
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@@ -245,7 +241,7 @@ func (g *RogueGame) attack(mp *Monster) int {
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// Venus Flytrap stops the poor guy from moving
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p.Flags.Set(Held)
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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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g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}}
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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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@@ -322,34 +318,34 @@ 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 attacks DiceSpec
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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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attacks = 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, RingIncreaseDamage) {
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dplus += p.CurRing[Left].Arm
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dplus += p.CurRing[Left].Bonus
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} else if p.IsRing(Left, RingDexterity) {
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hplus += p.CurRing[Left].Arm
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hplus += p.CurRing[Left].Bonus
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}
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if p.IsRing(Right, RingIncreaseDamage) {
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dplus += p.CurRing[Right].Arm
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dplus += p.CurRing[Right].Bonus
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} else if p.IsRing(Right, RingDexterity) {
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hplus += p.CurRing[Right].Arm
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hplus += p.CurRing[Right].Bonus
|
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}
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}
|
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cp = weap.Damage
|
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attacks = weap.Damage
|
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if hurl {
|
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if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
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WeaponKind(p.CurWeapon.Which) == weap.Launch {
|
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cp = weap.HurlDmg
|
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attacks = 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 {
|
||||
cp = weap.HurlDmg
|
||||
attacks = weap.HurlDmg
|
||||
}
|
||||
}
|
||||
}
|
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@@ -358,40 +354,28 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
|
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if !thdef.Flags.Has(Awake) {
|
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hplus += 4
|
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}
|
||||
defArm := def.Arm
|
||||
defArm := def.ArmorClass
|
||||
if def == &p.Stats {
|
||||
if p.CurArmor != nil {
|
||||
defArm = p.CurArmor.Arm
|
||||
defArm = p.CurArmor.ArmorClass
|
||||
}
|
||||
if p.IsRing(Left, RingProtection) {
|
||||
defArm -= p.CurRing[Left].Arm
|
||||
defArm -= p.CurRing[Left].Bonus
|
||||
}
|
||||
if p.IsRing(Right, RingProtection) {
|
||||
defArm -= p.CurRing[Right].Arm
|
||||
defArm -= p.CurRing[Right].Bonus
|
||||
}
|
||||
}
|
||||
didHit := false
|
||||
for cp != "" {
|
||||
ndice := cAtoi(cp)
|
||||
xi := strings.IndexByte(cp, 'x')
|
||||
if xi < 0 {
|
||||
break
|
||||
}
|
||||
cp = cp[xi+1:]
|
||||
nsides := cAtoi(cp)
|
||||
for _, atk := range attacks {
|
||||
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
|
||||
proll := g.roll(ndice, nsides)
|
||||
proll := g.roll(atk.Count, atk.Sides)
|
||||
damage := dplus + proll + addDam[att.Str]
|
||||
if damage > 0 {
|
||||
def.HP -= damage
|
||||
}
|
||||
didHit = true
|
||||
}
|
||||
si := strings.IndexByte(cp, '/')
|
||||
if si < 0 {
|
||||
break
|
||||
}
|
||||
cp = cp[si+1:]
|
||||
}
|
||||
return didHit
|
||||
}
|
||||
@@ -531,7 +515,7 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
case 'F':
|
||||
p.Flags.Clear(Held)
|
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p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
|
||||
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
|
||||
case 'L':
|
||||
pos, ok := g.fallpos(tp.Pos)
|
||||
if ok {
|
||||
@@ -540,9 +524,9 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
|
||||
if ok && g.Depth >= g.MaxDepth {
|
||||
gold := newObject()
|
||||
gold.Kind = KindGold
|
||||
gold.SetGoldVal(g.goldCalc())
|
||||
gold.GoldValue = g.goldCalc()
|
||||
if g.save(VsMagic) {
|
||||
gold.Arm += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
|
||||
gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
|
||||
}
|
||||
attachObj(&tp.Pack, gold)
|
||||
}
|
||||
|
||||
@@ -23,8 +23,8 @@ func spawnAdjacent(g *RogueGame, typ byte) *Monster {
|
||||
|
||||
func TestRollEmParsesMultiAttackDice(t *testing.T) {
|
||||
g := mkGame(t, 42)
|
||||
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: "1x4/1x4/1x4"}}
|
||||
def := &Creature{Stats: Stats{Arm: 10, HP: 1000}}
|
||||
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: dice("1x4/1x4/1x4")}}
|
||||
def := &Creature{Stats: Stats{ArmorClass: 10, HP: 1000}}
|
||||
def.Flags.Set(Awake)
|
||||
// With attacker level 20 vs armor 10, swing always hits
|
||||
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
|
||||
|
||||
@@ -20,7 +20,7 @@ func (g *RogueGame) initPlayer() {
|
||||
obj = newObject()
|
||||
obj.Kind = KindArmor
|
||||
obj.Which = int(ArmorRingMail)
|
||||
obj.Arm = aClass[ArmorRingMail] - 1
|
||||
obj.ArmorClass = aClass[ArmorRingMail] - 1
|
||||
obj.Flags.Set(Known)
|
||||
obj.Count = 1
|
||||
p.CurArmor = obj
|
||||
|
||||
@@ -142,9 +142,9 @@ func (g *RogueGame) status() {
|
||||
p := &g.Player
|
||||
|
||||
// If nothing has changed since the last status, don't bother.
