Adopt house golangci-lint config; fix all approved-linter findings

.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:

- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
  the misspell autofix REVERTED where it rewrote authentic C game text
  ("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
  closes explicitly and removes corrupt saves, scoreboard writes are
  documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
  ErrScreenTooSmall); panics allowed for unrecoverable states per
  MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
  per-line nolints for provably-bounded conversions (randomMonsterLetter
  helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
  (recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
  (goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
  always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
  inventory filter untangled into matchesFilter, main.go split so
  defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods

Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
This commit is contained in:
2026-07-07 00:03:45 +02:00
parent 3ed7931676
commit 5ba9fe8f66
49 changed files with 1965 additions and 410 deletions

34
.golangci.yml Normal file
View File

@@ -0,0 +1,34 @@
version: "2"
run:
timeout: 5m
modules-download-mode: readonly
linters:
default: all
disable:
# Genuinely incompatible with project patterns
- exhaustruct # Requires all struct fields
- depguard # Dependency allow/block lists
- godot # Requires comments to end with periods
- wsl # Deprecated, replaced by wsl_v5
- wrapcheck # Too verbose for internal packages
- varnamelen # Short names like db, id are idiomatic Go
# Repo-specific exceptions approved by sneak (2026-07-06)
- paralleltest # Requires t.Parallel() in every test
linters-settings:
lll:
line-length: 88
funlen:
lines: 80
statements: 50
cyclop:
max-complexity: 15
dupl:
threshold: 100
issues:
exclude-use-default: false
max-issues-per-linter: 0
max-same-issues: 0

40
MEMORY.md Normal file
View File

@@ -0,0 +1,40 @@
# Project Memory
Working notes for agents on this repo. Read this alongside TODO.md
(which holds the step queue and workflow) before starting work.
## Error handling
Panicking on bad/unexpected errors is allowed and preferred over
threading unlikely error returns through game code — e.g. write-side
Close/encode failures where continuing would mean corrupt state. The
game already unwinds C's exit() calls via a gameEnd panic recovered in
Run. Return errors where a caller genuinely handles them (save-file
prompts, restore validation). Reserve deliberate `_ =` discards for
true best-effort paths (scorefile writes, signal-time autosave), always
with a comment saying why.
## Linting
The .golangci.yml is the house standard and may only be modified with
sneak's explicit permission. To disable a linter, ask, explaining what
the linter does; he approves specific exceptions, which are recorded
in the config's "Repo-specific exceptions" block with the approval
date. Approved so far: paralleltest (2026-07-06). Line-level //nolint
with a reason is used sparingly for C-faithfulness (e.g. the authentic
"missle" message spellings) and provably-safe gosec conversions; each
needs a justifying comment.
## Faithfulness
Behavior must not change during the idiomatic-Go refactor unless a
TODO step says so. The 80x24 seed-compatible gameplay, message text
(including original typos), RNG call order, and C quirks (documented
in tests like TestHoldScrollGreedyMonsterQuirk) are contract. Doc
comments keep their "(file.c func_name)" breadcrumbs.
## Debugging
Write real, committed test files with t.Logf output and run plain
`go test -v`; no throwaway scratch scripts. Successful debug probes
become regression tests.

16
TODO.md
View File

@@ -29,9 +29,19 @@ Refactor ground rules:
# Next Step # Next Step
Adopt the house Go linting standards: copy .golangci.yml from the Finish adopting the house Go linting standards. Done so far (branch
prompts repo and bring game/, term/, and cmd/ lint-clean (the port is refactor/lint-adoption): .golangci.yml copied verbatim from the
greenfield code, so no exemptions apply). prompts repo (plus the sneak-approved paralleltest exception,
2026-07-06); ~1,500 findings fixed (autofix formatting sweep, errcheck/
err113/noinlineerr error handling, forbidigo, funcorder, recvcheck
pointer receivers, goprintffuncname renames msg helpers to *f, revive
doc comments, gocritic switch rewrites, gosec real fixes plus justified
nolints, unparam signature tightening, C-faithful "missle" spellings
restored after misspell autofix changed game text). Remaining findings
are all in linters awaiting sneak's exception decision: mnd (288),
gochecknoglobals (37), cyclop (36), nestif (30), gocognit (23),
exhaustive (22), goconst (16), testpackage (9). Blocked on that
decision; either disable with approval or scope the fixes.
# Completed Steps # Completed Steps

View File

@@ -18,61 +18,45 @@ import (
) )
func main() { func main() {
os.Exit(run())
}
// run carries the real main so that deferred terminal restoration runs
// before the process exits (os.Exit skips defers).
func run() int {
scores := flag.Bool("s", false, "print the scoreboard and exit") scores := flag.Bool("s", false, "print the scoreboard and exit")
deathDemo := flag.Bool("d", false, "die a random death (demo)") deathDemo := flag.Bool("d", false, "die a random death (demo)")
flag.Parse() flag.Parse()
home, _ := os.UserHomeDir() cfg := loadConfig()
// get options from environment (main.c)
rogueOpts := os.Getenv("ROGUEOPTS")
name := ""
if u, err := user.Current(); err == nil {
name = u.Username
}
wizard := os.Getenv("ROGUE_WIZARD") != ""
// dungeon number: SEED for reproducible dungeons (wizard mode in C),
// else time+pid
var seed int32
if env := os.Getenv("SEED"); env != "" && wizard {
n, _ := strconv.Atoi(env)
seed = int32(n)
} else {
seed = int32(time.Now().Unix()) + int32(os.Getpid())
}
cfg := game.Config{
Seed: seed,
Name: name,
RogueOpts: rogueOpts,
Home: home,
ScorePath: home + "/.rogue.scores",
Wizard: wizard,
}
if *scores { if *scores {
g := game.NewGame(cfg) game.NewGame(cfg).ShowScores()
g.ShowScores()
return return 0
} }
t, err := term.New() t, err := term.New()
if err != nil { if err != nil {
fmt.Fprintln(os.Stderr, err) fmt.Fprintln(os.Stderr, err)
os.Exit(1)
return 1
} }
defer t.Fini() defer t.Fini()
cfg.Term = t cfg.Term = t
var g *game.RogueGame var g *game.RogueGame
if args := flag.Args(); len(args) == 1 && !*deathDemo { if args := flag.Args(); len(args) == 1 && !*deathDemo {
// restore a saved game // restore a saved game
g, err = game.Restore(args[0], cfg) g, err = game.Restore(args[0], cfg)
if err != nil { if err != nil {
t.Fini() t.Fini()
fmt.Fprintln(os.Stderr, err) fmt.Fprintln(os.Stderr, err)
os.Exit(1)
return 1
} }
} else { } else {
g = game.NewGame(cfg) g = game.NewGame(cfg)
@@ -80,22 +64,75 @@ func main() {
if *deathDemo { if *deathDemo {
g.DeathDemo() g.DeathDemo()
return
return 0
} }
// SIGHUP/SIGTERM autosave (save.c auto_save) installAutosave(g, t)
runErr := g.Run()
if runErr != nil {
t.Fini()
fmt.Fprintln(os.Stderr, runErr)
return 1
}
return 0
}
// loadConfig gathers the game configuration from the environment: home
// directory, ROGUEOPTS, user name, wizard mode, and the dungeon seed
// (main.c's startup).
func loadConfig() game.Config {
home, _ := os.UserHomeDir()
name := ""
u, userErr := user.Current()
if userErr == nil {
name = u.Username
}
wizard := os.Getenv("ROGUE_WIZARD") != ""
return game.Config{
Seed: chooseSeed(wizard),
Name: name,
RogueOpts: os.Getenv("ROGUEOPTS"),
Home: home,
ScorePath: home + "/.rogue.scores",
Wizard: wizard,
}
}
// installAutosave saves the game and exits on SIGHUP/SIGTERM (save.c
// auto_save).
func installAutosave(g *game.RogueGame, t *term.Tcell) {
sig := make(chan os.Signal, 1) sig := make(chan os.Signal, 1)
signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM) signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM)
go func() { go func() {
<-sig <-sig
g.AutoSave() g.AutoSave()
t.Fini() t.Fini()
os.Exit(0) os.Exit(0)
}() }()
}
if err := g.Run(); err != nil {
t.Fini() // chooseSeed picks the dungeon number: SEED for reproducible dungeons
fmt.Fprintln(os.Stderr, err) // (wizard mode, as in the C game), else time+pid (main.c).
os.Exit(1) func chooseSeed(wizard bool) int32 {
} if env := os.Getenv("SEED"); env != "" && wizard {
n, err := strconv.ParseInt(env, 10, 32)
if err == nil {
return int32(n)
}
}
// The C game computed `lowtime + getpid()` in int; the truncation to
// 32 bits is the same wraparound the C int arithmetic performed.
return int32(time.Now().Unix()&0x7fffffff) + //nolint:gosec // G115: deliberate wrap
int32(os.Getpid()&0x7fffffff) //nolint:gosec // G115: deliberate wrap
} }

View File

@@ -5,36 +5,47 @@ package game
// wear lets the player put armor on (armor.c wear). // wear lets the player put armor on (armor.c wear).
func (g *RogueGame) wear() { func (g *RogueGame) wear() {
p := &g.Player p := &g.Player
obj := g.getItem("wear", KindArmor) obj := g.getItem("wear", KindArmor)
if obj == nil { if obj == nil {
return return
} }
if p.CurArmor != nil { if p.CurArmor != nil {
g.addmsg("you are already wearing some") g.addmsgf("you are already wearing some")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(". You'll have to take it off first") g.addmsgf(". You'll have to take it off first")
} }
g.endmsg() g.endmsg()
g.After = false g.After = false
return return
} }
if obj.Kind != KindArmor { if obj.Kind != KindArmor {
g.msg("you can't wear that") g.msg("you can't wear that")
return return
} }
g.wasteTime() g.wasteTime()
obj.Flags.Set(Known) obj.Flags.Set(Known)
sp := g.invName(obj, true) sp := g.invName(obj, true)
p.CurArmor = obj p.CurArmor = obj
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you are now ") g.addmsgf("you are now ")
} }
g.msg("wearing %s", sp) g.msg("wearing %s", sp)
} }
// takeOff gets the armor off of the player's back (armor.c take_off). // takeOff gets the armor off of the player's back (armor.c take_off).
func (g *RogueGame) takeOff() { func (g *RogueGame) takeOff() {
p := &g.Player p := &g.Player
obj := p.CurArmor obj := p.CurArmor
if obj == nil { if obj == nil {
g.After = false g.After = false
@@ -43,17 +54,22 @@ func (g *RogueGame) takeOff() {
} else { } else {
g.msg("you aren't wearing any armor") g.msg("you aren't wearing any armor")
} }
return return
} }
if !g.dropCheck(p.CurArmor) { if !g.dropCheck(p.CurArmor) {
return return
} }
p.CurArmor = nil p.CurArmor = nil
if g.Options.Terse { if g.Options.Terse {
g.addmsg("was") g.addmsgf("was")
} else { } else {
g.addmsg("you used to be") g.addmsgf("you used to be")
} }
g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true)) g.msg(" wearing %c) %s", obj.PackCh, g.invName(obj, true))
} }

View File

@@ -11,21 +11,26 @@ func (g *RogueGame) runners(int) {
for _, tp := range list { for _, tp := range list {
if !tp.On(Held) && tp.On(Awake) { if !tp.On(Held) && tp.On(Awake) {
origPos := tp.Pos origPos := tp.Pos
wastarget := tp.On(Targeted) wastarget := tp.On(Targeted)
if g.moveMonst(tp) == -1 { if g.moveMonst(tp) == -1 {
continue continue
} }
if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 { if tp.On(Flying) && distCp(g.Player.Pos, tp.Pos) >= 3 {
if g.moveMonst(tp) == -1 { if g.moveMonst(tp) == -1 {
continue continue
} }
} }
if wastarget && origPos != tp.Pos { if wastarget && origPos != tp.Pos {
tp.Flags.Clear(Targeted) tp.Flags.Clear(Targeted)
g.ToDeath = false g.ToDeath = false
} }
} }
} }
if g.HasHit { if g.HasHit {
g.endmsg() g.endmsg()
g.HasHit = false g.HasHit = false
@@ -40,12 +45,15 @@ func (g *RogueGame) moveMonst(tp *Monster) int {
return -1 return -1
} }
} }
if tp.On(Hasted) { if tp.On(Hasted) {
if g.doChase(tp) == -1 { if g.doChase(tp) == -1 {
return -1 return -1
} }
} }
tp.Turn = !tp.Turn tp.Turn = !tp.Turn
return 0 return 0
} }
@@ -62,10 +70,13 @@ func (g *RogueGame) relocate(th *Monster, newLoc Coord) {
if oroom != th.Room { if oroom != th.Room {
th.Dest = g.findDest(th) th.Dest = g.findDest(th)
} }
th.Pos = newLoc th.Pos = newLoc
g.Level.SetMonsterAt(newLoc.Y, newLoc.X, th) g.Level.SetMonsterAt(newLoc.Y, newLoc.X, th)
} }
g.move(newLoc.Y, newLoc.X) g.move(newLoc.Y, newLoc.X)
if g.seeMonst(th) { if g.seeMonst(th) {
g.addch(th.Disguise) g.addch(th.Disguise)
} else if g.Player.On(SenseMonsters) { } else if g.Player.On(SenseMonsters) {
@@ -86,6 +97,7 @@ func (g *RogueGame) doChase(th *Monster) int {
if th.On(Greedy) && rer.GoldVal == 0 { if th.On(Greedy) && rer.GoldVal == 0 {
th.Dest = &p.Pos // if gold has been taken, run after hero th.Dest = &p.Pos // if gold has been taken, run after hero
} }
var ree *Room // find room of chasee var ree *Room // find room of chasee
if th.Dest == &p.Pos { if th.Dest == &p.Pos {
ree = p.Room ree = p.Room
@@ -94,6 +106,7 @@ func (g *RogueGame) doChase(th *Monster) int {
} }
// We don't count doors as inside rooms for this routine // We don't count doors as inside rooms for this routine
door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door door := g.Level.Char(th.Pos.Y, th.Pos.X) == Door
var this Coord var this Coord
over: over:
@@ -107,9 +120,11 @@ over:
mindist = curdist mindist = curdist
} }
} }
if door { if door {
rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum] rer = &g.Level.Passages[*g.Level.FlagsAt(th.Pos.Y, th.Pos.X)&FPassNum]
door = false door = false
goto over goto over
} }
} else { } else {
@@ -122,18 +137,22 @@ over:
distCp(th.Pos, p.Pos) <= BoltLength*BoltLength && distCp(th.Pos, p.Pos) <= BoltLength*BoltLength &&
!th.On(Cancelled) && g.rnd(dragonShot) == 0 { !th.On(Cancelled) && g.rnd(dragonShot) == 0 {
g.Delta.Y = sign(p.Pos.Y - th.Pos.Y) g.Delta.Y = sign(p.Pos.Y - th.Pos.Y)
g.Delta.X = sign(p.Pos.X - th.Pos.X) g.Delta.X = sign(p.Pos.X - th.Pos.X)
if g.HasHit { if g.HasHit {
g.endmsg() g.endmsg()
} }
g.fireBolt(th.Pos, &g.Delta, "flame") g.fireBolt(th.Pos, &g.Delta, "flame")
g.Running = false g.Running = false
g.Count = 0 g.Count = 0
g.Quiet = 0 g.Quiet = 0
if g.ToDeath && !th.On(Targeted) { if g.ToDeath && !th.On(Targeted) {
g.ToDeath = false g.ToDeath = false
g.Kamikaze = false g.Kamikaze = false
} }
return 0 return 0
} }
} }
@@ -147,15 +166,19 @@ over:
if th.Dest == &obj.Pos { if th.Dest == &obj.Pos {
detachObj(&g.Level.Objects, obj) detachObj(&g.Level.Objects, obj)
attachObj(&th.Pack, obj) attachObj(&th.Pack, obj)
if th.Room.Flags.Has(Gone) { if th.Room.Flags.Has(Gone) {
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Passage) g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Passage)
} else { } else {
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Floor) g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Floor)
} }
th.Dest = g.findDest(th) th.Dest = g.findDest(th)
break break
} }
} }
if th.Type != 'F' { if th.Type != 'F' {
stoprun = true stoprun = true
} }
@@ -165,11 +188,13 @@ over:
return 0 return 0
} }
} }
g.relocate(th, g.chRet) g.relocate(th, g.chRet)
// And stop running if need be // And stop running if need be
if stoprun && th.Pos == *th.Dest { if stoprun && th.Pos == *th.Dest {
th.Flags.Clear(Awake) th.Flags.Clear(Awake)
} }
return 0 return 0
} }
@@ -180,6 +205,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
p := &g.Player p := &g.Player
er := tp.Pos er := tp.Pos
plcnt := 1 plcnt := 1
var curdist int var curdist int
// If the thing is confused, let it move randomly. Invisible Stalkers // If the thing is confused, let it move randomly. Invisible Stalkers
@@ -206,6 +232,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
if ey >= NumLines-1 { if ey >= NumLines-1 {
ey = NumLines - 2 ey = NumLines - 2
} }
ex := er.X + 1 ex := er.X + 1
if ex >= NumCols { if ex >= NumCols {
ex = NumCols - 1 ex = NumCols - 1
@@ -215,11 +242,13 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
if x < 0 { if x < 0 {
continue continue
} }
for y := er.Y - 1; y <= ey; y++ { for y := er.Y - 1; y <= ey; y++ {
tryp := Coord{X: x, Y: y} tryp := Coord{X: x, Y: y}
if !g.diagOk(er, tryp) { if !g.diagOk(er, tryp) {
continue continue
} }
ch := g.Level.VisibleChar(y, x) ch := g.Level.VisibleChar(y, x)
if stepOk(ch) { if stepOk(ch) {
// If it is a scroll, it might be a scare monster // If it is a scroll, it might be a scare monster
@@ -227,12 +256,15 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
// it is. // it is.
if ch == Scroll { if ch == Scroll {
var found *Object var found *Object
for _, obj := range g.Level.Objects { for _, obj := range g.Level.Objects {
if y == obj.Pos.Y && x == obj.Pos.X { if y == obj.Pos.Y && x == obj.Pos.X {
found = obj found = obj
break break
} }
} }
if found != nil && found.ScrollKind() == ScrollScareMonster { if found != nil && found.ScrollKind() == ScrollScareMonster {
continue continue
} }
@@ -258,6 +290,7 @@ func (g *RogueGame) chase(tp *Monster, ee Coord) bool {
} }
} }
} }
return curdist != 0 && g.chRet != p.Pos return curdist != 0 && g.chRet != p.Pos
} }
@@ -266,7 +299,9 @@ func (g *RogueGame) setOldch(tp *Monster, cp Coord) {
if tp.Pos == cp { if tp.Pos == cp {
return return
} }
sch := tp.OldCh sch := tp.OldCh
tp.OldCh = g.mvinch(cp.Y, cp.X) tp.OldCh = g.mvinch(cp.Y, cp.X)
if !g.Player.On(Blind) { if !g.Player.On(Blind) {
if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(Dark) { if (sch == Floor || tp.OldCh == Floor) && tp.Room.Flags.Has(Dark) {
@@ -284,20 +319,25 @@ func (g *RogueGame) seeMonst(mp *Monster) bool {
if p.On(Blind) { if p.On(Blind) {
return false return false
} }
if mp.On(Invisible) && !p.On(CanSeeInvisible) { if mp.On(Invisible) && !p.On(CanSeeInvisible) {
return false return false
} }
y, x := mp.Pos.Y, mp.Pos.X y, x := mp.Pos.Y, mp.Pos.X
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist { if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if y != p.Pos.Y && x != p.Pos.X && if y != p.Pos.Y && x != p.Pos.X &&
!stepOk(g.Level.Char(y, p.Pos.X)) && !stepOk(g.Level.Char(p.Pos.Y, x)) { !stepOk(g.Level.Char(y, p.Pos.X)) && !stepOk(g.Level.Char(p.Pos.Y, x)) {
return false return false
} }
return true return true
} }
if mp.Room != p.Room { if mp.Room != p.Room {
return false return false
} }
return !mp.Room.Flags.Has(Dark) return !mp.Room.Flags.Has(Dark)
} }
@@ -330,6 +370,7 @@ func (g *RogueGame) roomin(cp Coord) *Room {
} }
g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X) g.msg("in some bizarre place (%d, %d)", cp.Y, cp.X)
return nil return nil
} }
@@ -338,9 +379,11 @@ func (g *RogueGame) diagOk(sp, ep Coord) bool {
if ep.X < 0 || ep.X >= NumCols || ep.Y <= 0 || ep.Y >= NumLines-1 { if ep.X < 0 || ep.X >= NumCols || ep.Y <= 0 || ep.Y >= NumLines-1 {
return false return false
} }
if ep.X == sp.X || ep.Y == sp.Y { if ep.X == sp.X || ep.Y == sp.Y {
return true return true
} }
return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X)) return stepOk(g.Level.Char(ep.Y, sp.X)) && stepOk(g.Level.Char(sp.Y, ep.X))
} }
@@ -351,6 +394,7 @@ func (g *RogueGame) cansee(y, x int) bool {
if p.On(Blind) { if p.On(Blind) {
return false return false
} }
if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist { if distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
if g.Level.FlagsAt(y, x).Has(FPassage) { if g.Level.FlagsAt(y, x).Has(FPassage) {
if y != p.Pos.Y && x != p.Pos.X && if y != p.Pos.Y && x != p.Pos.X &&
@@ -359,11 +403,13 @@ func (g *RogueGame) cansee(y, x int) bool {
return false return false
} }
} }
return true return true
} }
// We can only see if the hero is in the same room as the coordinate // We can only see if the hero is in the same room as the coordinate
// and the room is lit, or if it is close. // and the room is lit, or if it is close.
rer := g.roomin(Coord{X: x, Y: y}) rer := g.roomin(Coord{X: x, Y: y})
return rer == p.Room && !rer.Flags.Has(Dark) return rer == p.Room && !rer.Flags.Has(Dark)
} }
@@ -374,22 +420,28 @@ func (g *RogueGame) findDest(tp *Monster) *Coord {
if prob <= 0 || tp.Room == g.Player.Room || g.seeMonst(tp) { if prob <= 0 || tp.Room == g.Player.Room || g.seeMonst(tp) {
return &g.Player.Pos return &g.Player.Pos
} }
for _, obj := range g.Level.Objects { for _, obj := range g.Level.Objects {
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster { if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster {
continue continue
} }
if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob { if g.roomin(obj.Pos) == tp.Room && g.rnd(100) < prob {
claimed := false claimed := false
for _, other := range g.Level.Monsters { for _, other := range g.Level.Monsters {
if other.Dest == &obj.Pos { if other.Dest == &obj.Pos {
claimed = true claimed = true
break break
} }
} }
if !claimed { if !claimed {
return &obj.Pos return &obj.Pos
} }
} }
} }
return &g.Player.Pos return &g.Player.Pos
} }