|
||||
temp := p.Stats.Arm
|
||||
temp := p.Stats.ArmorClass
|
||||
if p.CurArmor != nil {
|
||||
temp = p.CurArmor.Arm
|
||||
temp = p.CurArmor.ArmorClass
|
||||
}
|
||||
if s.init && s.hp == p.Stats.HP && s.exp == p.Stats.Exp &&
|
||||
s.pur == p.Purse && s.arm == temp && s.str == p.Stats.Str &&
|
||||
|
||||
@@ -279,10 +279,10 @@ func (g *RogueGame) chgStr(amt int) {
|
||||
addStr(&p.Stats.Str, amt)
|
||||
comp := p.Stats.Str
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&comp, -p.CurRing[Left].Arm)
|
||||
addStr(&comp, -p.CurRing[Left].Bonus)
|
||||
}
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&comp, -p.CurRing[Right].Arm)
|
||||
addStr(&comp, -p.CurRing[Right].Bonus)
|
||||
}
|
||||
if comp > p.MaxStats.Str {
|
||||
p.MaxStats.Str = comp
|
||||
|
||||
@@ -54,7 +54,7 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
|
||||
tp.Stats.Lvl = mp.Stats.Lvl + levAdd
|
||||
tp.Stats.MaxHP = g.roll(tp.Stats.Lvl, 8)
|
||||
tp.Stats.HP = tp.Stats.MaxHP
|
||||
tp.Stats.Arm = mp.Stats.Arm - levAdd
|
||||
tp.Stats.ArmorClass = mp.Stats.ArmorClass - levAdd
|
||||
tp.Stats.Dmg = mp.Stats.Dmg
|
||||
tp.Stats.Str = mp.Stats.Str
|
||||
tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp)
|
||||
@@ -183,10 +183,10 @@ func (g *RogueGame) save(which int) bool {
|
||||
p := &g.Player
|
||||
if which == VsMagic {
|
||||
if p.IsRing(Left, RingProtection) {
|
||||
which -= p.CurRing[Left].Arm
|
||||
which -= p.CurRing[Left].Bonus
|
||||
}
|
||||
if p.IsRing(Right, RingProtection) {
|
||||
which -= p.CurRing[Right].Arm
|
||||
which -= p.CurRing[Right].Bonus
|
||||
}
|
||||
}
|
||||
return g.saveThrow(which, &p.Stats)
|
||||
|
||||
@@ -241,7 +241,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
p.Flags.Clear(Awake)
|
||||
g.msg("a strange white mist envelops you and you fall asleep")
|
||||
case TrapArrow:
|
||||
if g.swing(p.Stats.Lvl-1, p.Stats.Arm, 1) {
|
||||
if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
|
||||
p.Stats.HP -= g.roll(1, 6)
|
||||
if p.Stats.HP <= 0 {
|
||||
g.msg("an arrow killed you")
|
||||
@@ -263,7 +263,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
|
||||
g.teleport()
|
||||
g.mvaddch(tc.Y, tc.X, Trap)
|
||||
case TrapDart:
|
||||
if !g.swing(p.Stats.Lvl+1, p.Stats.Arm, 1) {
|
||||
if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
|
||||
g.msg("a small dart whizzes by your ear and vanishes")
|
||||
} else {
|
||||
p.Stats.HP -= g.roll(1, 4)
|
||||
@@ -322,7 +322,7 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
|
||||
// aren't wearing a magic ring (move.c rust_armor).
|
||||
func (g *RogueGame) rustArmor(arm *Object) {
|
||||
if arm == nil || arm.Kind != KindArmor || arm.ArmorKind() == ArmorLeather ||
|
||||
arm.Arm >= 9 {
|
||||
arm.ArmorClass >= 9 {
|
||||
return
|
||||
}
|
||||
|
||||
@@ -331,7 +331,7 @@ func (g *RogueGame) rustArmor(arm *Object) {
|
||||
g.msg("the rust vanishes instantly")
|
||||
}
|
||||
} else {
|
||||
arm.Arm++
|
||||
arm.ArmorClass++
|
||||
if !g.Options.Terse {
|
||||
g.msg("your armor appears to be weaker now. Oh my!")
|
||||
} else {
|
||||
|
||||
@@ -111,9 +111,9 @@ func (g *RogueGame) putThings() {
|
||||
if g.Depth >= AmuletLevel && !g.HasAmulet {
|
||||
obj := newObject()
|
||||
attachObj(&g.Level.Objects, obj)
|
||||
obj.Damage = "0x0"
|
||||
obj.HurlDmg = "0x0"
|
||||
obj.Arm = 11
|
||||
obj.Damage = dice("0x0")
|
||||
obj.HurlDmg = dice("0x0")
|
||||
obj.ArmorClass = 11
|
||||
obj.Kind = KindAmulet
|
||||
// Put it somewhere
|
||||
obj.Pos, _ = g.findFloor(nil, 0, false)
|
||||
|
||||
@@ -99,13 +99,16 @@ type Object struct {
|
||||
Text string // what it says if you read it
|
||||
Launch WeaponKind // what you need to launch it (noWeapon if none)
|
||||
PackCh byte // what character it is in the pack
|
||||
Damage string // damage if used like sword
|
||||
HurlDmg string // damage if thrown
|
||||
Damage DiceSpec // damage if used like sword
|
||||
HurlDmg DiceSpec // damage if thrown
|
||||
Count int // count for plural objects
|
||||
Which int // which object of a type it is (index for the Kind's table)
|
||||
HPlus int // plusses to hit
|
||||
DPlus int // plusses to damage
|
||||
Arm int // armor protection — overloaded as in C (see Charges/GoldVal)
|
||||
ArmorClass int // armor protection (armor only)
|
||||
Charges int // charges remaining (wands and staffs only)
|
||||
GoldValue int // worth (gold piles only)
|
||||
Bonus int // magic bonus (rings only: protection, add strength, ...)
|
||||
Flags ObjFlags
|
||||
Group int // group number for this object
|
||||
Label string // label for object
|
||||
@@ -117,18 +120,6 @@ func newObject() *Object {
|
||||
return &Object{Launch: noWeapon}
|
||||
}
|
||||
|
||||
// Charges is the o_charges alias for Arm on wands and staffs.
|
||||
func (o *Object) Charges() int { return o.Arm }
|
||||
|
||||
// SetCharges stores a charge count in the overloaded Arm field.
|
||||
func (o *Object) SetCharges(n int) { o.Arm = n }
|
||||
|
||||
// GoldVal is the o_goldval alias for Arm on gold piles.
|
||||
func (o *Object) GoldVal() int { return o.Arm }
|
||||
|
||||
// SetGoldVal stores a gold value in the overloaded Arm field.
|
||||
func (o *Object) SetGoldVal(n int) { o.Arm = n }
|
||||
|
||||
// PotionKind returns Which as a potion kind; valid only for KindPotion.