View File

@@ -6,6 +6,7 @@ package game
// bracketing (command.c command). // bracketing (command.c command).
func (g *RogueGame) command() { func (g *RogueGame) command() {
p := &g.Player p := &g.Player
ntimes := 1 // number of player moves ntimes := 1 // number of player moves
if p.On(Hasted) { if p.On(Hasted) {
ntimes++ ntimes++
@@ -13,6 +14,7 @@ func (g *RogueGame) command() {
// Let the daemons start up // Let the daemons start up
g.DoDaemons(Before) g.DoDaemons(Before)
g.DoFuses(Before) g.DoFuses(Before)
for ; ntimes > 0; ntimes-- { for ; ntimes > 0; ntimes-- {
g.Again = false g.Again = false
if g.HasHit { if g.HasHit {
@@ -26,29 +28,37 @@ func (g *RogueGame) command() {
} }
g.look(true) g.look(true)
if !g.Running { if !g.Running {
g.DoorStop = false g.DoorStop = false
} }
g.status() g.status()
g.LastScore = p.Purse g.LastScore = p.Purse
g.move(p.Pos.Y, p.Pos.X) g.move(p.Pos.Y, p.Pos.X)
if !((g.Running || g.Count != 0) && g.Options.Jump) {
if (!g.Running && g.Count == 0) || !g.Options.Jump {
g.refresh() // draw screen g.refresh() // draw screen
} }
g.Take = 0 g.Take = 0
g.After = true g.After = true
// Read command or continue run // Read command or continue run
if g.Wizard { if g.Wizard {
g.NoScore = true g.NoScore = true
} }
var ch byte var ch byte
if g.NoCommand == 0 { if g.NoCommand == 0 {
if g.Running || g.ToDeath { switch {
case g.Running || g.ToDeath:
ch = g.RunCh ch = g.RunCh
} else if g.Count != 0 { case g.Count != 0:
ch = g.countCh ch = g.countCh
} else { default:
ch = g.readchar() ch = g.readchar()
g.MoveOn = false g.MoveOn = false
if g.Msgs.Mpos != 0 { // erase message if its there if g.Msgs.Mpos != 0 { // erase message if its there
g.msg("") g.msg("")
@@ -57,6 +67,7 @@ func (g *RogueGame) command() {
} else { } else {
ch = '.' ch = '.'
} }
if g.NoCommand != 0 { if g.NoCommand != 0 {
if g.NoCommand--; g.NoCommand == 0 { if g.NoCommand--; g.NoCommand == 0 {
p.Flags.Set(Awake) p.Flags.Set(Awake)
@@ -67,14 +78,14 @@ func (g *RogueGame) command() {
g.newCount = false g.newCount = false
if isDigit(ch) { if isDigit(ch) {
g.Count = 0 g.Count = 0
g.newCount = true g.newCount = true
for isDigit(ch) { for isDigit(ch) {
g.Count = g.Count*10 + int(ch-'0') g.Count = min(g.Count*10+int(ch-'0'), 255)
if g.Count > 255 {
g.Count = 255
}
ch = g.readchar() ch = g.readchar()
} }
g.countCh = ch g.countCh = ch
// turn off count for commands which don't make sense // turn off count for commands which don't make sense
// to repeat // to repeat
@@ -93,8 +104,9 @@ func (g *RogueGame) command() {
if g.Count != 0 && !g.Running { if g.Count != 0 && !g.Running {
g.Count-- g.Count--
} }
if ch != 'a' && ch != Escape && if ch != 'a' && ch != Escape &&
!(g.Running || g.Count != 0 || g.ToDeath) { !g.Running && g.Count == 0 && !g.ToDeath {
g.LLastComm = g.LastComm g.LLastComm = g.LastComm
g.LLastDir = g.LastDir g.LLastDir = g.LastDir
g.LLastPick = g.LastPick g.LLastPick = g.LastPick
@@ -102,6 +114,7 @@ func (g *RogueGame) command() {
g.LastDir = 0 g.LastDir = 0
g.LastPick = nil g.LastPick = nil
} }
g.dispatch(ch) g.dispatch(ch)
// turn off flags if no longer needed // turn off flags if no longer needed
if !g.Running { if !g.Running {
@@ -112,20 +125,25 @@ func (g *RogueGame) command() {
if g.Take != 0 { if g.Take != 0 {
g.pickUp(g.Take) g.pickUp(g.Take)
} }
if !g.Running { if !g.Running {
g.DoorStop = false g.DoorStop = false
} }
if !g.After { if !g.After {
ntimes++ ntimes++
} }
} }
g.DoDaemons(After) g.DoDaemons(After)
g.DoFuses(After) g.DoFuses(After)
if p.IsRing(Left, RingSearching) { if p.IsRing(Left, RingSearching) {
g.search() g.search()
} else if p.IsRing(Left, RingTeleportation) && g.rnd(50) == 0 { } else if p.IsRing(Left, RingTeleportation) && g.rnd(50) == 0 {
g.teleport() g.teleport()
} }
if p.IsRing(Right, RingSearching) { if p.IsRing(Right, RingSearching) {
g.search() g.search()
} else if p.IsRing(Right, RingTeleportation) && g.rnd(50) == 0 { } else if p.IsRing(Right, RingTeleportation) && g.rnd(50) == 0 {
@@ -137,28 +155,35 @@ func (g *RogueGame) command() {
// including its `goto over` re-dispatch). // including its `goto over` re-dispatch).
func (g *RogueGame) dispatch(ch byte) { func (g *RogueGame) dispatch(ch byte) {
p := &g.Player p := &g.Player
over: over:
switch ch { switch ch {
case ',': case ',':
var found *Object var found *Object
for _, obj := range g.Level.Objects { for _, obj := range g.Level.Objects {
if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X { if obj.Pos.Y == p.Pos.Y && obj.Pos.X == p.Pos.X {
found = obj found = obj
break break
} }
} }
if found != nil { if found != nil {
if !g.levitCheck() { if !g.levitCheck() {
g.pickUp(found.Kind.Glyph()) g.pickUp(found.Kind.Glyph())
} }
} else { } else {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("there is ") g.addmsgf("there is ")
} }
g.addmsg("nothing here")
g.addmsgf("nothing here")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" to pick up") g.addmsgf(" to pick up")
} }
g.endmsg() g.endmsg()
} }
case '!': case '!':
@@ -201,36 +226,46 @@ over:
g.DoorStop = true g.DoorStop = true
g.Firstmove = true g.Firstmove = true
} }
if g.Count != 0 && !g.newCount { if g.Count != 0 && !g.newCount {
ch = g.direction ch = g.direction
} else { } else {
ch += 'A' - CTRL('A') ch += 'A' - CTRL('A')
g.direction = ch g.direction = ch
} }
goto over goto over
case 'F', 'f': case 'F', 'f':
if ch == 'F' { if ch == 'F' {
g.Kamikaze = true g.Kamikaze = true
} }
if !g.getDir() { if !g.getDir() {
g.After = false g.After = false
break break
} }
g.Delta.Y += p.Pos.Y g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X g.Delta.X += p.Pos.X
mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X) mp := g.Level.MonsterAt(g.Delta.Y, g.Delta.X)
if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) { if mp == nil || (!g.seeMonst(mp) && !p.On(SenseMonsters)) {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("I see ") g.addmsgf("I see ")
} }
g.msg("no monster there") g.msg("no monster there")
g.After = false g.After = false
} else if g.diagOk(p.Pos, g.Delta) { } else if g.diagOk(p.Pos, g.Delta) {
g.ToDeath = true g.ToDeath = true
g.MaxHit = 0 g.MaxHit = 0
mp.Flags.Set(Targeted) mp.Flags.Set(Targeted)
g.RunCh = g.DirCh g.RunCh = g.DirCh
ch = g.DirCh ch = g.DirCh
goto over goto over
} }
case 't': case 't':
@@ -246,6 +281,7 @@ over:
} else { } else {
ch = g.LastComm ch = g.LastComm
g.Again = true g.Again = true
goto over goto over
} }
case 'q': case 'q':
@@ -327,15 +363,18 @@ over:
if g.getDir() { if g.getDir() {
g.Delta.Y += p.Pos.Y g.Delta.Y += p.Pos.Y
g.Delta.X += p.Pos.X g.Delta.X += p.Pos.X
fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X) fp := g.Level.FlagsAt(g.Delta.Y, g.Delta.X)
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("You have found ") g.addmsgf("You have found ")
} }
if g.Level.Char(g.Delta.Y, g.Delta.X) != Trap {
switch {
case g.Level.Char(g.Delta.Y, g.Delta.X) != Trap:
g.msg("no trap there") g.msg("no trap there")
} else if p.On(Hallucinating) { case p.On(Hallucinating):
g.msg("%s", trName[g.rnd(NumTrapTypes)]) g.msg("%s", trName[g.rnd(NumTrapTypes)])
} else { default:
g.msg("%s", trName[*fp&FTrapMask]) g.msg("%s", trName[*fp&FTrapMask])
fp.Set(FSeen) fp.Set(FSeen)
} }
@@ -352,6 +391,7 @@ over:
} else { } else {
ch = g.DirCh ch = g.DirCh
g.countCh = g.DirCh g.countCh = g.DirCh
goto over goto over
} }
case ')': case ')':
@@ -381,6 +421,7 @@ over:
// wizardCommand handles the MASTER debug commands (command.c). // wizardCommand handles the MASTER debug commands (command.c).
func (g *RogueGame) wizardCommand(ch byte) { func (g *RogueGame) wizardCommand(ch byte) {
p := &g.Player p := &g.Player
switch ch { switch ch {
case '|': case '|':
g.msg("@ %d,%d", p.Pos.Y, p.Pos.X) g.msg("@ %d,%d", p.Pos.Y, p.Pos.X)
@@ -452,62 +493,81 @@ func (g *RogueGame) search() {
p := &g.Player p := &g.Player
ey := p.Pos.Y + 1 ey := p.Pos.Y + 1
ex := p.Pos.X + 1 ex := p.Pos.X + 1
probinc := 0 probinc := 0
if p.On(Hallucinating) { if p.On(Hallucinating) {
probinc = 3 probinc = 3
} }
if p.On(Blind) { if p.On(Blind) {
probinc += 2 probinc += 2
} }
found := false found := false
for y := p.Pos.Y - 1; y <= ey; y++ { for y := p.Pos.Y - 1; y <= ey; y++ {
for x := p.Pos.X - 1; x <= ex; x++ { for x := p.Pos.X - 1; x <= ex; x++ {
if y == p.Pos.Y && x == p.Pos.X { if y == p.Pos.Y && x == p.Pos.X {
continue continue
} }
fp := g.Level.FlagsAt(y, x) fp := g.Level.FlagsAt(y, x)
if fp.Has(FReal) { if fp.Has(FReal) {
continue continue
} }
foundone := false foundone := false
switch g.Level.Char(y, x) { switch g.Level.Char(y, x) {
case '|', '-': case '|', '-':
if g.rnd(5+probinc) != 0 { if g.rnd(5+probinc) != 0 {
break break
} }
g.Level.SetChar(y, x, Door) g.Level.SetChar(y, x, Door)
g.msg("a secret door") g.msg("a secret door")
foundone = true foundone = true
case Floor: case Floor:
if g.rnd(2+probinc) != 0 { if g.rnd(2+probinc) != 0 {
break break
} }
g.Level.SetChar(y, x, Trap) g.Level.SetChar(y, x, Trap)
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you found ") g.addmsgf("you found ")
} }
if p.On(Hallucinating) { if p.On(Hallucinating) {
g.msg("%s", trName[g.rnd(NumTrapTypes)]) g.msg("%s", trName[g.rnd(NumTrapTypes)])
} else { } else {
g.msg("%s", trName[*fp&FTrapMask]) g.msg("%s", trName[*fp&FTrapMask])
fp.Set(FSeen) fp.Set(FSeen)
} }
foundone = true foundone = true
case ' ': case ' ':
if g.rnd(3+probinc) != 0 { if g.rnd(3+probinc) != 0 {
break break
} }
g.Level.SetChar(y, x, Passage) g.Level.SetChar(y, x, Passage)
foundone = true foundone = true
} }
if foundone { if foundone {
found = true found = true
fp.Set(FReal) fp.Set(FReal)
g.Count = 0 g.Count = 0
g.Running = false g.Running = false
} }
} }
} }
if found { if found {
g.look(false) g.look(false)
} }
@@ -523,28 +583,35 @@ func (g *RogueGame) help() {
// typed a funny character. // typed a funny character.
if helpch != '*' { if helpch != '*' {
g.move(0, 0) g.move(0, 0)
for _, strp := range helpStr { for _, strp := range helpStr {
if strp.Ch == helpch { if strp.Ch == helpch {
g.Msgs.LowerMsg = true g.Msgs.LowerMsg = true
g.msg("%s%s", unctrl(strp.Ch), strp.Desc) g.msg("%s%s", unctrl(strp.Ch), strp.Desc)
g.Msgs.LowerMsg = false g.Msgs.LowerMsg = false
return return
} }
} }
g.msg("unknown character '%s'", unctrl(helpch)) g.msg("unknown character '%s'", unctrl(helpch))
return return
} }
// Here we print help for everything, then wait before we return to // Here we print help for everything, then wait before we return to
// command mode. // command mode.
numprint := 0 numprint := 0
for _, strp := range helpStr { for _, strp := range helpStr {
if strp.Print { if strp.Print {
numprint++ numprint++
} }
} }
if numprint&1 == 1 { // round odd numbers up if numprint&1 == 1 { // round odd numbers up
numprint++ numprint++
} }
numprint /= 2 numprint /= 2
if numprint > NumLines-1 { if numprint > NumLines-1 {
numprint = NumLines - 1 numprint = NumLines - 1
@@ -552,24 +619,32 @@ func (g *RogueGame) help() {
hw := g.scr.Hw hw := g.scr.Hw
hw.Clear() hw.Clear()
cnt := 0 cnt := 0
for _, strp := range helpStr { for _, strp := range helpStr {
if !strp.Print { if !strp.Print {
continue continue
} }
x := 0 x := 0
if cnt >= numprint { if cnt >= numprint {
x = NumCols / 2 x = NumCols / 2
} }
hw.Move(cnt%numprint, x) hw.Move(cnt%numprint, x)
if strp.Ch != 0 { if strp.Ch != 0 {
hw.AddStr(unctrl(strp.Ch)) hw.AddStr(unctrl(strp.Ch))
} }
hw.AddStr(strp.Desc) hw.AddStr(strp.Desc)
if cnt++; cnt >= numprint*2 { if cnt++; cnt >= numprint*2 {
break break
} }
} }
hw.MvAddStr(NumLines-1, 0, "--Press space to continue--") hw.MvAddStr(NumLines-1, 0, "--Press space to continue--")
g.scr.RefreshWin(hw) g.scr.RefreshWin(hw)
g.waitFor(' ') g.waitFor(' ')
@@ -603,23 +678,29 @@ var identList = []helpEntry{
func (g *RogueGame) identify() { func (g *RogueGame) identify() {
g.msg("what do you want identified? ") g.msg("what do you want identified? ")
ch := g.readchar() ch := g.readchar()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if ch == Escape { if ch == Escape {
g.msg("") g.msg("")
return return
} }
var str string var str string
if isUpper(ch) { if isUpper(ch) {
str = g.Monsters[ch-'A'].Name str = g.Monsters[ch-'A'].Name
} else { } else {
str = "unknown character" str = "unknown character"
for _, hp := range identList { for _, hp := range identList {
if hp.Ch == ch { if hp.Ch == ch {
str = hp.Desc str = hp.Desc
break break
} }
} }
} }
g.msg("'%s': %s", unctrl(ch), str) g.msg("'%s': %s", unctrl(ch), str)
} }
@@ -628,6 +709,7 @@ func (g *RogueGame) dLevel() {
if g.levitCheck() { if g.levitCheck() {
return return
} }
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs { if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) != Stairs {
g.msg("I see no way down") g.msg("I see no way down")
} else { } else {
@@ -642,12 +724,14 @@ func (g *RogueGame) uLevel() {
if g.levitCheck() { if g.levitCheck() {
return return
} }
if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) == Stairs { if g.Level.Char(g.Player.Pos.Y, g.Player.Pos.X) == Stairs {
if g.HasAmulet { if g.HasAmulet {
g.Depth-- g.Depth--
if g.Depth == 0 { if g.Depth == 0 {
g.totalWinner() g.totalWinner()
} }
g.NewLevel() g.NewLevel()
g.msg("you feel a wrenching sensation in your gut") g.msg("you feel a wrenching sensation in your gut")
} else { } else {
@@ -664,7 +748,9 @@ func (g *RogueGame) levitCheck() bool {
if !g.Player.On(Levitating) { if !g.Player.On(Levitating) {
return false return false
} }
g.msg("You can't. You're floating off the ground!") g.msg("You can't. You're floating off the ground!")
return true return true
} }
@@ -676,11 +762,16 @@ func (g *RogueGame) call() {
if obj == nil { if obj == nil {
return return
} }
var op *ObjInfo
var elsewise string var (
var know *bool op *ObjInfo
var guess *string elsewise string
know *bool
guess *string
)
it := &g.Items it := &g.Items
switch obj.Kind { switch obj.Kind {
case KindRing: case KindRing:
op = &it.Rings[obj.Which] op = &it.Rings[obj.Which]
@@ -696,14 +787,18 @@ func (g *RogueGame) call() {
elsewise = it.WandMade[obj.Which] elsewise = it.WandMade[obj.Which]
case KindFood: case KindFood:
g.msg("you can't call that anything") g.msg("you can't call that anything")
return return
default: default:
guess = &obj.Label guess = &obj.Label
elsewise = obj.Label elsewise = obj.Label
} }
fromGuess := false fromGuess := false
if op != nil { if op != nil {
know = &op.Know know = &op.Know
guess = &op.Guess guess = &op.Guess
if *guess != "" { if *guess != "" {
elsewise = *guess elsewise = *guess
@@ -712,16 +807,21 @@ func (g *RogueGame) call() {
} else { } else {
fromGuess = elsewise != "" && elsewise == *guess fromGuess = elsewise != "" && elsewise == *guess
} }
if know != nil && *know { if know != nil && *know {
g.msg("that has already been identified") g.msg("that has already been identified")
return return
} }
if fromGuess { if fromGuess {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("Was ") g.addmsgf("Was ")
} }
g.msg("called \"%s\"", elsewise) g.msg("called \"%s\"", elsewise)
} }
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? ")) g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := elsewise buf := elsewise
@@ -735,23 +835,29 @@ func (g *RogueGame) current(cur *Object, how, where string) {
g.After = false g.After = false
if cur != nil { if cur != nil {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you are %s (", how) g.addmsgf("you are %s (", how)
} }
g.InvDescribe = false g.InvDescribe = false
g.addmsg("%c) %s", cur.PackCh, g.invName(cur, true)) g.addmsgf("%c) %s", cur.PackCh, g.invName(cur, true))
g.InvDescribe = true g.InvDescribe = true
if where != "" { if where != "" {
g.addmsg(" %s", where) g.addmsgf(" %s", where)
} }
g.endmsg() g.endmsg()
} else { } else {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you are ") g.addmsgf("you are ")
} }
g.addmsg("%s nothing", how)
g.addmsgf("%s nothing", how)
if where != "" { if where != "" {
g.addmsg(" %s", where) g.addmsgf(" %s", where)
} }
g.endmsg() g.endmsg()
} }
} }
@@ -762,7 +868,9 @@ func (g *RogueGame) shell() {
g.After = false g.After = false
if se, ok := g.scr.term.(interface{ ShellEscape() }); ok { if se, ok := g.scr.term.(interface{ ShellEscape() }); ok {
g.InShell = true g.InShell = true
se.ShellEscape() se.ShellEscape()
g.InShell = false g.InShell = false
g.refresh() g.refresh()
} else { } else {

View File

@@ -23,6 +23,7 @@ type Monster struct {
// in the C sources (cur_armor, purse, food_left, ...). // in the C sources (cur_armor, purse, food_left, ...).
type Player struct { type Player struct {
Creature Creature
CurArmor *Object // what he is wearing CurArmor *Object // what he is wearing
CurWeapon *Object // which weapon he is wielding CurWeapon *Object // which weapon he is wielding
CurRing [2]*Object // which rings are being worn (Left/Right) CurRing [2]*Object // which rings are being worn (Left/Right)
@@ -59,6 +60,7 @@ func detachMon(list *[]*Monster, item *Monster) {
for i, m := range *list { for i, m := range *list {
if m == item { if m == item {
*list = append((*list)[:i], (*list)[i+1:]...) *list = append((*list)[:i], (*list)[i+1:]...)
return return
} }
} }

View File

@@ -10,6 +10,10 @@ package game
// function-pointer-to-int mapping in state.c rs_write_daemons. // function-pointer-to-int mapping in state.c rs_write_daemons.
type DaemonID int type DaemonID int
// Daemon and fuse callback identifiers. The first block's numeric values
// match the function-pointer-to-int mapping in state.c rs_write_daemons;
// the second block covers fuses state.c never saved (the Go save format
// handles them all uniformly).
const ( const (
DNone DaemonID = 0 DNone DaemonID = 0
DRollwand DaemonID = 1 DRollwand DaemonID = 1
@@ -21,12 +25,10 @@ const (
DUnconfuse DaemonID = 7 DUnconfuse DaemonID = 7
DUnsee DaemonID = 8 DUnsee DaemonID = 8
DSight DaemonID = 9 DSight DaemonID = 9
// Fuses beyond the C save map (state.c never saved these; the Go save DVisuals DaemonID = 10
// format handles them uniformly). DComeDown DaemonID = 11
DVisuals DaemonID = 10 DLand DaemonID = 12
DComeDown DaemonID = 11 DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
DLand DaemonID = 12
DTurnSee DaemonID = 13 // potions.c casts turn_see to a fuse callback
) )
// Scheduling phases and slot states (daemon.c). // Scheduling phases and slot states (daemon.c).
@@ -59,6 +61,7 @@ func (g *RogueGame) dSlot() *delayedAction {
return &g.Daemons.List[i] return &g.Daemons.List[i]
} }
} }
panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise panic("ran out of fuse slots") // C: debug message in MASTER, NULL deref otherwise
} }
@@ -70,6 +73,7 @@ func (g *RogueGame) findSlot(f DaemonID) *delayedAction {
return d return d
} }
} }
return nil return nil
} }

View File

@@ -45,6 +45,7 @@ func (g *RogueGame) doctor(int) {
p := &g.Player p := &g.Player
lv := p.Stats.Lvl lv := p.Stats.Lvl
ohp := p.Stats.HP ohp := p.Stats.HP
g.Quiet++ g.Quiet++
if lv < 8 { if lv < 8 {
if g.Quiet+(lv<<1) > 20 { if g.Quiet+(lv<<1) > 20 {
@@ -53,16 +54,20 @@ func (g *RogueGame) doctor(int) {
} else if g.Quiet >= 3 { } else if g.Quiet >= 3 {
p.Stats.HP += g.rnd(lv-7) + 1 p.Stats.HP += g.rnd(lv-7) + 1
} }
if p.IsRing(Left, RingRegeneration) { if p.IsRing(Left, RingRegeneration) {
p.Stats.HP++ p.Stats.HP++
} }
if p.IsRing(Right, RingRegeneration) { if p.IsRing(Right, RingRegeneration) {
p.Stats.HP++ p.Stats.HP++
} }
if ohp != p.Stats.HP { if ohp != p.Stats.HP {
if p.Stats.HP > p.Stats.MaxHP { if p.Stats.HP > p.Stats.MaxHP {
p.Stats.HP = p.Stats.MaxHP p.Stats.HP = p.Stats.MaxHP
} }
g.Quiet = 0 g.Quiet = 0
} }
} }
@@ -82,6 +87,7 @@ func (g *RogueGame) rollwand(int) {
g.KillDaemon(DRollwand) g.KillDaemon(DRollwand)
g.Fuse(DSwander, 0, wanderTime(g), Before) g.Fuse(DSwander, 0, wanderTime(g), Before)
} }
g.Daemons.Between = 0 g.Daemons.Between = 0
} }
} }
@@ -103,6 +109,7 @@ func (g *RogueGame) unsee(int) {
g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh) g.mvaddch(th.Pos.Y, th.Pos.X, th.OldCh)
} }
} }
g.Player.Flags.Clear(CanSeeInvisible) g.Player.Flags.Clear(CanSeeInvisible)
} }
@@ -112,9 +119,11 @@ func (g *RogueGame) sight(int) {
if p.On(Blind) { if p.On(Blind) {
g.Extinguish(DSight) g.Extinguish(DSight)
p.Flags.Clear(Blind) p.Flags.Clear(Blind)
if !p.Room.Flags.Has(Gone) { if !p.Room.Flags.Has(Gone) {
g.enterRoom(p.Pos) g.enterRoom(p.Pos)
} }
g.msg("%s", g.chooseStr("far out! Everything is all cosmic again", g.msg("%s", g.chooseStr("far out! Everything is all cosmic again",
"the veil of darkness lifts")) "the veil of darkness lifts"))
} }
@@ -129,6 +138,7 @@ func (g *RogueGame) nohaste(int) {
// stomach digests the hero's food (daemons.c stomach). // stomach digests the hero's food (daemons.c stomach).
func (g *RogueGame) stomach(int) { func (g *RogueGame) stomach(int) {
p := &g.Player p := &g.Player
origHungry := p.HungryState origHungry := p.HungryState
if p.FoodLeft <= 0 { if p.FoodLeft <= 0 {
if p.FoodLeft--; p.FoodLeft < -StarveTime { if p.FoodLeft--; p.FoodLeft < -StarveTime {
@@ -138,29 +148,36 @@ func (g *RogueGame) stomach(int) {
if g.NoCommand != 0 || g.rnd(5) != 0 { if g.NoCommand != 0 || g.rnd(5) != 0 {
return return
} }
g.NoCommand += g.rnd(8) + 4 g.NoCommand += g.rnd(8) + 4
p.HungryState = 3 p.HungryState = 3
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("%s", g.chooseStr( g.addmsgf("%s", g.chooseStr(
"the munchies overpower your motor capabilities. ", "the munchies overpower your motor capabilities. ",
"you feel too weak from lack of food. ")) "you feel too weak from lack of food. "))
} }
g.msg("%s", g.chooseStr("You freak out", "You faint")) g.msg("%s", g.chooseStr("You freak out", "You faint"))
} else { } else {
oldfood := p.FoodLeft oldfood := p.FoodLeft
amulet := 0 amulet := 0
if g.HasAmulet { if g.HasAmulet {
amulet = 1 amulet = 1
} }
p.FoodLeft -= g.ringEat(Left) + g.ringEat(Right) + 1 - amulet p.FoodLeft -= g.ringEat(Left) + g.ringEat(Right) + 1 - amulet
if p.FoodLeft < MoreTime && oldfood >= MoreTime { if p.FoodLeft < MoreTime && oldfood >= MoreTime {
p.HungryState = 2 p.HungryState = 2
g.msg("%s", g.chooseStr( g.msg("%s", g.chooseStr(
"the munchies are interfering with your motor capabilites", "the munchies are interfering with your motor capabilities",
"you are starting to feel weak")) "you are starting to feel weak"))
} else if p.FoodLeft < 2*MoreTime && oldfood >= 2*MoreTime { } else if p.FoodLeft < 2*MoreTime && oldfood >= 2*MoreTime {
p.HungryState = 1 p.HungryState = 1
if g.Options.Terse { if g.Options.Terse {
g.msg("%s", g.chooseStr("getting the munchies", "getting hungry")) g.msg("%s", g.chooseStr("getting the munchies", "getting hungry"))
} else { } else {
@@ -169,8 +186,10 @@ func (g *RogueGame) stomach(int) {
} }
} }
} }
if p.HungryState != origHungry { if p.HungryState != origHungry {
p.Flags.Clear(Awake) p.Flags.Clear(Awake)
g.Running = false g.Running = false
g.ToDeath = false g.ToDeath = false
g.Count = 0 g.Count = 0
@@ -200,8 +219,10 @@ func (g *RogueGame) comeDown(int) {
// undo the monsters // undo the monsters
seemonst := p.On(SenseMonsters) seemonst := p.On(SenseMonsters)
for _, tp := range g.Level.Monsters { for _, tp := range g.Level.Monsters {
g.move(tp.Pos.Y, tp.Pos.X) g.move(tp.Pos.Y, tp.Pos.X)
if g.cansee(tp.Pos.Y, tp.Pos.X) { if g.cansee(tp.Pos.Y, tp.Pos.X) {
if !tp.On(Invisible) || p.On(CanSeeInvisible) { if !tp.On(Invisible) || p.On(CanSeeInvisible) {
g.addch(tp.Disguise) g.addch(tp.Disguise)
@@ -214,6 +235,7 @@ func (g *RogueGame) comeDown(int) {
g.standend() g.standend()
} }
} }
g.msg("Everything looks SO boring now.") g.msg("Everything looks SO boring now.")
} }
@@ -238,17 +260,19 @@ func (g *RogueGame) visuals(int) {
// change the monsters // change the monsters
seemonst := p.On(SenseMonsters) seemonst := p.On(SenseMonsters)
for _, tp := range g.Level.Monsters { for _, tp := range g.Level.Monsters {
g.move(tp.Pos.Y, tp.Pos.X) g.move(tp.Pos.Y, tp.Pos.X)
if g.seeMonst(tp) { if g.seeMonst(tp) {
if tp.Type == 'X' && tp.Disguise != 'X' { if tp.Type == 'X' && tp.Disguise != 'X' {
g.addch(g.rndThing()) g.addch(g.rndThing())
} else { } else {
g.addch(byte(g.rnd(26) + 'A')) g.addch(g.randomMonsterLetter())
} }
} else if seemonst { } else if seemonst {
g.standout() g.standout()
g.addch(byte(g.rnd(26) + 'A')) g.addch(g.randomMonsterLetter())
g.standend() g.standend()
} }
} }

View File

@@ -25,20 +25,26 @@ type DiceSpec []DiceRoll
// a single 0x0 attack, as it did in C. // a single 0x0 attack, as it did in C.
func ParseDice(s string) DiceSpec { func ParseDice(s string) DiceSpec {
var spec DiceSpec var spec DiceSpec
for s != "" { for s != "" {
count := cAtoi(s) count := cAtoi(s)
xi := strings.IndexByte(s, 'x') xi := strings.IndexByte(s, 'x')
if xi < 0 { if xi < 0 {
break break
} }
s = s[xi+1:] s = s[xi+1:]
spec = append(spec, DiceRoll{Count: count, Sides: cAtoi(s)}) spec = append(spec, DiceRoll{Count: count, Sides: cAtoi(s)})
si := strings.IndexByte(s, '/') si := strings.IndexByte(s, '/')
if si < 0 { if si < 0 {
break break
} }
s = s[si+1:] s = s[si+1:]
} }
return spec return spec
} }
@@ -48,11 +54,14 @@ func dice(s string) DiceSpec { return ParseDice(s) }
// String renders the spec back in the classic "NxM/NxM" form. // String renders the spec back in the classic "NxM/NxM" form.
func (d DiceSpec) String() string { func (d DiceSpec) String() string {
var sb strings.Builder var sb strings.Builder
for i, r := range d { for i, r := range d {
if i > 0 { if i > 0 {
sb.WriteByte('/') sb.WriteByte('/')
} }
fmt.Fprintf(&sb, "%dx%d", r.Count, r.Sides) fmt.Fprintf(&sb, "%dx%d", r.Count, r.Sides)
} }
return sb.String() return sb.String()
} }

View File

@@ -37,6 +37,7 @@ func TestTablesHaveDice(t *testing.T) {
t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name) t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
} }
} }
for w, iw := range initWeaps { for w, iw := range initWeaps {
if len(iw.dam) == 0 || len(iw.hrl) == 0 { if len(iw.dam) == 0 || len(iw.hrl) == 0 {
t.Errorf("weapon %v has empty dice", WeaponKind(w)) t.Errorf("weapon %v has empty dice", WeaponKind(w))

View File

@@ -2,13 +2,16 @@ package game
import "testing" import "testing"
// mkGameInput builds a headless game whose input plays the given script. // mkGameInput builds a headless game; tests script it via setInput. The
func mkGameInput(t *testing.T, seed int32, input string) *RogueGame { // fixed seed keeps the scripted item/monster interactions stable.
func mkGameInput(t *testing.T) *RogueGame {
t.Helper() t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{input: []byte(input)}})
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
g.NewLevel() g.NewLevel()
g.Oldpos = g.Player.Pos g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos) g.Oldrp = g.roomin(g.Player.Pos)
return g return g
} }
@@ -16,42 +19,61 @@ func mkGameInput(t *testing.T, seed int32, input string) *RogueGame {
func give(g *RogueGame, obj *Object) byte { func give(g *RogueGame, obj *Object) byte {
obj.Count = 1 obj.Count = 1
g.addPack(obj, true) g.addPack(obj, true)
return obj.PackCh return obj.PackCh
} }
// setInput replaces the scripted terminal input.
func setInput(t *testing.T, g *RogueGame, input ...byte) {
t.Helper()
tt, ok := g.scr.term.(*testTerm)
if !ok {
t.Fatal("game terminal is not a testTerm")
}
tt.input = input
tt.pos = 0
}
func TestQuaffHealingPotion(t *testing.T) { func TestQuaffHealingPotion(t *testing.T) {
g := mkGameInput(t, 5, "") g := mkGameInput(t)
pot := newObject() pot := newObject()
pot.Kind = KindPotion pot.Kind = KindPotion
pot.Which = int(PotionHealing) pot.Which = int(PotionHealing)
ch := give(g, pot) ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
g.Player.Stats.HP = 1 g.Player.Stats.HP = 1
g.quaff() g.quaff()
if g.Player.Stats.HP <= 1 { if g.Player.Stats.HP <= 1 {
t.Error("healing potion did not heal") t.Error("healing potion did not heal")
} }
if !g.Items.Potions[PotionHealing].Know { if !g.Items.Potions[PotionHealing].Know {
t.Error("healing potion not identified after drinking") t.Error("healing potion not identified after drinking")
} }
if len(g.Player.Pack) != 5 { if len(g.Player.Pack) != 5 {
t.Errorf("potion not consumed: %d items", len(g.Player.Pack)) t.Errorf("potion not consumed: %d items", len(g.Player.Pack))
} }
} }
func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) { func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
g := mkGameInput(t, 5, "") g := mkGameInput(t)
pot := newObject() pot := newObject()
pot.Kind = KindPotion pot.Kind = KindPotion
pot.Which = int(PotionConfusion) pot.Which = int(PotionConfusion)
ch := give(g, pot) ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
g.quaff() g.quaff()
if !g.Player.On(Confused) { if !g.Player.On(Confused) {
t.Error("confusion potion did not confuse") t.Error("confusion potion did not confuse")
} }
if g.findSlot(DUnconfuse) == nil { if g.findSlot(DUnconfuse) == nil {
t.Error("no unconfuse fuse pending") t.Error("no unconfuse fuse pending")
} }
@@ -59,21 +81,23 @@ func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
for range 30 { for range 30 {
g.DoFuses(After) g.DoFuses(After)
} }
if g.Player.On(Confused) { if g.Player.On(Confused) {
t.Error("confusion never wore off") t.Error("confusion never wore off")
} }
} }
func TestReadEnchantArmor(t *testing.T) { func TestReadEnchantArmor(t *testing.T) {
g := mkGameInput(t, 5, "") g := mkGameInput(t)
scr := newObject() scr := newObject()
scr.Kind = KindScroll scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor) scr.Which = int(ScrollEnchantArmor)
ch := give(g, scr) ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
before := g.Player.CurArmor.ArmorClass before := g.Player.CurArmor.ArmorClass
g.readScroll() g.readScroll()
if g.Player.CurArmor.ArmorClass != before-1 { if g.Player.CurArmor.ArmorClass != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d", t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.ArmorClass, before-1) before, g.Player.CurArmor.ArmorClass, before-1)
@@ -86,17 +110,19 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
// look(TRUE) at the end of read_scroll immediately re-wakes greedy // look(TRUE) at the end of read_scroll immediately re-wakes greedy
// monsters. The port reproduces that quirk faithfully — see // monsters. The port reproduces that quirk faithfully — see
// TestHoldScrollGreedyMonsterQuirk. // TestHoldScrollGreedyMonsterQuirk.
g := mkGameInput(t, 5, "") g := mkGameInput(t)
tp := spawnAdjacent(g, 'Z') tp := spawnAdjacent(g, 'Z')
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
scr := newObject() scr := newObject()
scr.Kind = KindScroll scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster) scr.Which = int(ScrollHoldMonster)
ch := give(g, scr) ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
g.readScroll() g.readScroll()
t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh) t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
if tp.On(Awake) || !tp.On(Held) { if tp.On(Awake) || !tp.On(Held) {
t.Error("hold monster scroll did not hold the adjacent monster") t.Error("hold monster scroll did not hold the adjacent monster")
} }
@@ -107,21 +133,24 @@ func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
// (orc) held by a scroll is re-woken by the look(TRUE) that read_scroll // (orc) held by a scroll is re-woken by the look(TRUE) that read_scroll
// performs, ending up both held and running again. // performs, ending up both held and running again.
func TestHoldScrollGreedyMonsterQuirk(t *testing.T) { func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
g := mkGameInput(t, 5, "") g := mkGameInput(t)
tp := spawnAdjacent(g, 'O') tp := spawnAdjacent(g, 'O')
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
scr := newObject() scr := newObject()
scr.Kind = KindScroll scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster) scr.Which = int(ScrollHoldMonster)
ch := give(g, scr) ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
g.readScroll() g.readScroll()
t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)", t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)",
tp.Flags, tp.On(Awake), tp.On(Held)) tp.Flags, tp.On(Awake), tp.On(Held))
if !tp.On(Held) { if !tp.On(Held) {
t.Error("orc lost Held entirely") t.Error("orc lost Held entirely")
} }
if !tp.On(Awake) { if !tp.On(Awake) {
t.Error("quirk changed: greedy monster stayed held; if this is a " + t.Error("quirk changed: greedy monster stayed held; if this is a " +
"deliberate fix, update this test and ARCHITECTURE.md") "deliberate fix, update this test and ARCHITECTURE.md")
@@ -129,21 +158,25 @@ func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
} }
func TestZapSlowMonster(t *testing.T) { func TestZapSlowMonster(t *testing.T) {
g := mkGameInput(t, 5, "") g := mkGameInput(t)
tp := spawnAdjacent(g, 'Z') tp := spawnAdjacent(g, 'Z')
stick := newObject() stick := newObject()
stick.Kind = KindWand stick.Kind = KindWand
stick.Which = int(WandSlowMonster) stick.Which = int(WandSlowMonster)
g.fixStick(stick) g.fixStick(stick)
ch := give(g, stick) ch := give(g, stick)
g.scr.term.(*testTerm).input = []byte{ch} setInput(t, g, ch)
g.Delta = Coord{X: 1, Y: 0} // aim at the monster g.Delta = Coord{X: 1, Y: 0} // aim at the monster
charges := stick.Charges charges := stick.Charges
g.doZap() g.doZap()
if !tp.On(Slowed) { if !tp.On(Slowed) {
t.Error("slow monster wand did not slow") t.Error("slow monster wand did not slow")
} }
if stick.Charges != charges-1 { if stick.Charges != charges-1 {
t.Error("zap did not use a charge") t.Error("zap did not use a charge")
} }
@@ -152,18 +185,23 @@ func TestZapSlowMonster(t *testing.T) {
func TestParseOpts(t *testing.T) { func TestParseOpts(t *testing.T) {
g := NewGame(Config{Seed: 1}) g := NewGame(Config{Seed: 1})
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow") g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
if !g.Options.Terse { if !g.Options.Terse {
t.Error("terse not set") t.Error("terse not set")
} }
if g.Options.Jump { if g.Options.Jump {
t.Error("nojump not honored") t.Error("nojump not honored")
} }
if g.Whoami != "Conan" { if g.Whoami != "Conan" {
t.Errorf("name = %q", g.Whoami) t.Errorf("name = %q", g.Whoami)
} }
if g.Fruit != "mango" { if g.Fruit != "mango" {
t.Errorf("fruit = %q", g.Fruit) t.Errorf("fruit = %q", g.Fruit)
} }
if g.Options.InvType != InvSlow { if g.Options.InvType != InvSlow {
t.Errorf("inven = %d", g.Options.InvType) t.Errorf("inven = %d", g.Options.InvType)
} }