|
||||
func (o *Object) PotionKind() PotionKind { return PotionKind(o.Which) }
|
||||
|
||||
|
||||
@@ -250,7 +250,7 @@ func (g *RogueGame) pickUp(ch byte) {
|
||||
if obj == nil {
|
||||
return
|
||||
}
|
||||
g.money(obj.GoldVal())
|
||||
g.money(obj.GoldValue)
|
||||
detachObj(&g.Level.Objects, obj)
|
||||
p.Room.GoldVal = 0
|
||||
default:
|
||||
|
||||
@@ -153,19 +153,19 @@ func (g *RogueGame) quaff() {
|
||||
}
|
||||
case PotionRestoreStrength:
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, -p.CurRing[Left].Arm)
|
||||
addStr(&p.Stats.Str, -p.CurRing[Left].Bonus)
|
||||
}
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, -p.CurRing[Right].Arm)
|
||||
addStr(&p.Stats.Str, -p.CurRing[Right].Bonus)
|
||||
}
|
||||
if p.Stats.Str < p.MaxStats.Str {
|
||||
p.Stats.Str = p.MaxStats.Str
|
||||
}
|
||||
if p.IsRing(Left, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, p.CurRing[Left].Arm)
|
||||
addStr(&p.Stats.Str, p.CurRing[Left].Bonus)
|
||||
}
|
||||
if p.IsRing(Right, RingAddStrength) {
|
||||
addStr(&p.Stats.Str, p.CurRing[Right].Arm)
|
||||
addStr(&p.Stats.Str, p.CurRing[Right].Bonus)
|
||||
}
|
||||
g.msg("hey, this tastes great. It make you feel warm all over")
|
||||
case PotionBlindness:
|
||||
@@ -212,7 +212,7 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
|
||||
func (o *Object) isMagic() bool {
|
||||
switch o.Kind {
|
||||
case KindArmor:
|
||||
return o.Flags.Has(Protected) || o.Arm != aClass[o.Which]
|
||||
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
|
||||
case KindWeapon:
|
||||
return o.HPlus != 0 || o.DPlus != 0
|
||||
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
|
||||
|
||||
@@ -49,7 +49,7 @@ func (g *RogueGame) ringOn() {
|
||||
// Calculate the effect it has on the poor guy.
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(obj.Arm)
|
||||
g.chgStr(obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.invisOn()
|
||||
case RingAggravateMonsters:
|
||||
@@ -168,7 +168,7 @@ func ringNum(g *RogueGame, obj *Object) string {
|
||||
}
|
||||
switch obj.RingKind() {
|
||||
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
|
||||
return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
|
||||
return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring))
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
10
game/rip.go
10
game/rip.go
@@ -124,8 +124,8 @@ func (g *RogueGame) totalWinner() {
|
||||
obj.Flags.Set(Known)
|
||||
case KindArmor:
|
||||
worth = it.Armors[obj.Which].Worth
|
||||
worth += (9 - obj.Arm) * 100
|
||||
worth += 10 * (aClass[obj.Which] - obj.Arm)
|
||||
worth += (9 - obj.ArmorClass) * 100
|
||||
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
|
||||
obj.Flags.Set(Known)
|
||||
case KindScroll:
|
||||
op := &it.Scrolls[obj.Which]
|
||||
@@ -146,8 +146,8 @@ func (g *RogueGame) totalWinner() {
|
||||
worth = op.Worth
|
||||
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
|
||||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
|
||||
if obj.Arm > 0 {
|
||||
worth += obj.Arm * 100
|
||||
if obj.Bonus > 0 {
|
||||
worth += obj.Bonus * 100
|
||||
} else {
|
||||
worth = 10
|
||||
}
|
||||
@@ -160,7 +160,7 @@ func (g *RogueGame) totalWinner() {
|
||||
case KindWand:
|
||||
op := &it.Sticks[obj.Which]
|
||||
worth = op.Worth
|
||||
worth += 20 * obj.Charges()
|
||||
worth += 20 * obj.Charges
|
||||
if !obj.Flags.Has(Known) {
|
||||
worth /= 2
|
||||
}
|
||||
|
||||
@@ -88,7 +88,7 @@ func (g *RogueGame) doRooms() {
|
||||
if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) {
|
||||
gold := newObject()
|
||||
rp.GoldVal = g.goldCalc()
|
||||
gold.SetGoldVal(rp.GoldVal)
|
||||
gold.GoldValue = rp.GoldVal
|
||||
rp.Gold, _ = g.findFloorIn(rp, 0, false)
|
||||
gold.Pos = rp.Gold
|
||||
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
|
||||
|
||||
@@ -13,8 +13,10 @@ import (
|
||||
|
||||
// saveFormatVersion identifies the snapshot layout; it changes whenever a
|
||||
// field rename or retype would make gob silently mis-decode an older
|
||||
// save ("go2": Object.Type became Kind ObjectKind).
|
||||
const saveFormatVersion = Release + "-go2"
|
||||
// save ("go2": Object.Type became Kind ObjectKind; "go3": Object.Arm split
|
||||
// into ArmorClass/Charges/GoldValue/Bonus, damage strings became
|
||||
// DiceSpec).
|
||||
const saveFormatVersion = Release + "-go3"
|
||||
|
||||
// destRef encodes a monster's chase target (state.c rs_write_thing's
|
||||
// (kind, index) pairs).
|
||||
|
||||
@@ -15,7 +15,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
g.HasAmulet = true
|
||||
g.Items.Potions[PotionHealing].Know = true
|
||||
g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "3x1" // mutated bestiary must survive
|
||||
g.Monsters['F'-'A'].Stats.Dmg = dice("3x1") // mutated bestiary must survive
|
||||
if len(g.Level.Monsters) > 0 {
|
||||
g.Level.Monsters[0].Flags.Set(Awake)
|
||||
g.Level.Monsters[0].Dest = &g.Player.Pos
|
||||
@@ -48,7 +48,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
|
||||
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
|
||||
t.Error("scroll guess lost")
|
||||
}
|
||||
if h.Monsters['F'-'A'].Stats.Dmg != "3x1" {
|
||||
if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" {
|
||||
t.Error("mutated bestiary lost")
|
||||
}
|
||||
if h.Rng.Seed != g.Rng.Seed {
|
||||
|
||||
@@ -42,7 +42,7 @@ func (g *RogueGame) readScroll() {
|
||||
g.msg("your hands begin to glow %s", g.pickColor("red"))
|
||||
case ScrollEnchantArmor:
|
||||
if p.CurArmor != nil {
|
||||
p.CurArmor.Arm--
|
||||
p.CurArmor.ArmorClass--
|
||||
p.CurArmor.Flags.Clear(Cursed)
|
||||
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
|
||||
}
|
||||
|
||||
@@ -16,7 +16,7 @@ func (g *RogueGame) doZap() {
|
||||
g.msg("you can't zap with that!")
|
||||
return
|
||||
}
|
||||
if obj.Charges() == 0 {
|
||||
if obj.Charges == 0 {
|
||||
g.msg("nothing happens")
|
||||
return
|
||||
}
|
||||
@@ -111,7 +111,7 @@ func (g *RogueGame) doZap() {
|
||||
g.Items.Sticks[WandMagicMissile].Know = true
|
||||
bolt := newObject()
|
||||
bolt.Kind = KindGold // C set o_type='*': draws a '*' and is not a weapon
|
||||
bolt.HurlDmg = "1x4"
|
||||
bolt.HurlDmg = dice("1x4")
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 1
|
||||
bolt.Flags = Missile
|
||||
@@ -167,7 +167,7 @@ func (g *RogueGame) doZap() {
|
||||
g.Items.Sticks[obj.Which].Know = true
|
||||
case WandNothing:
|
||||
}
|
||||
obj.SetCharges(obj.Charges() - 1)
|
||||
obj.Charges--
|
||||
}
|
||||
|
||||
// drain does the drain-hit-points-from-player schtick (sticks.c drain).
|
||||
@@ -213,7 +213,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
bolt := newObject()
|
||||
bolt.Kind = KindWeapon
|
||||
bolt.Which = int(WeaponFlame)
|
||||
bolt.HurlDmg = "6x6"
|
||||
bolt.HurlDmg = dice("6x6")
|
||||
bolt.HPlus = 100
|
||||
bolt.DPlus = 0
|
||||
g.Items.Weapons[WeaponFlame].Name = name
|
||||
@@ -322,17 +322,17 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
|
||||
// fixStick sets up a new wand or staff (sticks.c fix_stick).