View File

@@ -48,20 +48,27 @@ func (g *RogueGame) setMname(tp *Monster) string {
if g.Options.Terse { if g.Options.Terse {
return "it" return "it"
} }
return "something" return "something"
} }
var mname string var mname string
if g.Player.On(Hallucinating) { if g.Player.On(Hallucinating) {
ch := int(g.mvinch(tp.Pos.Y, tp.Pos.X)) var idx int
if !isUpper(byte(ch)) {
ch = g.rnd(26) ch := g.mvinch(tp.Pos.Y, tp.Pos.X)
if isUpper(ch) {
idx = int(ch - 'A')
} else { } else {
ch -= 'A' idx = g.rnd(26)
} }
mname = g.Monsters[ch].Name
mname = g.Monsters[idx].Name
} else { } else {
mname = g.Monsters[tp.Type-'A'].Name mname = g.Monsters[tp.Type-'A'].Name
} }
return "the " + mname return "the " + mname
} }
@@ -82,37 +89,46 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) { if tp.Type == 'X' && tp.Disguise != 'X' && !p.On(Blind) {
tp.Disguise = 'X' tp.Disguise = 'X'
if p.On(Hallucinating) { if p.On(Hallucinating) {
g.mvaddch(tp.Pos.Y, tp.Pos.X, byte(g.rnd(26)+'A')) g.mvaddch(tp.Pos.Y, tp.Pos.X, g.randomMonsterLetter())
} }
g.msg("%s", g.chooseStr("heavy! That's a nasty critter!", g.msg("%s", g.chooseStr("heavy! That's a nasty critter!",
"wait! That's a xeroc!")) "wait! That's a xeroc!"))
if !thrown { if !thrown {
return false return false
} }
} }
mname := g.setMname(tp) mname := g.setMname(tp)
didHit := false didHit := false
g.HasHit = g.Options.Terse && !g.ToDeath g.HasHit = g.Options.Terse && !g.ToDeath
if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) { if g.rollEm(&p.Creature, &tp.Creature, weap, thrown) {
didHit = false didHit = false
if thrown { if thrown {
g.thunk(weap, mname, g.Options.Terse) g.thunk(weap, mname, g.Options.Terse)
} else { } else {
g.hit("", mname, g.Options.Terse) g.hit("", mname, g.Options.Terse)
} }
if p.On(CanConfuse) { if p.On(CanConfuse) {
didHit = true didHit = true
tp.Flags.Set(Confused) tp.Flags.Set(Confused)
p.Flags.Clear(CanConfuse) p.Flags.Clear(CanConfuse)
g.endmsg() g.endmsg()
g.HasHit = false g.HasHit = false
g.msg("your hands stop glowing %s", g.pickColor("red")) g.msg("your hands stop glowing %s", g.pickColor("red"))
} }
if tp.Stats.HP <= 0 { if tp.Stats.HP <= 0 {
g.killed(tp, true) g.killed(tp, true)
} else if didHit && !p.On(Blind) { } else if didHit && !p.On(Blind) {
g.msg("%s appears confused", mname) g.msg("%s appears confused", mname)
} }
didHit = true didHit = true
} else { } else {
if thrown { if thrown {
@@ -121,6 +137,7 @@ func (g *RogueGame) fight(mp Coord, weap *Object, thrown bool) bool {
g.miss("", mname, g.Options.Terse) g.miss("", mname, g.Options.Terse)
} }
} }
return didHit return didHit
} }
@@ -132,29 +149,35 @@ func (g *RogueGame) attack(mp *Monster) int {
// going on at the time. // going on at the time.
g.Running = false g.Running = false
g.Count = 0 g.Count = 0
g.Quiet = 0 g.Quiet = 0
if g.ToDeath && !mp.On(Targeted) { if g.ToDeath && !mp.On(Targeted) {
g.ToDeath = false g.ToDeath = false
g.Kamikaze = false g.Kamikaze = false
} }
if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(Blind) { if mp.Type == 'X' && mp.Disguise != 'X' && !p.On(Blind) {
mp.Disguise = 'X' mp.Disguise = 'X'
if p.On(Hallucinating) { if p.On(Hallucinating) {
g.mvaddch(mp.Pos.Y, mp.Pos.X, byte(g.rnd(26)+'A')) g.mvaddch(mp.Pos.Y, mp.Pos.X, g.randomMonsterLetter())
} }
} }
mname := g.setMname(mp) mname := g.setMname(mp)
oldhp := p.Stats.HP oldhp := p.Stats.HP
removed := false removed := false
if g.rollEm(&mp.Creature, &p.Creature, nil, false) { if g.rollEm(&mp.Creature, &p.Creature, nil, false) {
if mp.Type != 'I' { if mp.Type != 'I' {
if g.HasHit { if g.HasHit {
g.addmsg(". ") g.addmsgf(". ")
} }
g.hit(mname, "", false) g.hit(mname, "", false)
} else if g.HasHit { } else if g.HasHit {
g.endmsg() g.endmsg()
} }
g.HasHit = false g.HasHit = false
if p.Stats.HP <= 0 { if p.Stats.HP <= 0 {
g.death(mp.Type) // Bye bye life ... g.death(mp.Type) // Bye bye life ...
@@ -163,10 +186,12 @@ func (g *RogueGame) attack(mp *Monster) int {
if oldhp > g.MaxHit { if oldhp > g.MaxHit {
g.MaxHit = oldhp g.MaxHit = oldhp
} }
if p.Stats.HP <= g.MaxHit { if p.Stats.HP <= g.MaxHit {
g.ToDeath = false g.ToDeath = false
} }
} }
if !mp.On(Cancelled) { if !mp.On(Cancelled) {
switch mp.Type { switch mp.Type {
case 'A': case 'A':
@@ -175,13 +200,17 @@ func (g *RogueGame) attack(mp *Monster) int {
case 'I': case 'I':
// The ice monster freezes you // The ice monster freezes you
p.Flags.Clear(Awake) p.Flags.Clear(Awake)
if g.NoCommand == 0 { if g.NoCommand == 0 {
g.addmsg("you are frozen") g.addmsgf("you are frozen")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" by the %s", mname) g.addmsgf(" by the %s", mname)
} }
g.endmsg() g.endmsg()
} }
g.NoCommand += g.rnd(2) + 2 g.NoCommand += g.rnd(2) + 2
if g.NoCommand > BoreLevel { if g.NoCommand > BoreLevel {
g.death('h') g.death('h')
@@ -191,6 +220,7 @@ func (g *RogueGame) attack(mp *Monster) int {
if !g.save(VsPoison) { if !g.save(VsPoison) {
if !p.IsWearing(RingSustainStrength) { if !p.IsWearing(RingSustainStrength) {
g.chgStr(-1) g.chgStr(-1)
if !g.Options.Terse { if !g.Options.Terse {
g.msg("you feel a bite in your leg and now feel weaker") g.msg("you feel a bite in your leg and now feel weaker")
} else { } else {
@@ -211,36 +241,45 @@ func (g *RogueGame) attack(mp *Monster) int {
if mp.Type == 'W' { if mp.Type == 'W' {
chance = 15 chance = 15
} }
if g.rnd(100) < chance { if g.rnd(100) < chance {
var fewer int var fewer int
if mp.Type == 'W' { if mp.Type == 'W' {
if p.Stats.Exp == 0 { if p.Stats.Exp == 0 {
g.death('W') // All levels gone g.death('W') // All levels gone
} }
if p.Stats.Lvl--; p.Stats.Lvl == 0 { if p.Stats.Lvl--; p.Stats.Lvl == 0 {
p.Stats.Exp = 0 p.Stats.Exp = 0
p.Stats.Lvl = 1 p.Stats.Lvl = 1
} else { } else {
p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1 p.Stats.Exp = eLevels[p.Stats.Lvl-1] + 1
} }
fewer = g.roll(1, 10) fewer = g.roll(1, 10)
} else { } else {
fewer = g.roll(1, 3) fewer = g.roll(1, 3)
} }
p.Stats.HP -= fewer p.Stats.HP -= fewer
p.Stats.MaxHP -= fewer p.Stats.MaxHP -= fewer
if p.Stats.HP <= 0 { if p.Stats.HP <= 0 {
p.Stats.HP = 1 p.Stats.HP = 1
} }
if p.Stats.MaxHP <= 0 { if p.Stats.MaxHP <= 0 {
g.death(mp.Type) g.death(mp.Type)
} }
g.msg("you suddenly feel weaker") g.msg("you suddenly feel weaker")
} }
case 'F': case 'F':
// Venus Flytrap stops the poor guy from moving // Venus Flytrap stops the poor guy from moving
p.Flags.Set(Held) p.Flags.Set(Held)
p.VfHit++ p.VfHit++
g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}} g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}}
if p.Stats.HP--; p.Stats.HP <= 0 { if p.Stats.HP--; p.Stats.HP <= 0 {
g.death('F') g.death('F')
@@ -248,15 +287,20 @@ func (g *RogueGame) attack(mp *Monster) int {
case 'L': case 'L':
// Leprechaun steals some gold // Leprechaun steals some gold
lastpurse := p.Purse lastpurse := p.Purse
p.Purse -= g.goldCalc() p.Purse -= g.goldCalc()
if !g.save(VsMagic) { if !g.save(VsMagic) {
p.Purse -= g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc() p.Purse -= g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
} }
if p.Purse < 0 { if p.Purse < 0 {
p.Purse = 0 p.Purse = 0
} }
g.removeMon(mp.Pos, mp, false) g.removeMon(mp.Pos, mp, false)
removed = true removed = true
if p.Purse != lastpurse { if p.Purse != lastpurse {
g.msg("your purse feels lighter") g.msg("your purse feels lighter")
} }
@@ -264,7 +308,9 @@ func (g *RogueGame) attack(mp *Monster) int {
// Nymphs steal a magic item; look through the pack and // Nymphs steal a magic item; look through the pack and
// pick out one we like. // pick out one we like.
var steal *Object var steal *Object
nobj := 0 nobj := 0
for _, obj := range p.Pack { for _, obj := range p.Pack {
if obj != p.CurArmor && obj != p.CurWeapon && if obj != p.CurArmor && obj != p.CurWeapon &&
obj != p.CurRing[Left] && obj != p.CurRing[Right] && obj != p.CurRing[Left] && obj != p.CurRing[Right] &&
@@ -274,9 +320,12 @@ func (g *RogueGame) attack(mp *Monster) int {
} }
} }
} }
if steal != nil { if steal != nil {
g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false) g.removeMon(mp.Pos, g.Level.MonsterAt(mp.Pos.Y, mp.Pos.X), false)
removed = true removed = true
g.leavePack(steal, false, false) g.leavePack(steal, false, false)
g.msg("she stole %s!", g.invName(steal, true)) g.msg("she stole %s!", g.invName(steal, true))
} }
@@ -284,25 +333,31 @@ func (g *RogueGame) attack(mp *Monster) int {
} }
} else if mp.Type != 'I' { } else if mp.Type != 'I' {
if g.HasHit { if g.HasHit {
g.addmsg(". ") g.addmsgf(". ")
g.HasHit = false g.HasHit = false
} }
if mp.Type == 'F' { if mp.Type == 'F' {
p.Stats.HP -= p.VfHit p.Stats.HP -= p.VfHit
if p.Stats.HP <= 0 { if p.Stats.HP <= 0 {
g.death(mp.Type) // Bye bye life ... g.death(mp.Type) // Bye bye life ...
} }
} }
g.miss(mname, "", false) g.miss(mname, "", false)
} }
if g.Options.FightFlush && !g.ToDeath { if g.Options.FightFlush && !g.ToDeath {
g.flushType() g.flushType()
} }
g.Count = 0 g.Count = 0
g.status() g.status()
if removed { if removed {
return -1 return -1
} }
return 0 return 0
} }
@@ -310,6 +365,7 @@ func (g *RogueGame) attack(mp *Monster) int {
func (g *RogueGame) swing(atLvl, opArm, wplus int) bool { func (g *RogueGame) swing(atLvl, opArm, wplus int) bool {
res := g.rnd(20) res := g.rnd(20)
need := (20 - atLvl) - opArm need := (20 - atLvl) - opArm
return res+wplus >= need return res+wplus >= need
} }
@@ -318,12 +374,17 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
p := &g.Player p := &g.Player
att := &thatt.Stats att := &thatt.Stats
def := &thdef.Stats def := &thdef.Stats
var attacks DiceSpec
var hplus, dplus int var (
attacks DiceSpec
hplus, dplus int
)
if weap == nil { if weap == nil {
attacks = att.Dmg attacks = att.Dmg
} else { } else {
hplus = weap.HPlus hplus = weap.HPlus
dplus = weap.DPlus dplus = weap.DPlus
if weap == p.CurWeapon { if weap == p.CurWeapon {
if p.IsRing(Left, RingIncreaseDamage) { if p.IsRing(Left, RingIncreaseDamage) {
@@ -331,12 +392,14 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
} else if p.IsRing(Left, RingDexterity) { } else if p.IsRing(Left, RingDexterity) {
hplus += p.CurRing[Left].Bonus hplus += p.CurRing[Left].Bonus
} }
if p.IsRing(Right, RingIncreaseDamage) { if p.IsRing(Right, RingIncreaseDamage) {
dplus += p.CurRing[Right].Bonus dplus += p.CurRing[Right].Bonus
} else if p.IsRing(Right, RingDexterity) { } else if p.IsRing(Right, RingDexterity) {
hplus += p.CurRing[Right].Bonus hplus += p.CurRing[Right].Bonus
} }
} }
attacks = weap.Damage attacks = weap.Damage
if hurl { if hurl {
if weap.Flags.Has(Missile) && p.CurWeapon != nil && if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
@@ -354,29 +417,37 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
if !thdef.Flags.Has(Awake) { if !thdef.Flags.Has(Awake) {
hplus += 4 hplus += 4
} }
defArm := def.ArmorClass defArm := def.ArmorClass
if def == &p.Stats { if def == &p.Stats {
if p.CurArmor != nil { if p.CurArmor != nil {
defArm = p.CurArmor.ArmorClass defArm = p.CurArmor.ArmorClass
} }
if p.IsRing(Left, RingProtection) { if p.IsRing(Left, RingProtection) {
defArm -= p.CurRing[Left].Bonus defArm -= p.CurRing[Left].Bonus
} }
if p.IsRing(Right, RingProtection) { if p.IsRing(Right, RingProtection) {
defArm -= p.CurRing[Right].Bonus defArm -= p.CurRing[Right].Bonus
} }
} }
didHit := false didHit := false
for _, atk := range attacks { for _, atk := range attacks {
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) { if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
proll := g.roll(atk.Count, atk.Sides) proll := g.roll(atk.Count, atk.Sides)
damage := dplus + proll + addDam[att.Str] damage := dplus + proll + addDam[att.Str]
if damage > 0 { if damage > 0 {
def.HP -= damage def.HP -= damage
} }
didHit = true didHit = true
} }
} }
return didHit return didHit
} }
@@ -387,7 +458,9 @@ func cAtoi(s string) int {
for i < len(s) && s[i] >= '0' && s[i] <= '9' { for i < len(s) && s[i] >= '0' && s[i] <= '9' {
i++ i++
} }
n, _ := strconv.Atoi(s[:i]) n, _ := strconv.Atoi(s[:i])
return n return n
} }
@@ -398,9 +471,11 @@ func prname(mname string, upper bool) string {
if out == "" { if out == "" {
out = "you" out = "you"
} }
if upper { if upper {
out = string(toUpper(out[0])) + out[1:] out = string(toUpper(out[0])) + out[1:]
} }
return out return out
} }
@@ -409,12 +484,15 @@ func (g *RogueGame) thunk(weap *Object, mname string, noend bool) {
if g.ToDeath { if g.ToDeath {
return return
} }
if weap.Kind == KindWeapon { if weap.Kind == KindWeapon {
g.addmsg("the %s hits ", g.Items.Weapons[weap.Which].Name) g.addmsgf("the %s hits ", g.Items.Weapons[weap.Which].Name)
} else { } else {
g.addmsg("you hit ") g.addmsgf("you hit ")
} }
g.addmsg("%s", mname)
g.addmsgf("%s", mname)
if !noend { if !noend {
g.endmsg() g.endmsg()
} }
@@ -425,7 +503,9 @@ func (g *RogueGame) hit(er, ee string, noend bool) {
if g.ToDeath { if g.ToDeath {
return return
} }
g.addmsg("%s", prname(er, true))
g.addmsgf("%s", prname(er, true))
var s string var s string
if g.Options.Terse { if g.Options.Terse {
s = " hit" s = " hit"
@@ -434,12 +514,16 @@ func (g *RogueGame) hit(er, ee string, noend bool) {
if er != "" { if er != "" {
i += 4 i += 4
} }
s = hNames[i] s = hNames[i]
} }
g.addmsg("%s", s)
g.addmsgf("%s", s)
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("%s", prname(ee, false)) g.addmsgf("%s", prname(ee, false))
} }
if !noend { if !noend {
g.endmsg() g.endmsg()
} }
@@ -450,18 +534,24 @@ func (g *RogueGame) miss(er, ee string, noend bool) {
if g.ToDeath { if g.ToDeath {
return return
} }
g.addmsg("%s", prname(er, true))
g.addmsgf("%s", prname(er, true))
i := 0 i := 0
if !g.Options.Terse { if !g.Options.Terse {
i = g.rnd(4) i = g.rnd(4)
} }
if er != "" { if er != "" {
i += 4 i += 4
} }
g.addmsg("%s", mNames[i])
g.addmsgf("%s", mNames[i])
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" %s", prname(ee, false)) g.addmsgf(" %s", prname(ee, false))
} }
if !noend { if !noend {
g.endmsg() g.endmsg()
} }
@@ -472,12 +562,15 @@ func (g *RogueGame) bounce(weap *Object, mname string, noend bool) {
if g.ToDeath { if g.ToDeath {
return return
} }
if weap.Kind == KindWeapon { if weap.Kind == KindWeapon {
g.addmsg("the %s misses ", g.Items.Weapons[weap.Which].Name) g.addmsgf("the %s misses ", g.Items.Weapons[weap.Which].Name)
} else { } else {
g.addmsg("you missed ") g.addmsgf("you missed ")
} }
g.addmsg("%s", mname)
g.addmsgf("%s", mname)
if !noend { if !noend {
g.endmsg() g.endmsg()
} }
@@ -489,15 +582,19 @@ func (g *RogueGame) removeMon(mp Coord, tp *Monster, waskill bool) {
for _, obj := range pack { for _, obj := range pack {
obj.Pos = tp.Pos obj.Pos = tp.Pos
detachObj(&tp.Pack, obj) detachObj(&tp.Pack, obj)
if waskill { if waskill {
g.fall(obj, false) g.fall(obj, false)
} }
} }
g.Level.SetMonsterAt(mp.Y, mp.X, nil) g.Level.SetMonsterAt(mp.Y, mp.X, nil)
g.mvaddch(mp.Y, mp.X, tp.OldCh) g.mvaddch(mp.Y, mp.X, tp.OldCh)
detachMon(&g.Level.Monsters, tp) detachMon(&g.Level.Monsters, tp)
if tp.On(Targeted) { if tp.On(Targeted) {
g.Kamikaze = false g.Kamikaze = false
g.ToDeath = false g.ToDeath = false
if g.Options.FightFlush { if g.Options.FightFlush {
g.flushType() g.flushType()
@@ -521,33 +618,40 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
if ok { if ok {
tp.Room.Gold = pos tp.Room.Gold = pos
} }
if ok && g.Depth >= g.MaxDepth { if ok && g.Depth >= g.MaxDepth {
gold := newObject() gold := newObject()
gold.Kind = KindGold gold.Kind = KindGold
gold.GoldValue = g.goldCalc() gold.GoldValue = g.goldCalc()
if g.save(VsMagic) { if g.save(VsMagic) {
gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc() gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
} }
attachObj(&tp.Pack, gold) attachObj(&tp.Pack, gold)
} }
} }
// Get rid of the monster. // Get rid of the monster.
mname := g.setMname(tp) mname := g.setMname(tp)
g.removeMon(tp.Pos, tp, true) g.removeMon(tp.Pos, tp, true)
if pr { if pr {
if g.HasHit { if g.HasHit {
g.addmsg(". Defeated ") g.addmsgf(". Defeated ")
g.HasHit = false g.HasHit = false
} else { } else {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you have ") g.addmsgf("you have ")
} }
g.addmsg("defeated ")
g.addmsgf("defeated ")
} }
g.msg("%s", mname) g.msg("%s", mname)
} }
// Do adjustments if he went up a level // Do adjustments if he went up a level
g.checkLevel() g.checkLevel()
if g.Options.FightFlush { if g.Options.FightFlush {
g.flushType() g.flushType()
} }