|
||||
func (g *RogueGame) fixStick(cur *Object) {
|
||||
if g.Items.WandType[cur.Which] == "staff" {
|
||||
cur.Damage = "2x3"
|
||||
cur.Damage = dice("2x3")
|
||||
} else {
|
||||
cur.Damage = "1x1"
|
||||
cur.Damage = dice("1x1")
|
||||
}
|
||||
cur.HurlDmg = "1x1"
|
||||
cur.HurlDmg = dice("1x1")
|
||||
|
||||
switch cur.WandKind() {
|
||||
case WandLight:
|
||||
cur.SetCharges(g.rnd(10) + 10)
|
||||
cur.Charges = g.rnd(10) + 10
|
||||
default:
|
||||
cur.SetCharges(g.rnd(5) + 3)
|
||||
cur.Charges = g.rnd(5) + 3
|
||||
}
|
||||
}
|
||||
|
||||
@@ -343,7 +343,7 @@ func chargeStr(g *RogueGame, obj *Object) string {
|
||||
return ""
|
||||
}
|
||||
if g.Options.Terse {
|
||||
return fmt.Sprintf(" [%d]", obj.Charges())
|
||||
return fmt.Sprintf(" [%d]", obj.Charges)
|
||||
}
|
||||
return fmt.Sprintf(" [%d charges]", obj.Charges())
|
||||
return fmt.Sprintf(" [%d charges]", obj.Charges)
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ package game
|
||||
// change during play) are cloned into RogueGame.Items by NewGame.
|
||||
|
||||
// initStats is the C INIT_STATS: the player's starting statistics.
|
||||
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, Arm: 10, HP: 12, Dmg: "1x4", MaxHP: 12}
|
||||
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
|
||||
|
||||
// aClass is extern.c a_class[]: armor class for each armor type.
|
||||
var aClass = [NumArmorTypes]int{
|
||||
@@ -47,32 +47,32 @@ var invTName = []string{"Overwrite", "Slow", "Clear"}
|
||||
// rolled from the level at creation time.
|
||||
var monsterTable = [26]MonsterKind{
|
||||
/* Name CARRY FLAGS str exp lvl arm hp dmg */
|
||||
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, "0x0/0x0", 0}},
|
||||
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, "1x2", 0}},
|
||||
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, "1x2/1x5/1x5", 0}},
|
||||
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, "1x8/1x8/3x10", 0}},
|
||||
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, "1x2", 0}},
|
||||
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, "%%%x0", 0}},
|
||||
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, "4x3/3x5", 0}},
|
||||
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, "1x8", 0}},
|
||||
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, "0x0", 0}},
|
||||
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, "2x12/2x4", 0}},
|
||||
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, "1x4", 0}},
|
||||
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, "1x1", 0}},
|
||||
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, "3x4/3x4/2x5", 0}},
|
||||
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, "0x0", 0}},
|
||||
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, "1x8", 0}},
|
||||
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, "4x4", 0}},
|
||||
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, "1x5/1x5", 0}},
|
||||
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, "1x6", 0}},
|
||||
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, "1x3", 0}},
|
||||
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, "1x8/1x8/2x6", 0}},
|
||||
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, "1x9/1x9/2x9", 0}},
|
||||
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, "1x10", 0}},
|
||||
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, "1x6", 0}},
|
||||
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, "4x4", 0}},
|
||||
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, "1x6/1x6", 0}},
|
||||
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, "1x8", 0}},
|
||||
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
|
||||
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
|
||||
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
|
||||
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
|
||||
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
|
||||
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
|
||||
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
|
||||
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
|
||||
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
|
||||
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
|
||||
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
|
||||
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
|
||||
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
|
||||
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
|
||||
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
|
||||
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
|
||||
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
|
||||
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
|
||||
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
|
||||
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
|
||||
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
|
||||
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
|
||||
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
|
||||
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
|
||||
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
|
||||
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
|
||||
}
|
||||
|
||||
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them
|
||||
@@ -323,5 +323,5 @@ var helpStr = []helpEntry{
|
||||
// the Go save format does not use them.
|
||||
const (
|
||||
Release = "5.4.4"
|
||||
Version = "rogue (sneak.berlin/go/rogue port of rogueforge 5.4.4)"
|
||||
Version = "rogue (git.eeqj.de/sneak/rgoue port of rogueforge 5.4.4)"
|
||||
)
|
||||
|
||||
@@ -69,11 +69,11 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
case KindArmor:
|
||||
sp := it.Armors[which].Name
|
||||
if obj.Flags.Has(Known) {
|
||||
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.Arm, 0, Armor), sp)
|
||||
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
|
||||
if !g.Options.Terse {
|
||||
pb.WriteString("protection ")
|
||||
}
|
||||
fmt.Fprintf(&pb, "%d]", 10-obj.Arm)
|
||||
fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass)
|
||||
} else {
|
||||
pb.WriteString(sp)
|
||||
}
|
||||
@@ -83,7 +83,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
|
||||
case KindAmulet:
|
||||
pb.WriteString("The Amulet of Yendor")
|
||||
case KindGold:
|
||||
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldVal())
|
||||
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldValue)
|
||||
}
|
||||
|
||||
out := pb.String()
|
||||
@@ -168,7 +168,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
p.CurRing[hand] = nil
|
||||
switch obj.RingKind() {
|
||||
case RingAddStrength:
|
||||
g.chgStr(-obj.Arm)
|
||||
g.chgStr(-obj.Bonus)
|
||||
case RingSeeInvisible:
|
||||
g.unsee(0)
|
||||
g.Extinguish(DUnsee)
|
||||
@@ -180,9 +180,9 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
|
||||
// newThing returns a new random thing for the dungeon (things.c new_thing).
|
||||
func (g *RogueGame) newThing() *Object {
|
||||
cur := newObject()
|
||||
cur.Damage = "0x0"
|
||||
cur.HurlDmg = "0x0"
|
||||
cur.Arm = 11
|
||||
cur.Damage = dice("0x0")
|
||||
cur.HurlDmg = dice("0x0")
|
||||
cur.ArmorClass = 11
|
||||
cur.Count = 1
|
||||
|
||||
// Decide what kind of object it will be; if we haven't had food for a
|
||||
@@ -219,20 +219,20 @@ func (g *RogueGame) newThing() *Object {
|
||||
case 4:
|
||||
cur.Kind = KindArmor
|
||||
cur.Which = pickOne(g, g.Items.Armors[:])
|
||||
cur.Arm = aClass[cur.Which]
|
||||
cur.ArmorClass = aClass[cur.Which]
|
||||
if r := g.rnd(100); r < 20 {
|
||||
cur.Flags.Set(Cursed)
|
||||
cur.Arm += g.rnd(3) + 1
|
||||
cur.ArmorClass += g.rnd(3) + 1
|
||||
} else if r < 28 {
|
||||
cur.Arm -= g.rnd(3) + 1
|
||||
cur.ArmorClass -= g.rnd(3) + 1
|
||||
}
|
||||
case 5:
|
||||
cur.Kind = KindRing
|
||||
cur.Which = pickOne(g, g.Items.Rings[:])
|
||||
switch cur.RingKind() {
|
||||
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
|
||||
if cur.Arm = g.rnd(3); cur.Arm == 0 {
|
||||
cur.Arm = -1
|
||||
if cur.Bonus = g.rnd(3); cur.Bonus == 0 {
|
||||
cur.Bonus = -1
|
||||
cur.Flags.Set(Cursed)
|
||||
}
|
||||
case RingAggravateMonsters, RingTeleportation:
|
||||
|
||||
@@ -377,9 +377,9 @@ type Stats struct {
|
||||
Str int // strength (s_str; 3..31)
|
||||
Exp int // experience
|
||||
Lvl int // level of mastery
|
||||
Arm int // armor class
|
||||
ArmorClass int // armor class (s_arm)
|
||||
HP int // hit points (s_hpt)
|
||||
Dmg string // damage dice, e.g. "1x4/1x2"
|
||||
Dmg DiceSpec // damage dice, e.g. "1x4/1x2"
|
||||
MaxHP int
|
||||
}
|
||||
|
||||
|
||||
@@ -123,20 +123,20 @@ func (g *RogueGame) wield() {
|
||||
|
||||
// initWeaps is the weapons.c init_dam[] table.