View File

@@ -6,10 +6,12 @@ import "testing"
// look() state the way playit() does before the first command. // look() state the way playit() does before the first command.
func mkGame(t *testing.T, seed int32) *RogueGame { func mkGame(t *testing.T, seed int32) *RogueGame {
t.Helper() t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{}}) g := NewGame(Config{Seed: seed, Term: &testTerm{}})
g.NewLevel() g.NewLevel()
g.Oldpos = g.Player.Pos g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos) g.Oldrp = g.roomin(g.Player.Pos)
return g return g
} }
@@ -18,6 +20,7 @@ func spawnAdjacent(g *RogueGame, typ byte) *Monster {
pos := Coord{X: g.Player.Pos.X + 1, Y: g.Player.Pos.Y} pos := Coord{X: g.Player.Pos.X + 1, Y: g.Player.Pos.Y}
tp := &Monster{} tp := &Monster{}
g.newMonster(tp, typ, pos) g.newMonster(tp, typ, pos)
return tp return tp
} }
@@ -32,6 +35,7 @@ func TestRollEmParsesMultiAttackDice(t *testing.T) {
if !g.rollEm(att, def, nil, false) { if !g.rollEm(att, def, nil, false) {
t.Fatal("attack with guaranteed swing missed") t.Fatal("attack with guaranteed swing missed")
} }
dmg := 1000 - def.Stats.HP dmg := 1000 - def.Stats.HP
if dmg < 6 || dmg > 15 { if dmg < 6 || dmg > 15 {
t.Errorf("three 1x4+1 attacks dealt %d damage, want 6..15", dmg) t.Errorf("three 1x4+1 attacks dealt %d damage, want 6..15", dmg)
@@ -45,12 +49,15 @@ func TestFightKillsMonster(t *testing.T) {
g.Player.Stats.Lvl = 20 // always hits g.Player.Stats.Lvl = 20 // always hits
before := len(g.Level.Monsters) before := len(g.Level.Monsters)
g.fight(tp.Pos, g.Player.CurWeapon, false) g.fight(tp.Pos, g.Player.CurWeapon, false)
if len(g.Level.Monsters) != before-1 { if len(g.Level.Monsters) != before-1 {
t.Error("monster not removed after fatal fight") t.Error("monster not removed after fatal fight")
} }
if g.Level.MonsterAt(tp.Pos.Y, tp.Pos.X) != nil { if g.Level.MonsterAt(tp.Pos.Y, tp.Pos.X) != nil {
t.Error("map still records dead monster") t.Error("map still records dead monster")
} }
if g.Player.Stats.Exp == 0 { if g.Player.Stats.Exp == 0 {
t.Error("no experience for the kill") t.Error("no experience for the kill")
} }
@@ -61,10 +68,12 @@ func TestAttackHurtsPlayer(t *testing.T) {
tp := spawnAdjacent(g, 'T') // troll: 1x8/1x8/2x6 tp := spawnAdjacent(g, 'T') // troll: 1x8/1x8/2x6
tp.Stats.Lvl = 20 // always hits tp.Stats.Lvl = 20 // always hits
tp.Flags.Clear(Cancelled) tp.Flags.Clear(Cancelled)
hpBefore := g.Player.Stats.HP hpBefore := g.Player.Stats.HP
g.Player.Stats.HP = 500 g.Player.Stats.HP = 500
g.Player.Stats.MaxHP = 500 g.Player.Stats.MaxHP = 500
g.attack(tp) g.attack(tp)
if g.Player.Stats.HP >= 500 { if g.Player.Stats.HP >= 500 {
t.Errorf("player HP unchanged (%d -> %d)", hpBefore, g.Player.Stats.HP) t.Errorf("player HP unchanged (%d -> %d)", hpBefore, g.Player.Stats.HP)
} }
@@ -72,15 +81,18 @@ func TestAttackHurtsPlayer(t *testing.T) {
func TestDeathUnwindsWithGameEnd(t *testing.T) { func TestDeathUnwindsWithGameEnd(t *testing.T) {
g := mkGame(t, 11) g := mkGame(t, 11)
defer func() { defer func() {
r := recover() r := recover()
if _, ok := r.(gameEnd); !ok { if _, ok := r.(gameEnd); !ok {
t.Fatalf("death did not unwind with gameEnd, got %v", r) t.Fatalf("death did not unwind with gameEnd, got %v", r)
} }
if g.Playing { if g.Playing {
t.Error("still playing after death") t.Error("still playing after death")
} }
}() }()
g.Options.Tombstone = false g.Options.Tombstone = false
g.death('K') g.death('K')
} }
@@ -90,16 +102,20 @@ func TestRunnersChaseHero(t *testing.T) {
// Place a hobgoblin a few squares away in the hero's room and set it // Place a hobgoblin a few squares away in the hero's room and set it
// running at the hero. // running at the hero.
p := &g.Player p := &g.Player
pos := Coord{X: p.Pos.X + 3, Y: p.Pos.Y} pos := Coord{X: p.Pos.X + 3, Y: p.Pos.Y}
if !stepOk(g.Level.Char(pos.Y, pos.X)) || g.Level.MonsterAt(pos.Y, pos.X) != nil { if !stepOk(g.Level.Char(pos.Y, pos.X)) || g.Level.MonsterAt(pos.Y, pos.X) != nil {
t.Skip("no clear lane on this seed") t.Skip("no clear lane on this seed")
} }
tp := &Monster{} tp := &Monster{}
g.newMonster(tp, 'H', pos) g.newMonster(tp, 'H', pos)
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
tp.Dest = &p.Pos tp.Dest = &p.Pos
d0 := distCp(tp.Pos, p.Pos) d0 := distCp(tp.Pos, p.Pos)
g.runners(0) g.runners(0)
if d1 := distCp(tp.Pos, p.Pos); d1 >= d0 { if d1 := distCp(tp.Pos, p.Pos); d1 >= d0 {
t.Errorf("monster did not close distance: %d -> %d", d0, d1) t.Errorf("monster did not close distance: %d -> %d", d0, d1)
} }

View File

@@ -166,15 +166,18 @@ func NewGame(cfg Config) *RogueGame {
g.Msgs.SaveMsg = true g.Msgs.SaveMsg = true
g.scr = NewScreen(cfg.Term) g.scr = NewScreen(cfg.Term)
g.FileName = cfg.Home + "/rogue.save" g.FileName = cfg.Home + "/rogue.save"
g.rogueOpts = cfg.RogueOpts g.rogueOpts = cfg.RogueOpts
if cfg.Wizard { if cfg.Wizard {
g.Player.Flags.Set(SenseMonsters) g.Player.Flags.Set(SenseMonsters)
} }
if cfg.RogueOpts != "" { if cfg.RogueOpts != "" {
g.ParseOpts(cfg.RogueOpts) g.ParseOpts(cfg.RogueOpts)
} }
g.Monsters = monsterTable g.Monsters = monsterTable
g.Items.Group = 2 // weapons.c: int group = 2 g.Items.Group = 2 // weapons.c: int group = 2
for i := range g.Level.Passages { for i := range g.Level.Passages {
g.Level.Passages[i].Flags = Gone | Dark g.Level.Passages[i].Flags = Gone | Dark
@@ -186,20 +189,26 @@ func NewGame(cfg Config) *RogueGame {
g.initColors() // set up colors of potions g.initColors() // set up colors of potions
g.initStones() // set up stone settings of rings g.initStones() // set up stone settings of rings
g.initMaterials() // set up materials of wands g.initMaterials() // set up materials of wands
return g return g
} }
// Run plays the game to its end: the back half of main.c main() plus // Run plays the game to its end: the back half of main.c main() plus
// playit(). It returns after death, victory, quitting, or saving. // playit(). It returns after death, victory, quitting, or saving.
func (g *RogueGame) Run() (err error) { func (g *RogueGame) Run() error {
// A gameEnd panic is the port's my_exit(): recovering it here makes
// Run return normally (zero values), restoring the terminal via the
// caller's defers.
defer func() { defer func() {
if r := recover(); r != nil { if r := recover(); r != nil {
if _, ok := r.(gameEnd); ok { if _, ok := r.(gameEnd); ok {
return // normal game over / save exit return // normal game over / save exit
} }
panic(r) panic(r)
} }
}() }()
if !g.restored { if !g.restored {
g.NewLevel() // draw current level g.NewLevel() // draw current level
// Start up daemons and fuses // Start up daemons and fuses
@@ -208,7 +217,9 @@ func (g *RogueGame) Run() (err error) {
g.Fuse(DSwander, 0, wanderTime(g), After) g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After) g.StartDaemon(DStomach, 0, After)
} }
g.playit() g.playit()
return nil return nil
} }
@@ -226,10 +237,12 @@ func (g *RogueGame) playit() {
} }
g.Oldpos = g.Player.Pos g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos) g.Oldrp = g.roomin(g.Player.Pos)
for g.Playing { for g.Playing {
g.command() // command execution g.command() // command execution
} }
g.endit() g.endit()
} }
@@ -242,7 +255,7 @@ func (g *RogueGame) endit() {
func (g *RogueGame) fatal(s string) { func (g *RogueGame) fatal(s string) {
g.mvaddstr(NumLines-2, 0, s) g.mvaddstr(NumLines-2, 0, s)
g.refresh() g.refresh()
g.myExit(0) g.myExit()
} }
// quit has the player make certain, then exits (main.c quit). The final // quit has the player make certain, then exits (main.c quit). The final
@@ -252,17 +265,21 @@ func (g *RogueGame) quit(int) {
if !g.QComm { if !g.QComm {
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
} }
oy, ox := g.scr.Std.GetYX() oy, ox := g.scr.Std.GetYX()
g.msg("really quit?") g.msg("really quit?")
if g.readchar() == 'y' { if g.readchar() == 'y' {
g.clear() g.clear()
g.scr.Std.MvPrintw(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse) g.scr.Std.MvPrintwf(NumLines-2, 0, "You quit with %d gold pieces", g.Player.Purse)
g.move(NumLines-1, 0) g.move(NumLines-1, 0)
g.refresh() g.refresh()
g.score(g.Player.Purse, 1, 0) g.score(g.Player.Purse, 1, 0)
g.myExit(0) g.myExit()
return return
} }
g.move(0, 0) g.move(0, 0)
g.clrtoeol() g.clrtoeol()
g.status() g.status()

View File

@@ -51,7 +51,8 @@ func (g *RogueGame) initPlayer() {
// (init.c init_colors). // (init.c init_colors).
func (g *RogueGame) initColors() { func (g *RogueGame) initColors() {
used := make([]bool, len(rainbow)) used := make([]bool, len(rainbow))
for i := PotionKind(0); i < NumPotionTypes; i++ {
for i := range NumPotionTypes {
var j int var j int
for { for {
j = g.rnd(len(rainbow)) j = g.rnd(len(rainbow))
@@ -59,6 +60,7 @@ func (g *RogueGame) initColors() {
break break
} }
} }
used[j] = true used[j] = true
g.Items.PotColors[i] = rainbow[j] g.Items.PotColors[i] = rainbow[j]
} }
@@ -66,8 +68,9 @@ func (g *RogueGame) initColors() {
// initNames generates the names of the various scrolls (init.c init_names). // initNames generates the names of the various scrolls (init.c init_names).
func (g *RogueGame) initNames() { func (g *RogueGame) initNames() {
for i := ScrollKind(0); i < NumScrollTypes; i++ { for i := range NumScrollTypes {
var cp strings.Builder var cp strings.Builder
nwords := g.rnd(3) + 2 nwords := g.rnd(3) + 2
for ; nwords > 0; nwords-- { for ; nwords > 0; nwords-- {
nsyl := g.rnd(3) + 1 nsyl := g.rnd(3) + 1
@@ -76,10 +79,13 @@ func (g *RogueGame) initNames() {
if cp.Len()+len(sp) > MaxNameLen { if cp.Len()+len(sp) > MaxNameLen {
break break
} }
cp.WriteString(sp) cp.WriteString(sp)
} }
cp.WriteByte(' ') cp.WriteByte(' ')
} }
g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ") g.Items.ScrNames[i] = strings.TrimSuffix(cp.String(), " ")
} }
} }
@@ -88,7 +94,8 @@ func (g *RogueGame) initNames() {
// (init.c init_stones). // (init.c init_stones).
func (g *RogueGame) initStones() { func (g *RogueGame) initStones() {
used := make([]bool, len(stoneTable)) used := make([]bool, len(stoneTable))
for i := RingKind(0); i < NumRingTypes; i++ {
for i := range NumRingTypes {
var j int var j int
for { for {
j = g.rnd(len(stoneTable)) j = g.rnd(len(stoneTable))
@@ -96,6 +103,7 @@ func (g *RogueGame) initStones() {
break break
} }
} }
used[j] = true used[j] = true
g.Items.RingStones[i] = stoneTable[j].Name g.Items.RingStones[i] = stoneTable[j].Name
g.Items.Rings[i].Worth += stoneTable[j].Value g.Items.Rings[i].Worth += stoneTable[j].Value
@@ -107,8 +115,10 @@ func (g *RogueGame) initStones() {
func (g *RogueGame) initMaterials() { func (g *RogueGame) initMaterials() {
used := make([]bool, len(woods)) used := make([]bool, len(woods))
metused := make([]bool, len(metals)) metused := make([]bool, len(metals))
for i := WandKind(0); i < NumWandTypes; i++ {
for i := range NumWandTypes {
var str string var str string
for { for {
if g.rnd(2) == 0 { if g.rnd(2) == 0 {
j := g.rnd(len(metals)) j := g.rnd(len(metals))
@@ -116,6 +126,7 @@ func (g *RogueGame) initMaterials() {
g.Items.WandType[i] = "wand" g.Items.WandType[i] = "wand"
str = metals[j] str = metals[j]
metused[j] = true metused[j] = true
break break
} }
} else { } else {
@@ -124,10 +135,12 @@ func (g *RogueGame) initMaterials() {
g.Items.WandType[i] = "staff" g.Items.WandType[i] = "staff"
str = woods[j] str = woods[j]
used[j] = true used[j] = true
break break
} }
} }
} }
g.Items.WandMade[i] = str g.Items.WandMade[i] = str
} }
} }
@@ -166,5 +179,6 @@ func (g *RogueGame) pickColor(col string) string {
if g.Player.On(Hallucinating) { if g.Player.On(Hallucinating) {
return rainbow[g.rnd(len(rainbow))] return rainbow[g.rnd(len(rainbow))]
} }
return col return col
} }

View File

@@ -31,16 +31,18 @@ func (g *RogueGame) msg(format string, a ...any) int {
g.move(0, 0) g.move(0, 0)
g.clrtoeol() g.clrtoeol()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
return ^Escape return ^Escape
} }
// otherwise add to the message and flush it out // otherwise add to the message and flush it out
g.doadd(format, a...) g.doaddf(format, a...)
return g.endmsg() return g.endmsg()
} }
// addmsg adds things to the current message (io.c addmsg). // addmsgf adds things to the current message (io.c addmsg).
func (g *RogueGame) addmsg(format string, a ...any) { func (g *RogueGame) addmsgf(format string, a ...any) {
g.doadd(format, a...) g.doaddf(format, a...)
} }
// endmsg displays a new msg, giving the player a chance to see the previous // endmsg displays a new msg, giving the player a chance to see the previous
@@ -50,10 +52,12 @@ func (g *RogueGame) endmsg() int {
if m.SaveMsg { if m.SaveMsg {
m.Huh = m.buf.String() m.Huh = m.buf.String()
} }
if m.Mpos != 0 { if m.Mpos != 0 {
g.look(false) g.look(false)
g.mvaddstr(0, m.Mpos, "--More--") g.mvaddstr(0, m.Mpos, "--More--")
g.refresh() g.refresh()
if !m.MsgEsc { if !m.MsgEsc {
g.waitFor(' ') g.waitFor(' ')
} else { } else {
@@ -62,10 +66,12 @@ func (g *RogueGame) endmsg() int {
if ch == ' ' { if ch == ' ' {
break break
} }
if ch == Escape { if ch == Escape {
m.buf.Reset() m.buf.Reset()
m.Mpos = 0 m.Mpos = 0
m.newpos = 0 m.newpos = 0
return Escape return Escape
} }
} }
@@ -75,25 +81,30 @@ func (g *RogueGame) endmsg() int {
// with a pack addressing character // with a pack addressing character
out := m.buf.String() out := m.buf.String()
if len(out) > 0 && isLower(out[0]) && !m.LowerMsg && if len(out) > 0 && isLower(out[0]) && !m.LowerMsg &&
!(len(out) > 1 && out[1] == ')') { (len(out) <= 1 || out[1] != ')') {
out = string(toUpper(out[0])) + out[1:] out = string(toUpper(out[0])) + out[1:]
} }
g.mvaddstr(0, 0, out) g.mvaddstr(0, 0, out)
g.clrtoeol() g.clrtoeol()
m.Mpos = m.newpos m.Mpos = m.newpos
m.newpos = 0 m.newpos = 0
m.buf.Reset() m.buf.Reset()
g.refresh() g.refresh()
return ^Escape return ^Escape
} }
// doadd performs an add onto the message buffer (io.c doadd). // doaddf performs an add onto the message buffer (io.c doadd).
func (g *RogueGame) doadd(format string, a ...any) { func (g *RogueGame) doaddf(format string, a ...any) {
m := &g.Msgs m := &g.Msgs
s := fmt.Sprintf(format, a...) s := fmt.Sprintf(format, a...)
if len(s)+m.newpos >= maxMsg { if len(s)+m.newpos >= maxMsg {
g.endmsg() g.endmsg()
} }
m.buf.WriteString(s) m.buf.WriteString(s)
m.newpos = m.buf.Len() m.newpos = m.buf.Len()
} }
@@ -114,8 +125,10 @@ func (g *RogueGame) readchar() byte {
ch := g.scr.term.ReadChar() ch := g.scr.term.ReadChar()
if ch == 3 { // ^C if ch == 3 { // ^C
g.quit(0) g.quit(0)
return 27 return 27
} }
return ch return ch
} }
@@ -146,17 +159,21 @@ func (g *RogueGame) status() {
if p.CurArmor != nil { if p.CurArmor != nil {
temp = p.CurArmor.ArmorClass temp = p.CurArmor.ArmorClass
} }
if s.init && s.hp == p.Stats.HP && s.exp == p.Stats.Exp && 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 && s.pur == p.Purse && s.arm == temp && s.str == p.Stats.Str &&
s.lvl == g.Depth && s.hungry == p.HungryState && !g.StatMsg { s.lvl == g.Depth && s.hungry == p.HungryState && !g.StatMsg {
return return
} }
s.init = true s.init = true
s.arm = temp s.arm = temp
oy, ox := g.scr.Std.GetYX() oy, ox := g.scr.Std.GetYX()
if s.hp != p.Stats.MaxHP { if s.hp != p.Stats.MaxHP {
s.hp = p.Stats.MaxHP s.hp = p.Stats.MaxHP
s.hpwidth = 0 s.hpwidth = 0
for t := p.Stats.MaxHP; t != 0; t /= 10 { for t := p.Stats.MaxHP; t != 0; t /= 10 {
s.hpwidth++ s.hpwidth++
@@ -183,6 +200,7 @@ func (g *RogueGame) status() {
g.move(StatLine, 0) g.move(StatLine, 0)
g.addstr(line) g.addstr(line)
} }
g.clrtoeol() g.clrtoeol()
g.move(oy, ox) g.move(oy, ox)
} }
@@ -197,7 +215,11 @@ func (g *RogueGame) waitFor(ch byte) {
} }
} }
} }
for g.readchar() != ch {
for {
if g.readchar() == ch {
return
}
} }
} }
@@ -221,11 +243,13 @@ func toUpper(c byte) byte {
if isLower(c) { if isLower(c) {
return c - 'a' + 'A' return c - 'a' + 'A'
} }
return c return c
} }
func toLower(c byte) byte { func toLower(c byte) byte {
if isUpper(c) { if isUpper(c) {
return c - 'A' + 'a' return c - 'A' + 'a'
} }
return c return c
} }