|
||||
var initWeaps = [NumWeaponTypes]struct {
|
||||
dam string // damage when wielded
|
||||
hrl string // damage when thrown
|
||||
dam DiceSpec // damage when wielded
|
||||
hrl DiceSpec // damage when thrown
|
||||
launch WeaponKind // launching weapon
|
||||
flags ObjFlags
|
||||
}{
|
||||
{"2x4", "1x3", noWeapon, 0}, // WeaponMace
|
||||
{"3x4", "1x2", noWeapon, 0}, // Long sword
|
||||
{"1x1", "1x1", noWeapon, 0}, // WeaponBow
|
||||
{"1x1", "2x3", WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{"1x6", "1x4", noWeapon, Missile}, // WeaponDagger
|
||||
{"4x4", "1x2", noWeapon, 0}, // 2h sword
|
||||
{"1x1", "1x3", noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{"1x2", "2x4", noWeapon, Stackable | Missile}, // Shuriken
|
||||
{"2x3", "1x6", noWeapon, Missile}, // WeaponSpear
|
||||
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
|
||||
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
|
||||
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
|
||||
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
|
||||
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
|
||||
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
|
||||
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
|
||||
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
|
||||
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
|
||||
}
|
||||
|
||||
// initWeapon sets up a new weapon (weapons.c init_weapon).
|
||||
|
||||
@@ -38,12 +38,12 @@ func (g *RogueGame) createObj() {
|
||||
obj.HPlus += g.rnd(3) + 1
|
||||
}
|
||||
} else {
|
||||
obj.Arm = aClass[obj.Which]
|
||||
obj.ArmorClass = aClass[obj.Which]
|
||||
if bless == '-' {
|
||||
obj.Arm += g.rnd(3) + 1
|
||||
obj.ArmorClass += g.rnd(3) + 1
|
||||
}
|
||||
if bless == '+' {
|
||||
obj.Arm -= g.rnd(3) + 1
|
||||
obj.ArmorClass -= g.rnd(3) + 1
|
||||
}
|
||||
}
|
||||
case obj.Kind == KindRing:
|
||||
@@ -54,9 +54,9 @@ func (g *RogueGame) createObj() {
|
||||
g.Msgs.Mpos = 0
|
||||
if bless == '-' {
|
||||
obj.Flags.Set(Cursed)
|
||||
obj.Arm = -1
|
||||
obj.Bonus = -1
|
||||
} else {
|
||||
obj.Arm = g.rnd(2) + 1
|
||||
obj.Bonus = g.rnd(2) + 1
|
||||
}
|
||||
case RingAggravateMonsters, RingTeleportation:
|
||||
obj.Flags.Set(Cursed)
|
||||
@@ -67,7 +67,7 @@ func (g *RogueGame) createObj() {
|
||||
g.msg("how much?")
|
||||
buf := ""
|
||||
if g.getStr(&buf, g.scr.Std) == Norm {
|
||||
obj.SetGoldVal(cAtoi(buf))
|
||||
obj.GoldValue = cAtoi(buf)
|
||||
}
|
||||
}
|
||||
g.addPack(obj, false)
|
||||
@@ -169,7 +169,7 @@ func (g *RogueGame) teleport() {
|
||||
if p.On(Held) {
|
||||
p.Flags.Clear(Held)
|
||||
p.VfHit = 0
|
||||
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
|
||||
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
|
||||
}
|
||||
g.NoMove = 0
|
||||
g.Count = 0
|
||||
|
||||
5
go.mod
5
go.mod
@@ -1,10 +1,11 @@
|
||||
module sneak.berlin/go/rogue
|
||||
module git.eeqj.de/sneak/rgoue
|
||||
|
||||
go 1.25.7
|
||||
|
||||
require github.com/gdamore/tcell/v2 v2.13.10
|
||||
|
||||
require (
|
||||
github.com/gdamore/encoding v1.0.1 // indirect
|
||||
github.com/gdamore/tcell/v2 v2.13.10 // indirect
|
||||
github.com/lucasb-eyer/go-colorful v1.3.0 // indirect
|
||||
github.com/rivo/uniseg v0.4.7 // indirect
|
||||
golang.org/x/sys v0.38.0 // indirect
|
||||
|
||||
@@ -11,7 +11,7 @@ import (
|
||||
|
||||
"github.com/gdamore/tcell/v2"
|
||||
|
||||
"sneak.berlin/go/rogue/game"
|
||||
"git.eeqj.de/sneak/rgoue/game"
|
||||
)
|
||||
|
||||
// Tcell renders game Windows on a tcell screen and turns key events into
|
||||
|
||||
Reference in New Issue
Block a user