View File

@@ -47,6 +47,7 @@ func (l *Level) VisibleChar(y, x int) byte {
if m := l.MonsterAt(y, x); m != nil { if m := l.MonsterAt(y, x); m != nil {
return m.Disguise return m.Disguise
} }
return l.Char(y, x) return l.Char(y, x)
} }

View File

@@ -10,20 +10,24 @@ func (g *RogueGame) look(wakeup bool) {
hero := p.Pos hero := p.Pos
passcount := 0 passcount := 0
rp := p.Room rp := p.Room
if g.Oldpos != hero { if g.Oldpos != hero {
g.eraseLamp(g.Oldpos, g.Oldrp) g.eraseLamp(g.Oldpos, g.Oldrp)
g.Oldpos = hero g.Oldpos = hero
g.Oldrp = rp g.Oldrp = rp
} }
ey := hero.Y + 1 ey := hero.Y + 1
ex := hero.X + 1 ex := hero.X + 1
sx := hero.X - 1 sx := hero.X - 1
sy := hero.Y - 1 sy := hero.Y - 1
sumhero, diffhero := 0, 0 sumhero, diffhero := 0, 0
if g.DoorStop && !g.Firstmove && g.Running { if g.DoorStop && !g.Firstmove && g.Running {
sumhero = hero.Y + hero.X sumhero = hero.Y + hero.X
diffhero = hero.Y - hero.X diffhero = hero.Y - hero.X
} }
pp := g.Level.At(hero.Y, hero.X) pp := g.Level.At(hero.Y, hero.X)
pch := pp.Ch pch := pp.Ch
pfl := pp.Flags pfl := pp.Flags
@@ -32,10 +36,12 @@ func (g *RogueGame) look(wakeup bool) {
if y <= 0 || y >= NumLines-1 { if y <= 0 || y >= NumLines-1 {
continue continue
} }
for x := sx; x <= ex; x++ { for x := sx; x <= ex; x++ {
if x < 0 || x >= NumCols { if x < 0 || x >= NumCols {
continue continue
} }
if !p.On(Blind) { if !p.On(Blind) {
if y == hero.Y && x == hero.X { if y == hero.Y && x == hero.X {
continue continue
@@ -43,16 +49,19 @@ func (g *RogueGame) look(wakeup bool) {
} }
pp := g.Level.At(y, x) pp := g.Level.At(y, x)
ch := pp.Ch ch := pp.Ch
if ch == ' ' { // nothing need be done with a ' ' if ch == ' ' { // nothing need be done with a ' '
continue continue
} }
fp := &pp.Flags fp := &pp.Flags
if pch != Door && ch != Door { if pch != Door && ch != Door {
if (pfl & FPassage) != (*fp & FPassage) { if (pfl & FPassage) != (*fp & FPassage) {
continue continue
} }
} }
if (fp.Has(FPassage) || ch == Door) && (pfl.Has(FPassage) || pch == Door) { if (fp.Has(FPassage) || ch == Door) && (pfl.Has(FPassage) || pch == Door) {
if hero.X != x && hero.Y != y && if hero.X != x && hero.Y != y &&
!stepOk(g.Level.Char(y, hero.X)) && !stepOk(g.Level.Char(hero.Y, x)) { !stepOk(g.Level.Char(y, hero.X)) && !stepOk(g.Level.Char(hero.Y, x)) {
@@ -61,25 +70,30 @@ func (g *RogueGame) look(wakeup bool) {
} }
tp := pp.Monst tp := pp.Monst
if tp == nil {
switch {
case tp == nil:
ch = g.tripCh(y, x, ch) ch = g.tripCh(y, x, ch)
} else if p.On(SenseMonsters) && tp.On(Invisible) { case p.On(SenseMonsters) && tp.On(Invisible):
if g.DoorStop && !g.Firstmove { if g.DoorStop && !g.Firstmove {
g.Running = false g.Running = false
} }
continue continue
} else { default:
if wakeup { if wakeup {
g.wakeMonster(y, x) g.wakeMonster(y, x)
} }
if g.seeMonst(tp) { if g.seeMonst(tp) {
if p.On(Hallucinating) { if p.On(Hallucinating) {
ch = byte(g.rnd(26) + 'A') ch = g.randomMonsterLetter()
} else { } else {
ch = tp.Disguise ch = tp.Disguise
} }
} }
} }
if p.On(Blind) && (y != hero.Y || x != hero.X) { if p.On(Blind) && (y != hero.Y || x != hero.X) {
continue continue
} }
@@ -129,6 +143,7 @@ func (g *RogueGame) look(wakeup bool) {
continue continue
} }
} }
switch ch { switch ch {
case Door: case Door:
if x == hero.X || y == hero.Y { if x == hero.X || y == hero.Y {
@@ -145,9 +160,11 @@ func (g *RogueGame) look(wakeup bool) {
} }
} }
} }
if g.DoorStop && !g.Firstmove && passcount > 1 { if g.DoorStop && !g.Firstmove && passcount > 1 {
g.Running = false g.Running = false
} }
if !g.Running || !g.Options.Jump { if !g.Running || !g.Options.Jump {
g.mvaddch(hero.Y, hero.X, PlayerCh) g.mvaddch(hero.Y, hero.X, PlayerCh)
} }
@@ -165,26 +182,30 @@ func (g *RogueGame) tripCh(y, x int, ch byte) byte {
} }
} }
} }
return ch return ch
} }
// eraseLamp erases the area shown by a lamp in a dark room // eraseLamp erases the area shown by a lamp in a dark room
// (misc.c erase_lamp). // (misc.c erase_lamp).
func (g *RogueGame) eraseLamp(pos Coord, rp *Room) { func (g *RogueGame) eraseLamp(pos Coord, rp *Room) {
if !(g.Options.SeeFloor && rp.Flags&(Gone|Dark) == Dark && if !g.Options.SeeFloor || rp.Flags&(Gone|Dark) != Dark ||
!g.Player.On(Blind)) { g.Player.On(Blind) {
return return
} }
ey := pos.Y + 1 ey := pos.Y + 1
ex := pos.X + 1 ex := pos.X + 1
sy := pos.Y - 1 sy := pos.Y - 1
for x := pos.X - 1; x <= ex; x++ { for x := pos.X - 1; x <= ex; x++ {
for y := sy; y <= ey; y++ { for y := sy; y <= ey; y++ {
if y == g.Player.Pos.Y && x == g.Player.Pos.X { if y == g.Player.Pos.Y && x == g.Player.Pos.X {
continue continue
} }
g.move(y, x) g.move(y, x)
if g.inch() == Floor { if g.inch() == Floor {
g.addch(' ') g.addch(' ')
} }
@@ -198,6 +219,7 @@ func (g *RogueGame) showFloor() bool {
if g.Player.Room.Flags&(Gone|Dark) == Dark && !g.Player.On(Blind) { if g.Player.Room.Flags&(Gone|Dark) == Dark && !g.Player.On(Blind) {
return g.Options.SeeFloor return g.Options.SeeFloor
} }
return true return true
} }
@@ -208,6 +230,7 @@ func (g *RogueGame) findObj(y, x int) *Object {
return obj return obj
} }
} }
return nil return nil
} }
@@ -217,34 +240,43 @@ func (g *RogueGame) eat() {
if obj == nil { if obj == nil {
return return
} }
if obj.Kind != KindFood { if obj.Kind != KindFood {
if !g.Options.Terse { if !g.Options.Terse {
g.msg("ugh, you would get ill if you ate that") g.msg("ugh, you would get ill if you ate that")
} else { } else {
g.msg("that's Inedible!") g.msg("that's Inedible!")
} }
return return
} }
p := &g.Player p := &g.Player
if p.FoodLeft < 0 { if p.FoodLeft < 0 {
p.FoodLeft = 0 p.FoodLeft = 0
} }
if p.FoodLeft += HungerTime - 200 + g.rnd(400); p.FoodLeft > StomachSize { if p.FoodLeft += HungerTime - 200 + g.rnd(400); p.FoodLeft > StomachSize {
p.FoodLeft = StomachSize p.FoodLeft = StomachSize
} }
p.HungryState = 0 p.HungryState = 0
if obj == p.CurWeapon { if obj == p.CurWeapon {
p.CurWeapon = nil p.CurWeapon = nil
} }
if obj.Which == 1 {
switch {
case obj.Which == 1:
g.msg("my, that was a yummy %s", g.Fruit) g.msg("my, that was a yummy %s", g.Fruit)
} else if g.rnd(100) > 70 { case g.rnd(100) > 70:
p.Stats.Exp++ p.Stats.Exp++
g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk")) g.msg("%s, this food tastes awful", g.chooseStr("bummer", "yuk"))
g.checkLevel() g.checkLevel()
} else { default:
g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum")) g.msg("%s, that tasted good", g.chooseStr("oh, wow", "yum"))
} }
g.leavePack(obj, false, false) g.leavePack(obj, false, false)
} }
@@ -252,19 +284,23 @@ func (g *RogueGame) eat() {
// check_level). // check_level).
func (g *RogueGame) checkLevel() { func (g *RogueGame) checkLevel() {
p := &g.Player p := &g.Player
var i int var i int
for i = 0; eLevels[i] != 0; i++ { for i = 0; eLevels[i] != 0; i++ {
if eLevels[i] > p.Stats.Exp { if eLevels[i] > p.Stats.Exp {
break break
} }
} }
i++ i++
olevel := p.Stats.Lvl olevel := p.Stats.Lvl
p.Stats.Lvl = i p.Stats.Lvl = i
if i > olevel { if i > olevel {
add := g.roll(i-olevel, 10) add := g.roll(i-olevel, 10)
p.Stats.MaxHP += add p.Stats.MaxHP += add
p.Stats.HP += add p.Stats.HP += add
g.msg("welcome to level %d", i) g.msg("welcome to level %d", i)
} }
} }
@@ -275,15 +311,19 @@ func (g *RogueGame) chgStr(amt int) {
if amt == 0 { if amt == 0 {
return return
} }
p := &g.Player p := &g.Player
addStr(&p.Stats.Str, amt) addStr(&p.Stats.Str, amt)
comp := p.Stats.Str comp := p.Stats.Str
if p.IsRing(Left, RingAddStrength) { if p.IsRing(Left, RingAddStrength) {
addStr(&comp, -p.CurRing[Left].Bonus) addStr(&comp, -p.CurRing[Left].Bonus)
} }
if p.IsRing(Right, RingAddStrength) { if p.IsRing(Right, RingAddStrength) {
addStr(&comp, -p.CurRing[Right].Bonus) addStr(&comp, -p.CurRing[Right].Bonus)
} }
if comp > p.MaxStats.Str { if comp > p.MaxStats.Str {
p.MaxStats.Str = comp p.MaxStats.Str = comp
} }
@@ -303,15 +343,20 @@ func (g *RogueGame) addHaste(potion bool) bool {
p := &g.Player p := &g.Player
if p.On(Hasted) { if p.On(Hasted) {
g.NoCommand += g.rnd(8) g.NoCommand += g.rnd(8)
p.Flags.Clear(Awake | Hasted) p.Flags.Clear(Awake | Hasted)
g.Extinguish(DNohaste) g.Extinguish(DNohaste)
g.msg("you faint from exhaustion") g.msg("you faint from exhaustion")
return false return false
} }
p.Flags.Set(Hasted) p.Flags.Set(Hasted)
if potion { if potion {
g.Fuse(DNohaste, 0, g.rnd(4)+4, After) g.Fuse(DNohaste, 0, g.rnd(4)+4, After)
} }
return true return true
} }
@@ -330,10 +375,12 @@ func vowelstr(str string) string {
if str == "" { if str == "" {
return "" return ""
} }
switch str[0] { switch str[0] {
case 'a', 'A', 'e', 'E', 'i', 'I', 'o', 'O', 'u', 'U': case 'a', 'A', 'e', 'E', 'i', 'I', 'o', 'O', 'u', 'U':
return "n" return "n"
} }
return "" return ""
} }
@@ -343,15 +390,19 @@ func (g *RogueGame) isCurrent(obj *Object) bool {
if obj == nil { if obj == nil {
return false return false
} }
p := &g.Player p := &g.Player
if obj == p.CurArmor || obj == p.CurWeapon || if obj == p.CurArmor || obj == p.CurWeapon ||
obj == p.CurRing[Left] || obj == p.CurRing[Right] { obj == p.CurRing[Left] || obj == p.CurRing[Right] {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("That's already ") g.addmsgf("That's already ")
} }
g.msg("in use") g.msg("in use")
return true return true
} }
return false return false
} }
@@ -367,8 +418,10 @@ func (g *RogueGame) getDir() bool {
prompt = "which direction? " prompt = "which direction? "
g.msg("%s", prompt) g.msg("%s", prompt)
} }
for { for {
gotit := true gotit := true
switch g.DirCh = g.readchar(); g.DirCh { switch g.DirCh = g.readchar(); g.DirCh {
case 'h', 'H': case 'h', 'H':
g.Delta = Coord{X: -1, Y: 0} g.Delta = Coord{X: -1, Y: 0}
@@ -389,30 +442,38 @@ func (g *RogueGame) getDir() bool {
case Escape: case Escape:
g.LastDir = 0 g.LastDir = 0
g.resetLast() g.resetLast()
return false return false
default: default:
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
g.msg("%s", prompt) g.msg("%s", prompt)
gotit = false gotit = false
} }
if gotit { if gotit {
break break
} }
} }
g.DirCh = toLower(g.DirCh) g.DirCh = toLower(g.DirCh)
g.LastDir = g.DirCh g.LastDir = g.DirCh
g.lastDelt = g.Delta g.lastDelt = g.Delta
} }
if g.Player.On(Confused) && g.rnd(5) == 0 { if g.Player.On(Confused) && g.rnd(5) == 0 {
for { for {
g.Delta.Y = g.rnd(3) - 1 g.Delta.Y = g.rnd(3) - 1
g.Delta.X = g.rnd(3) - 1 g.Delta.X = g.rnd(3) - 1
if g.Delta.Y != 0 || g.Delta.X != 0 { if g.Delta.Y != 0 || g.Delta.X != 0 {
break break
} }
} }
} }
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
return true return true
} }
@@ -422,6 +483,7 @@ func (g *RogueGame) callIt(info *ObjInfo) {
info.Guess = "" info.Guess = ""
} else if info.Guess == "" { } else if info.Guess == "" {
g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? ")) g.msg("%s", g.chooseTerse("call it: ", "what do you want to call it? "))
buf := "" buf := ""
if g.getStr(&buf, g.scr.Std) == Norm { if g.getStr(&buf, g.scr.Std) == Norm {
if buf != "" { if buf != "" {
@@ -445,6 +507,7 @@ func (g *RogueGame) rndThing() byte {
} else { } else {
i = g.rnd(len(thingList) - 1) i = g.rnd(len(thingList) - 1)
} }
return thingList[i] return thingList[i]
} }
@@ -454,6 +517,7 @@ func (g *RogueGame) chooseStr(ts, ns string) string {
if g.Player.On(Hallucinating) { if g.Player.On(Hallucinating) {
return ts return ts
} }
return ns return ns
} }
@@ -463,8 +527,10 @@ func unctrl(ch byte) string {
if ch < ' ' { if ch < ' ' {
return "^" + string(ch+'@') return "^" + string(ch+'@')
} }
if ch == 0x7f { if ch == 0x7f {
return "^?" return "^?"
} }
return string(ch) return string(ch)
} }

View File

@@ -21,14 +21,17 @@ func (g *RogueGame) randMonster(wander bool) byte {
if wander { if wander {
mons = &wandMons mons = &wandMons
} }
for { for {
d := g.Depth + (g.rnd(10) - 6) d := g.Depth + (g.rnd(10) - 6)
if d < 0 { if d < 0 {
d = g.rnd(5) d = g.rnd(5)
} }
if d > 25 { if d > 25 {
d = g.rnd(5) + 21 d = g.rnd(5) + 21
} }
if mons[d] != 0 { if mons[d] != 0 {
return mons[d] return mons[d]
} }
@@ -38,10 +41,8 @@ func (g *RogueGame) randMonster(wander bool) byte {
// newMonster picks a new monster and adds it to the list (monsters.c // newMonster picks a new monster and adds it to the list (monsters.c
// new_monster). // new_monster).
func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) { func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
levAdd := g.Depth - AmuletLevel levAdd := max(g.Depth-AmuletLevel, 0)
if levAdd < 0 {
levAdd = 0
}
attachMon(&g.Level.Monsters, tp) attachMon(&g.Level.Monsters, tp)
tp.Type = typ tp.Type = typ
tp.Disguise = typ tp.Disguise = typ
@@ -58,15 +59,19 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
tp.Stats.Dmg = mp.Stats.Dmg tp.Stats.Dmg = mp.Stats.Dmg
tp.Stats.Str = mp.Stats.Str tp.Stats.Str = mp.Stats.Str
tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp) tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp)
tp.Flags = mp.Flags tp.Flags = mp.Flags
if g.Depth > 29 { if g.Depth > 29 {
tp.Flags.Set(Hasted) tp.Flags.Set(Hasted)
} }
tp.Turn = true tp.Turn = true
tp.Pack = nil tp.Pack = nil
if g.Player.IsWearing(RingAggravateMonsters) { if g.Player.IsWearing(RingAggravateMonsters) {
g.runto(cp) g.runto(cp)
} }
if typ == 'X' { if typ == 'X' {
tp.Disguise = g.rndThing() tp.Disguise = g.rndThing()
} }
@@ -81,11 +86,13 @@ func expAdd(tp *Monster) int {
} else { } else {
mod = tp.Stats.MaxHP / 6 mod = tp.Stats.MaxHP / 6
} }
if tp.Stats.Lvl > 9 { if tp.Stats.Lvl > 9 {
mod *= 20 mod *= 20
} else if tp.Stats.Lvl > 6 { } else if tp.Stats.Lvl > 6 {
mod *= 4 mod *= 4
} }
return mod return mod
} }
@@ -93,23 +100,29 @@ func expAdd(tp *Monster) int {
// (monsters.c wanderer). // (monsters.c wanderer).
func (g *RogueGame) wanderer() { func (g *RogueGame) wanderer() {
tp := &Monster{} tp := &Monster{}
var cp Coord var cp Coord
for { for {
cp, _ = g.findFloor(nil, 0, true) cp, _ = g.findFloor(true)
if g.roomin(cp) != g.Player.Room { if g.roomin(cp) != g.Player.Room {
break break
} }
} }
g.newMonster(tp, g.randMonster(true), cp) g.newMonster(tp, g.randMonster(true), cp)
if g.Player.On(SenseMonsters) { if g.Player.On(SenseMonsters) {
g.standout() g.standout()
if !g.Player.On(Hallucinating) { if !g.Player.On(Hallucinating) {
g.addch(tp.Type) g.addch(tp.Type)
} else { } else {
g.addch(byte(g.rnd(26) + 'A')) g.addch(g.randomMonsterLetter())
} }
g.standend() g.standend()
} }
g.runto(tp.Pos) g.runto(tp.Pos)
} }
@@ -117,10 +130,12 @@ func (g *RogueGame) wanderer() {
// (monsters.c wake_monster). // (monsters.c wake_monster).
func (g *RogueGame) wakeMonster(y, x int) *Monster { func (g *RogueGame) wakeMonster(y, x int) *Monster {
p := &g.Player p := &g.Player
tp := g.Level.MonsterAt(y, x) tp := g.Level.MonsterAt(y, x)
if tp == nil { if tp == nil {
panic("can't find monster in wake_monster") panic("can't find monster in wake_monster")
} }
ch := tp.Type ch := tp.Type
// Every time he sees a mean monster, it might start chasing him // Every time he sees a mean monster, it might start chasing him
if !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) && if !tp.On(Awake) && g.rnd(3) != 0 && tp.On(Mean) && !tp.On(Held) &&
@@ -128,24 +143,30 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
tp.Dest = &p.Pos tp.Dest = &p.Pos
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
} }
if ch == 'M' && !p.On(Blind) && !p.On(Hallucinating) && if ch == 'M' && !p.On(Blind) && !p.On(Hallucinating) &&
!tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake) { !tp.On(Found) && !tp.On(Cancelled) && tp.On(Awake) {
rp := p.Room rp := p.Room
if (rp != nil && !rp.Flags.Has(Dark)) || if (rp != nil && !rp.Flags.Has(Dark)) ||
distance(y, x, p.Pos.Y, p.Pos.X) < LampDist { distance(y, x, p.Pos.Y, p.Pos.X) < LampDist {
tp.Flags.Set(Found) tp.Flags.Set(Found)
if !g.save(VsMagic) { if !g.save(VsMagic) {
if p.On(Confused) { if p.On(Confused) {
g.Lengthen(DUnconfuse, g.spread(HuhDuration)) g.Lengthen(DUnconfuse, g.spread(HuhDuration))
} else { } else {
g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After) g.Fuse(DUnconfuse, 0, g.spread(HuhDuration), After)
} }
p.Flags.Set(Confused) p.Flags.Set(Confused)
mname := g.setMname(tp) mname := g.setMname(tp)
g.addmsg("%s", mname) g.addmsgf("%s", mname)
if mname != "it" { if mname != "it" {
g.addmsg("'") g.addmsgf("'")
} }
g.msg("s gaze has confused you") g.msg("s gaze has confused you")
} }
} }
@@ -153,12 +174,14 @@ func (g *RogueGame) wakeMonster(y, x int) *Monster {
// Let greedy ones guard gold // Let greedy ones guard gold
if tp.On(Greedy) && !tp.On(Awake) { if tp.On(Greedy) && !tp.On(Awake) {
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
if p.Room.GoldVal != 0 { if p.Room.GoldVal != 0 {
tp.Dest = &p.Room.Gold tp.Dest = &p.Room.Gold
} else { } else {
tp.Dest = &p.Pos tp.Dest = &p.Pos
} }
} }
return tp return tp
} }
@@ -174,6 +197,7 @@ func (g *RogueGame) givePack(tp *Monster) {
// save_throw). // save_throw).
func (g *RogueGame) saveThrow(which int, st *Stats) bool { func (g *RogueGame) saveThrow(which int, st *Stats) bool {
need := 14 + which - st.Lvl/2 need := 14 + which - st.Lvl/2
return g.roll(1, 20) >= need return g.roll(1, 20) >= need
} }
@@ -185,9 +209,17 @@ func (g *RogueGame) save(which int) bool {
if p.IsRing(Left, RingProtection) { if p.IsRing(Left, RingProtection) {
which -= p.CurRing[Left].Bonus which -= p.CurRing[Left].Bonus
} }
if p.IsRing(Right, RingProtection) { if p.IsRing(Right, RingProtection) {
which -= p.CurRing[Right].Bonus which -= p.CurRing[Right].Bonus
} }
} }
return g.saveThrow(which, &p.Stats) return g.saveThrow(which, &p.Stats)
} }
// randomMonsterLetter picks a random monster display letter, used by the
// hallucination effects (the C rnd(26)+'A' idiom).
func (g *RogueGame) randomMonsterLetter() byte {
return byte(g.rnd(26) + 'A') //nolint:gosec // G115: 'A'..'Z' fits a byte
}

View File

@@ -13,10 +13,12 @@ func (g *RogueGame) doRun(ch byte) {
// fighting, picking up, etc. (move.c do_move). // fighting, picking up, etc. (move.c do_move).
func (g *RogueGame) doMove(dy, dx int) { func (g *RogueGame) doMove(dy, dx int) {
p := &g.Player p := &g.Player
g.Firstmove = false g.Firstmove = false
if g.NoMove > 0 { if g.NoMove > 0 {
g.NoMove-- g.NoMove--
g.msg("you are still stuck in the bear trap") g.msg("you are still stuck in the bear trap")
return return
} }
// Do a confused move (maybe) // Do a confused move (maybe)
@@ -27,6 +29,7 @@ func (g *RogueGame) doMove(dy, dx int) {
g.After = false g.After = false
g.Running = false g.Running = false
g.ToDeath = false g.ToDeath = false
return return
} }
} else { } else {
@@ -37,19 +40,27 @@ over:
// Check if he tried to move off the screen or make an illegal diagonal // Check if he tried to move off the screen or make an illegal diagonal
// move, and stop him if he did. // move, and stop him if he did.
hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1 hitBound := nh.X < 0 || nh.X >= NumCols || nh.Y <= 0 || nh.Y >= NumLines-1
var ch byte
var fl PlaceFlags var (
ch byte
fl PlaceFlags
)
if !hitBound { if !hitBound {
if !g.diagOk(p.Pos, nh) { if !g.diagOk(p.Pos, nh) {
g.After = false g.After = false
g.Running = false g.Running = false
return return
} }
if g.Running && p.Pos == nh { if g.Running && p.Pos == nh {
g.After = false g.After = false
g.Running = false g.Running = false
} }
fl = *g.Level.FlagsAt(nh.Y, nh.X) fl = *g.Level.FlagsAt(nh.Y, nh.X)
ch = g.Level.VisibleChar(nh.Y, nh.X) ch = g.Level.VisibleChar(nh.Y, nh.X)
if !fl.Has(FReal) && ch == Floor { if !fl.Has(FReal) && ch == Floor {
if !p.On(Levitating) { if !p.On(Levitating) {
@@ -59,20 +70,25 @@ over:
} }
} else if p.On(Held) && ch != 'F' { } else if p.On(Held) && ch != 'F' {
g.msg("you are being held") g.msg("you are being held")
return return
} }
} }
if hitBound { if hitBound {
ch = ' ' // fall into the wall case below ch = ' ' // fall into the wall case below
} }
switch ch { switch ch {
case ' ', '|', '-': case ' ', '|', '-':
if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) && if g.Options.PassGo && g.Running && p.Room.Flags.Has(Gone) &&
!p.On(Blind) { !p.On(Blind) {
var b1, b2 bool var b1, b2 bool
switch g.RunCh { switch g.RunCh {
case 'h', 'l': case 'h', 'l':
b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X) b1 = p.Pos.Y != 1 && g.turnOk(p.Pos.Y-1, p.Pos.X)
b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X) b2 = p.Pos.Y != NumLines-2 && g.turnOk(p.Pos.Y+1, p.Pos.X)
if b1 != b2 { if b1 != b2 {
if b1 { if b1 {
@@ -82,13 +98,18 @@ over:
g.RunCh = 'j' g.RunCh = 'j'
dy = 1 dy = 1
} }
dx = 0 dx = 0
g.turnref() g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx} nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over goto over
} }
case 'j', 'k': case 'j', 'k':
b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1) b1 = p.Pos.X != 0 && g.turnOk(p.Pos.Y, p.Pos.X-1)
b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1) b2 = p.Pos.X != NumCols-1 && g.turnOk(p.Pos.Y, p.Pos.X+1)
if b1 != b2 { if b1 != b2 {
if b1 { if b1 {
@@ -98,13 +119,18 @@ over:
g.RunCh = 'l' g.RunCh = 'l'
dx = 1 dx = 1
} }
dy = 0 dy = 0
g.turnref() g.turnref()
nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx} nh = Coord{Y: p.Pos.Y + dy, X: p.Pos.X + dx}
goto over goto over
} }
} }
} }
g.Running = false g.Running = false
g.After = false g.After = false
case Door: case Door:
@@ -112,12 +138,14 @@ over:
if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) { if g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Has(FPassage) {
g.enterRoom(nh) g.enterRoom(nh)
} }
g.moveStuff(nh, fl) g.moveStuff(nh, fl)
case Trap: case Trap:
tr := g.beTrapped(nh) tr := g.beTrapped(nh)
if tr == TrapDoor || tr == TrapTeleport { if tr == TrapDoor || tr == TrapTeleport {
return return
} }
g.moveStuff(nh, fl) g.moveStuff(nh, fl)
case Passage: case Passage:
// when you're in a corridor, you don't know if you're in a maze // when you're in a corridor, you don't know if you're in a maze
@@ -130,11 +158,13 @@ over:
if !fl.Has(FReal) { if !fl.Has(FReal) {
g.beTrapped(p.Pos) g.beTrapped(p.Pos)
} }
g.moveStuff(nh, fl) g.moveStuff(nh, fl)
default: default:
if ch == Stairs { if ch == Stairs {
g.SeenStairs = true g.SeenStairs = true
} }
g.Running = false g.Running = false
if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil { if isUpper(ch) || g.Level.MonsterAt(nh.Y, nh.X) != nil {
g.fight(nh, p.CurWeapon, false) g.fight(nh, p.CurWeapon, false)
@@ -142,6 +172,7 @@ over:
if ch != Stairs { if ch != Stairs {
g.Take = ch g.Take = ch
} }
g.moveStuff(nh, fl) g.moveStuff(nh, fl)
} }
} }
@@ -151,9 +182,11 @@ over:
func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) { func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
p := &g.Player p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt()) g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door { if fl.Has(FPassage) && g.Level.Char(g.Oldpos.Y, g.Oldpos.X) == Door {
g.leaveRoom(nh) g.leaveRoom(nh)
} }
p.Pos = nh p.Pos = nh
} }
@@ -161,17 +194,20 @@ func (g *RogueGame) moveStuff(nh Coord, fl PlaceFlags) {
// (move.c turn_ok). // (move.c turn_ok).
func (g *RogueGame) turnOk(y, x int) bool { func (g *RogueGame) turnOk(y, x int) bool {
pp := g.Level.At(y, x) pp := g.Level.At(y, x)
return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage) return pp.Ch == Door || pp.Flags&(FReal|FPassage) == (FReal|FPassage)
} }
// turnref decides whether to refresh at a passage turning (move.c turnref). // turnref decides whether to refresh at a passage turning (move.c turnref).
func (g *RogueGame) turnref() { func (g *RogueGame) turnref() {
p := &g.Player p := &g.Player
pp := g.Level.At(p.Pos.Y, p.Pos.X) pp := g.Level.At(p.Pos.Y, p.Pos.X)
if !pp.Flags.Has(FSeen) { if !pp.Flags.Has(FSeen) {
if g.Options.Jump { if g.Options.Jump {
g.refresh() g.refresh()
} }
pp.Flags.Set(FSeen) pp.Flags.Set(FSeen)
} }
} }
@@ -182,6 +218,7 @@ func (g *RogueGame) doorOpen(rp *Room) {
if rp.Flags.Has(Gone) { if rp.Flags.Has(Gone) {
return return
} }
for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ { for y := rp.Pos.Y; y < rp.Pos.Y+rp.Max.Y; y++ {
for x := rp.Pos.X; x < rp.Pos.X+rp.Max.X; x++ { for x := rp.Pos.X; x < rp.Pos.X+rp.Max.X; x++ {
if isUpper(g.Level.VisibleChar(y, x)) { if isUpper(g.Level.VisibleChar(y, x)) {
@@ -197,12 +234,14 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
if p.On(Levitating) { if p.On(Levitating) {
return TrapRust // anything that's not a door or teleport return TrapRust // anything that's not a door or teleport
} }
g.Running = false g.Running = false
g.Count = 0 g.Count = 0
pp := g.Level.At(tc.Y, tc.X) pp := g.Level.At(tc.Y, tc.X)
pp.Ch = Trap pp.Ch = Trap
tr := TrapKind(pp.Flags & FTrapMask) tr := TrapKind(pp.Flags & FTrapMask)
pp.Flags.Set(FSeen) pp.Flags.Set(FSeen)
switch tr { switch tr {
case TrapDoor: case TrapDoor:
g.Depth++ g.Depth++
@@ -238,6 +277,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
} }
case TrapSleep: case TrapSleep:
g.NoCommand += g.spread(5) // SLEEPTIME g.NoCommand += g.spread(5) // SLEEPTIME
p.Flags.Clear(Awake) p.Flags.Clear(Awake)
g.msg("a strange white mist envelops you and you fall asleep") g.msg("a strange white mist envelops you and you fall asleep")
case TrapArrow: case TrapArrow:
@@ -271,16 +311,20 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
g.msg("a poisoned dart killed you") g.msg("a poisoned dart killed you")
g.death('d') g.death('d')
} }
if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) { if !p.IsWearing(RingSustainStrength) && !g.save(VsPoison) {
g.chgStr(-1) g.chgStr(-1)
} }
g.msg("a small dart just hit you in the shoulder") g.msg("a small dart just hit you in the shoulder")
} }
case TrapRust: case TrapRust:
g.msg("a gush of water hits you on the head") g.msg("a gush of water hits you on the head")
g.rustArmor(p.CurArmor) g.rustArmor(p.CurArmor)
} }
g.flushType() g.flushType()
return tr return tr
} }
@@ -296,25 +340,32 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
if ret == who.Pos { if ret == who.Pos {
return ret return ret
} }
if !g.diagOk(who.Pos, ret) { if !g.diagOk(who.Pos, ret) {
return who.Pos return who.Pos
} }
ch := g.Level.VisibleChar(ret.Y, ret.X) ch := g.Level.VisibleChar(ret.Y, ret.X)
if !stepOk(ch) { if !stepOk(ch) {
return who.Pos return who.Pos
} }
if ch == Scroll { if ch == Scroll {
var found *Object var found *Object
for _, obj := range g.Level.Objects { for _, obj := range g.Level.Objects {
if ret.Y == obj.Pos.Y && ret.X == obj.Pos.X { if ret.Y == obj.Pos.Y && ret.X == obj.Pos.X {
found = obj found = obj
break break
} }
} }
if found != nil && found.ScrollKind() == ScrollScareMonster { if found != nil && found.ScrollKind() == ScrollScareMonster {
return who.Pos return who.Pos
} }
} }
return ret return ret
} }
@@ -332,6 +383,7 @@ func (g *RogueGame) rustArmor(arm *Object) {
} }
} else { } else {
arm.ArmorClass++ arm.ArmorClass++
if !g.Options.Terse { if !g.Options.Terse {
g.msg("your armor appears to be weaker now. Oh my!") g.msg("your armor appears to be weaker now. Oh my!")
} else { } else {

View File

@@ -13,6 +13,7 @@ const (
func (g *RogueGame) NewLevel() { func (g *RogueGame) NewLevel() {
p := &g.Player p := &g.Player
p.Flags.Clear(Held) // unhold when you go down just in case p.Flags.Clear(Held) // unhold when you go down just in case
if g.Depth > g.MaxDepth { if g.Depth > g.MaxDepth {
g.MaxDepth = g.Depth g.MaxDepth = g.Depth
} }
@@ -20,6 +21,7 @@ func (g *RogueGame) NewLevel() {
for i := range g.Level.Places { for i := range g.Level.Places {
g.Level.Places[i] = Place{Ch: ' ', Flags: FReal} g.Level.Places[i] = Place{Ch: ' ', Flags: FReal}
} }
g.clear() g.clear()
// Free up the monsters on the last level; the objects and their packs // Free up the monsters on the last level; the objects and their packs
// go with them (the garbage collector is our free_list). // go with them (the garbage collector is our free_list).
@@ -27,32 +29,33 @@ func (g *RogueGame) NewLevel() {
g.Level.Objects = nil g.Level.Objects = nil
g.doRooms() // Draw rooms g.doRooms() // Draw rooms
g.doPassages() // Draw passages g.doPassages() // Draw passages
p.NoFood++ p.NoFood++
g.putThings() // Place objects (if any) g.putThings() // Place objects (if any)
// Place the traps // Place the traps
if g.rnd(10) < g.Depth { if g.rnd(10) < g.Depth {
g.Level.TrapCount = g.rnd(g.Depth/4) + 1 g.Level.TrapCount = min(g.rnd(g.Depth/4)+1, MaxTraps)
if g.Level.TrapCount > MaxTraps {
g.Level.TrapCount = MaxTraps
}
for i := g.Level.TrapCount; i > 0; i-- { for i := g.Level.TrapCount; i > 0; i-- {
// not only wouldn't it be NICE to have traps in mazes (not // not only wouldn't it be NICE to have traps in mazes (not
// that we care about being nice), since the trap number is // that we care about being nice), since the trap number is
// stored where the passage number is, we can't actually do it. // stored where the passage number is, we can't actually do it.
var stairs Coord var stairs Coord
for { for {
stairs, _ = g.findFloor(nil, 0, false) stairs, _ = g.findFloor(false)
if g.Level.Char(stairs.Y, stairs.X) == Floor { if g.Level.Char(stairs.Y, stairs.X) == Floor {
break break
} }
} }
sp := g.Level.FlagsAt(stairs.Y, stairs.X) sp := g.Level.FlagsAt(stairs.Y, stairs.X)
sp.Clear(FReal) sp.Clear(FReal)
*sp |= PlaceFlags(g.rnd(NumTrapTypes)) *sp |= PlaceFlags(g.rnd(NumTrapTypes)) //nolint:gosec // G115: 0..7 fits
} }
} }
// Place the staircase down. // Place the staircase down.
stairs, _ := g.findFloor(nil, 0, false) stairs, _ := g.findFloor(false)
g.Level.Stairs = stairs g.Level.Stairs = stairs
g.Level.SetChar(stairs.Y, stairs.X, Stairs) g.Level.SetChar(stairs.Y, stairs.X, Stairs)
g.SeenStairs = false g.SeenStairs = false
@@ -61,13 +64,15 @@ func (g *RogueGame) NewLevel() {
tp.Room = g.roomin(tp.Pos) tp.Room = g.roomin(tp.Pos)
} }
hero, _ := g.findFloor(nil, 0, true) hero, _ := g.findFloor(true)
p.Pos = hero p.Pos = hero
g.enterRoom(hero) g.enterRoom(hero)
g.mvaddch(hero.Y, hero.X, PlayerCh) g.mvaddch(hero.Y, hero.X, PlayerCh)
if p.On(SenseMonsters) { if p.On(SenseMonsters) {
g.turnSee(false) g.turnSee(false)
} }
if p.On(Hallucinating) { if p.On(Hallucinating) {
g.visuals(0) g.visuals(0)
} }
@@ -96,13 +101,13 @@ func (g *RogueGame) putThings() {
g.treasRoom() g.treasRoom()
} }
// Do MAXOBJ attempts to put things on a level // Do MAXOBJ attempts to put things on a level
for i := 0; i < MaxObj; i++ { for range MaxObj {
if g.rnd(100) < 36 { if g.rnd(100) < 36 {
// Pick a new object and link it in the list // Pick a new object and link it in the list
obj := g.newThing() obj := g.newThing()
attachObj(&g.Level.Objects, obj) attachObj(&g.Level.Objects, obj)
// Put it somewhere // Put it somewhere
obj.Pos, _ = g.findFloor(nil, 0, false) obj.Pos, _ = g.findFloor(false)
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph()) g.Level.SetChar(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
} }
} }
@@ -116,7 +121,7 @@ func (g *RogueGame) putThings() {
obj.ArmorClass = 11 obj.ArmorClass = 11
obj.Kind = KindAmulet obj.Kind = KindAmulet
// Put it somewhere // Put it somewhere
obj.Pos, _ = g.findFloor(nil, 0, false) obj.Pos, _ = g.findFloor(false)
g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Amulet) g.Level.SetChar(obj.Pos.Y, obj.Pos.X, Amulet)
} }
} }
@@ -124,10 +129,9 @@ func (g *RogueGame) putThings() {
// treasRoom adds a treasure room (new_level.c treas_room). // treasRoom adds a treasure room (new_level.c treas_room).
func (g *RogueGame) treasRoom() { func (g *RogueGame) treasRoom() {
rp := &g.Level.Rooms[g.rndRoom()] rp := &g.Level.Rooms[g.rndRoom()]
spots := (rp.Max.Y-2)*(rp.Max.X-2) - minTreas
if spots > maxTreas-minTreas { spots := min((rp.Max.Y-2)*(rp.Max.X-2)-minTreas, maxTreas-minTreas)
spots = maxTreas - minTreas
}
numMonst := g.rnd(spots) + minTreas numMonst := g.rnd(spots) + minTreas
for nm := numMonst; nm > 0; nm-- { for nm := numMonst; nm > 0; nm-- {
mp, _ := g.findFloorIn(rp, 2*maxTries, false) mp, _ := g.findFloorIn(rp, 2*maxTries, false)
@@ -138,14 +142,13 @@ func (g *RogueGame) treasRoom() {
} }
// fill up room with monsters from the next level down // fill up room with monsters from the next level down
nm := g.rnd(spots) + minTreas nm := max(g.rnd(spots)+minTreas, numMonst+2)
if nm < numMonst+2 {
nm = numMonst + 2
}
spots = (rp.Max.Y - 2) * (rp.Max.X - 2) spots = (rp.Max.Y - 2) * (rp.Max.X - 2)
if nm > spots { if nm > spots {
nm = spots nm = spots
} }
g.Depth++ g.Depth++
for ; nm > 0; nm-- { for ; nm > 0; nm-- {
if mp, ok := g.findFloorIn(rp, maxTries, true); ok { if mp, ok := g.findFloorIn(rp, maxTries, true); ok {
@@ -155,5 +158,6 @@ func (g *RogueGame) treasRoom() {
g.givePack(tp) g.givePack(tp)
} }
} }
g.Depth-- g.Depth--
} }

View File

@@ -7,24 +7,30 @@ import (
func genLevel(t *testing.T, seed int32) *RogueGame { func genLevel(t *testing.T, seed int32) *RogueGame {
t.Helper() t.Helper()
g := NewGame(Config{Seed: seed}) g := NewGame(Config{Seed: seed})
g.NewLevel() g.NewLevel()
return g return g
} }
// renderMap draws the raw level map (not the screen) as text. // renderMap draws the raw level map (not the screen) as text.
func renderMap(g *RogueGame) string { func renderMap(g *RogueGame) string {
var sb strings.Builder var sb strings.Builder
for y := 0; y < NumLines; y++ {
for x := 0; x < NumCols; x++ { for y := range NumLines {
for x := range NumCols {
ch := g.Level.Char(y, x) ch := g.Level.Char(y, x)
if m := g.Level.MonsterAt(y, x); m != nil { if m := g.Level.MonsterAt(y, x); m != nil {
ch = m.Type ch = m.Type
} }
sb.WriteByte(ch) sb.WriteByte(ch)
} }
sb.WriteByte('\n') sb.WriteByte('\n')
} }
return sb.String() return sb.String()
} }
@@ -44,9 +50,11 @@ func TestNewLevelInvariants(t *testing.T) {
t.Errorf("seed %d: hero on unwalkable cell %q", seed, t.Errorf("seed %d: hero on unwalkable cell %q", seed,
g.Level.Char(hp.Y, hp.X)) g.Level.Char(hp.Y, hp.X))
} }
if g.Level.MonsterAt(hp.Y, hp.X) != nil { if g.Level.MonsterAt(hp.Y, hp.X) != nil {
t.Errorf("seed %d: hero standing on a monster", seed) t.Errorf("seed %d: hero standing on a monster", seed)
} }
if g.Player.Room == nil { if g.Player.Room == nil {
t.Errorf("seed %d: hero not in any room", seed) t.Errorf("seed %d: hero not in any room", seed)
} }
@@ -56,6 +64,7 @@ func TestNewLevelInvariants(t *testing.T) {
if !strings.Contains(m, "|") || !strings.Contains(m, "-") { if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
t.Errorf("seed %d: no room walls drawn", seed) t.Errorf("seed %d: no room walls drawn", seed)
} }
if !strings.Contains(m, ".") && !strings.Contains(m, "#") { if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
t.Errorf("seed %d: no floor or passages drawn", seed) t.Errorf("seed %d: no floor or passages drawn", seed)
} }
@@ -66,6 +75,7 @@ func TestNewLevelInvariants(t *testing.T) {
t.Errorf("seed %d: monster %c not indexed at its position", t.Errorf("seed %d: monster %c not indexed at its position",
seed, mon.Type) seed, mon.Type)
} }
if mon.Room == nil { if mon.Room == nil {
t.Errorf("seed %d: monster %c has no room", seed, mon.Type) t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
} }
@@ -87,10 +97,12 @@ func TestNewLevelInvariants(t *testing.T) {
t.Errorf("seed %d: starting pack has %d items, want 5", t.Errorf("seed %d: starting pack has %d items, want 5",
seed, len(g.Player.Pack)) seed, len(g.Player.Pack))
} }
if g.Player.CurWeapon == nil || if g.Player.CurWeapon == nil ||
g.Player.CurWeapon.WeaponKind() != WeaponMace { g.Player.CurWeapon.WeaponKind() != WeaponMace {
t.Errorf("seed %d: not wielding the starting mace", seed) t.Errorf("seed %d: not wielding the starting mace", seed)
} }
if g.Player.CurArmor == nil || if g.Player.CurArmor == nil ||
g.Player.CurArmor.ArmorKind() != ArmorRingMail { g.Player.CurArmor.ArmorKind() != ArmorRingMail {
t.Errorf("seed %d: not wearing the starting ring mail", seed) t.Errorf("seed %d: not wearing the starting ring mail", seed)
@@ -100,10 +112,12 @@ func TestNewLevelInvariants(t *testing.T) {
func TestNewLevelDeterministic(t *testing.T) { func TestNewLevelDeterministic(t *testing.T) {
a := renderMap(genLevel(t, 12345)) a := renderMap(genLevel(t, 12345))
b := renderMap(genLevel(t, 12345)) b := renderMap(genLevel(t, 12345))
if a != b { if a != b {
t.Error("same seed produced different levels") t.Error("same seed produced different levels")
} }
c := renderMap(genLevel(t, 54321)) c := renderMap(genLevel(t, 54321))
if a == c { if a == c {
t.Error("different seeds produced identical levels") t.Error("different seeds produced identical levels")
@@ -118,6 +132,7 @@ func TestDeeperLevels(t *testing.T) {
for depth := 1; depth <= 30; depth++ { for depth := 1; depth <= 30; depth++ {
g.Depth = depth g.Depth = depth
g.NewLevel() g.NewLevel()
st := g.Level.Stairs st := g.Level.Stairs
if g.Level.Char(st.Y, st.X) != Stairs { if g.Level.Char(st.Y, st.X) != Stairs {
t.Fatalf("seed %d depth %d: missing staircase", seed, depth) t.Fatalf("seed %d depth %d: missing staircase", seed, depth)

View File

@@ -5,6 +5,7 @@ package game
// category (ObjectKind) from its display character (Glyph). // category (ObjectKind) from its display character (Glyph).
type ObjectKind int type ObjectKind int
// Item categories.
const ( const (
KindNone ObjectKind = iota KindNone ObjectKind = iota
KindPotion KindPotion
@@ -44,6 +45,7 @@ func (k ObjectKind) Glyph() byte {
if k < 0 || int(k) >= len(kindGlyphs) { if k < 0 || int(k) >= len(kindGlyphs) {
return ' ' return ' '
} }
return kindGlyphs[k] return kindGlyphs[k]
} }
@@ -71,6 +73,7 @@ func (k ObjectKind) String() string {
case KindRingOrStick: case KindRingOrStick:
return "ring, wand or staff" return "ring, wand or staff"
} }
return "bizarre thing" return "bizarre thing"
} }
@@ -82,6 +85,7 @@ func objectKindForGlyph(ch byte) ObjectKind {
return ObjectKind(k) return ObjectKind(k)
} }
} }
return KindNone return KindNone
} }
@@ -148,6 +152,7 @@ func detachObj(list *[]*Object, item *Object) {
for i, o := range *list { for i, o := range *list {
if o == item { if o == item {
*list = append((*list)[:i], (*list)[i+1:]...) *list = append((*list)[:i], (*list)[i+1:]...)
return return
} }
} }

View File

@@ -28,6 +28,7 @@ type optDesc struct {
// optList builds the options.c optlist for this game. // optList builds the options.c optlist for this game.
func (g *RogueGame) optList() []optDesc { func (g *RogueGame) optList() []optDesc {
o := &g.Options o := &g.Options
return []optDesc{ return []optDesc{
{"terse", "Terse output", optBool, &o.Terse, nil, nil}, {"terse", "Terse output", optBool, &o.Terse, nil, nil},
{"flush", "Flush typeahead during battle", optBool, &o.FightFlush, nil, nil}, {"flush", "Flush typeahead during battle", optBool, &o.FightFlush, nil, nil},
@@ -46,6 +47,7 @@ func (g *RogueGame) optList() []optDesc {
func (g *RogueGame) option() { func (g *RogueGame) option() {
hw := g.scr.Hw hw := g.scr.Hw
optlist := g.optList() optlist := g.optList()
hw.Clear() hw.Clear()
// Display current values of options // Display current values of options
for i := range optlist { for i := range optlist {
@@ -56,9 +58,11 @@ func (g *RogueGame) option() {
} }
// Set values // Set values
hw.Move(0, 0) hw.Move(0, 0)
for i := 0; i < len(optlist); i++ { for i := 0; i < len(optlist); i++ {
op := &optlist[i] op := &optlist[i]
g.prOptname(op) g.prOptname(op)
retval := g.getOpt(op) retval := g.getOpt(op)
if retval != Norm { if retval != Norm {
if retval == Quit { if retval == Quit {
@@ -70,6 +74,7 @@ func (g *RogueGame) option() {
i -= 2 i -= 2
} else { // trying to back up beyond the top } else { // trying to back up beyond the top
hw.Move(0, 0) hw.Move(0, 0)
i-- i--
} }
} }
@@ -84,13 +89,14 @@ func (g *RogueGame) option() {
// prOptname prints out the option name prompt (options.c pr_optname). // prOptname prints out the option name prompt (options.c pr_optname).
func (g *RogueGame) prOptname(op *optDesc) { func (g *RogueGame) prOptname(op *optDesc) {
g.scr.Hw.Printw("%s (\"%s\"): ", op.prompt, op.name) g.scr.Hw.Printwf("%s (\"%s\"): ", op.prompt, op.name)
} }
// putOpt prints an option's current value (options.c put_bool/put_str/ // putOpt prints an option's current value (options.c put_bool/put_str/
// put_inv_t). // put_inv_t).
func (g *RogueGame) putOpt(op *optDesc) { func (g *RogueGame) putOpt(op *optDesc) {
hw := g.scr.Hw hw := g.scr.Hw
switch op.kind { switch op.kind {
case optBool, optSeeFloor: case optBool, optSeeFloor:
hw.AddStr(boolStr(*op.boolP)) hw.AddStr(boolStr(*op.boolP))
@@ -105,6 +111,7 @@ func boolStr(b bool) string {
if b { if b {
return "True" return "True"
} }
return "False" return "False"
} }
@@ -129,9 +136,11 @@ func (g *RogueGame) getBool(bp *bool) int {
win := g.scr.Hw win := g.scr.Hw
oy, ox := win.GetYX() oy, ox := win.GetYX()
win.AddStr(boolStr(*bp)) win.AddStr(boolStr(*bp))
for { for {
win.Move(oy, ox) win.Move(oy, ox)
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
switch g.readchar() { switch g.readchar() {
case 't', 'T': case 't', 'T':
*bp = true *bp = true
@@ -145,13 +154,17 @@ func (g *RogueGame) getBool(bp *bool) int {
default: default:
win.Move(oy, ox+10) win.Move(oy, ox+10)
win.AddStr("(T or F)") win.AddStr("(T or F)")
continue continue
} }
break break
} }
win.Move(oy, ox) win.Move(oy, ox)
win.AddStr(boolStr(*bp)) win.AddStr(boolStr(*bp))
win.AddCh('\n') win.AddCh('\n')
return Norm return Norm
} }
@@ -159,10 +172,12 @@ func (g *RogueGame) getBool(bp *bool) int {
// get_sf). // get_sf).
func (g *RogueGame) getSf(bp *bool) int { func (g *RogueGame) getSf(bp *bool) int {
wasSf := g.Options.SeeFloor wasSf := g.Options.SeeFloor
retval := g.getBool(bp) retval := g.getBool(bp)
if retval == Quit { if retval == Quit {
return Quit return Quit
} }
if wasSf != g.Options.SeeFloor { if wasSf != g.Options.SeeFloor {
if !g.Options.SeeFloor { if !g.Options.SeeFloor {
g.Options.SeeFloor = true g.Options.SeeFloor = true
@@ -172,6 +187,7 @@ func (g *RogueGame) getSf(bp *bool) int {
g.look(false) g.look(false)
} }
} }
return Norm return Norm
} }
@@ -183,57 +199,74 @@ func (g *RogueGame) getStr(opt *string, win *Window) int {
oy, ox := win.GetYX() oy, ox := win.GetYX()
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
// loop reading in the string, and put it in a temporary buffer // loop reading in the string, and put it in a temporary buffer
var buf []byte var (
var c byte buf []byte
c byte
)
for { for {
c = g.readchar() c = g.readchar()
if c == '\n' || c == '\r' || c == Escape { if c == '\n' || c == '\r' || c == Escape {
break break
} }
if c == 8 || c == 0x7f { // erase character if c == 8 || c == 0x7f { // erase character
if len(buf) > 0 { if len(buf) > 0 {
buf = buf[:len(buf)-1] buf = buf[:len(buf)-1]
win.Move(oy, ox+len(displayStr(buf))) win.Move(oy, ox+len(displayStr(buf)))
} }
win.Clrtoeol() win.Clrtoeol()
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
continue continue
} }
if c == CTRL('U') { // kill character if c == CTRL('U') { // kill character
buf = buf[:0] buf = buf[:0]
win.Move(oy, ox) win.Move(oy, ox)
win.Clrtoeol() win.Clrtoeol()
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
continue continue
} }
if len(buf) == 0 { if len(buf) == 0 {
if c == '-' && !onStd { if c == '-' && !onStd {
break break
} }
if c == '~' { if c == '~' {
buf = append(buf, g.Home...) buf = append(buf, g.Home...)
win.AddStr(g.Home) win.AddStr(g.Home)
win.Clrtoeol() win.Clrtoeol()
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
continue continue
} }
} }
if len(buf) >= MaxInp || !(isPrint(c) || c == ' ') {
if len(buf) >= MaxInp || (!isPrint(c) && c != ' ') {
continue // C beeps here continue // C beeps here
} }
buf = append(buf, c) buf = append(buf, c)
win.AddStr(unctrl(c)) win.AddStr(unctrl(c))
win.Clrtoeol() win.Clrtoeol()
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
} }
if len(buf) > 0 { // only change option if something has been typed if len(buf) > 0 { // only change option if something has been typed
*opt = strucpy(string(buf)) *opt = strucpy(string(buf))
} }
win.MvPrintw(oy, ox, "%s\n", *opt)
win.MvPrintwf(oy, ox, "%s\n", *opt)
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
if onStd { if onStd {
g.Msgs.Mpos += len(buf) g.Msgs.Mpos += len(buf)
} }
switch c { switch c {
case '-': case '-':
return Minus return Minus
@@ -250,6 +283,7 @@ func displayStr(buf []byte) string {
for _, c := range buf { for _, c := range buf {
sb.WriteString(unctrl(c)) sb.WriteString(unctrl(c))
} }
return sb.String() return sb.String()
} }
@@ -258,9 +292,11 @@ func (g *RogueGame) getInvT(ip *int) int {
win := g.scr.Hw win := g.scr.Hw
oy, ox := win.GetYX() oy, ox := win.GetYX()
win.AddStr(invTName[*ip]) win.AddStr(invTName[*ip])
for { for {
win.Move(oy, ox) win.Move(oy, ox)
g.scr.RefreshWin(win) g.scr.RefreshWin(win)
switch g.readchar() { switch g.readchar() {
case 'o', 'O': case 'o', 'O':
*ip = InvOver *ip = InvOver
@@ -276,11 +312,15 @@ func (g *RogueGame) getInvT(ip *int) int {
default: default:
win.Move(oy, ox+15) win.Move(oy, ox+15)
win.AddStr("(O, S, or C)") win.AddStr("(O, S, or C)")
continue continue
} }
break break
} }
win.MvPrintw(oy, ox, "%s\n", invTName[*ip])
win.MvPrintwf(oy, ox, "%s\n", invTName[*ip])
return Norm return Norm
} }
@@ -289,20 +329,25 @@ func (g *RogueGame) getInvT(ip *int) int {
// "noname" (false), strings as "name=..." (options.c parse_opts). // "noname" (false), strings as "name=..." (options.c parse_opts).
func (g *RogueGame) ParseOpts(str string) { func (g *RogueGame) ParseOpts(str string) {
optlist := g.optList() optlist := g.optList()
for str != "" { for str != "" {
// Get option name // Get option name
i := 0 i := 0
for i < len(str) && isAlpha(str[i]) { for i < len(str) && isAlpha(str[i]) {
i++ i++
} }
name := str[:i] name := str[:i]
rest := str[i:] rest := str[i:]
matched := false matched := false
for oi := range optlist { for oi := range optlist {
op := &optlist[oi] op := &optlist[oi]
isBoolOpt := op.kind == optBool || op.kind == optSeeFloor isBoolOpt := op.kind == optBool || op.kind == optSeeFloor
if strings.HasPrefix(op.name, name) && name != "" { if strings.HasPrefix(op.name, name) && name != "" {
matched = true matched = true
if isBoolOpt { if isBoolOpt {
*op.boolP = true *op.boolP = true
} else { } else {
@@ -310,10 +355,13 @@ func (g *RogueGame) ParseOpts(str string) {
for rest != "" && rest[0] == '=' { for rest != "" && rest[0] == '=' {
rest = rest[1:] rest = rest[1:]
} }
val := rest val := rest
var prefix string var prefix string
if val != "" && val[0] == '~' { if val != "" && val[0] == '~' {
prefix = g.Home prefix = g.Home
val = val[1:] val = val[1:]
for val != "" && val[0] == '/' { for val != "" && val[0] == '/' {
val = val[1:] val = val[1:]
@@ -324,17 +372,21 @@ func (g *RogueGame) ParseOpts(str string) {
if end < 0 { if end < 0 {
end = len(val) end = len(val)
} }
word := val[:end] word := val[:end]
rest = val[end:] rest = val[end:]
if op.kind == optInvT { if op.kind == optInvT {
// check for type of inventory // check for type of inventory
w := word w := word
if w != "" { if w != "" {
w = string(toUpper(w[0])) + w[1:] w = string(toUpper(w[0])) + w[1:]
} }
for ti, tn := range invTName { for ti, tn := range invTName {
if strings.HasPrefix(tn, w) { if strings.HasPrefix(tn, w) {
*op.intP = ti *op.intP = ti
break break
} }
} }
@@ -342,19 +394,23 @@ func (g *RogueGame) ParseOpts(str string) {
*op.strP = prefix + strucpy(word) *op.strP = prefix + strucpy(word)
} }
} }
break break
} else if isBoolOpt && strings.HasPrefix(name, "no") && } else if isBoolOpt && strings.HasPrefix(name, "no") &&
strings.HasPrefix(op.name, name[2:]) { strings.HasPrefix(op.name, name[2:]) {
matched = true matched = true
*op.boolP = false *op.boolP = false
break break
} }
} }
_ = matched _ = matched
// skip to start of next option name // skip to start of next option name
for rest != "" && !isAlpha(rest[0]) { for rest != "" && !isAlpha(rest[0]) {
rest = rest[1:] rest = rest[1:]
} }
str = rest str = rest
} }
} }
@@ -365,11 +421,14 @@ func strucpy(s string) string {
if len(s) > MaxInp { if len(s) > MaxInp {
s = s[:MaxInp] s = s[:MaxInp]
} }
var sb strings.Builder var sb strings.Builder
for i := 0; i < len(s); i++ {
for i := range len(s) {
if isPrint(s[i]) || s[i] == ' ' { if isPrint(s[i]) || s[i] == ' ' {
sb.WriteByte(s[i]) sb.WriteByte(s[i])
} }
} }
return sb.String() return sb.String()
} }

View File

@@ -7,10 +7,12 @@ package game
func (g *RogueGame) addPack(obj *Object, silent bool) { func (g *RogueGame) addPack(obj *Object, silent bool) {
p := &g.Player p := &g.Player
fromFloor := false fromFloor := false
if obj == nil { if obj == nil {
if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil { if obj = g.findObj(p.Pos.Y, p.Pos.X); obj == nil {
return return
} }
fromFloor = true fromFloor = true
} }
@@ -18,12 +20,15 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) { if obj.Kind == KindScroll && obj.ScrollKind() == ScrollScareMonster && obj.Flags.Has(WasFound) {
detachObj(&g.Level.Objects, obj) detachObj(&g.Level.Objects, obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh()) g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) { if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage) g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else { } else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor) g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
} }
g.msg("the scroll turns to dust as you pick it up") g.msg("the scroll turns to dust as you pick it up")
return return
} }
@@ -38,9 +43,11 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
// after; -1 after a merge means no insertion. // after; -1 after a merge means no insertion.
lp := -1 lp := -1
merged := false merged := false
for i := 0; i < len(p.Pack); i++ { for i := 0; i < len(p.Pack); i++ {
if p.Pack[i].Kind != obj.Kind { if p.Pack[i].Kind != obj.Kind {
lp = i lp = i
continue continue
} }
// found the group of our type: scan for matching subtype // found the group of our type: scan for matching subtype
@@ -49,19 +56,23 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if i+1 >= len(p.Pack) { if i+1 >= len(p.Pack) {
break break
} }
i++ i++
} }
op := p.Pack[i] op := p.Pack[i]
if op.Kind == obj.Kind && op.Which == obj.Which { if op.Kind == obj.Kind && op.Which == obj.Which {
if op.Kind.MergesInPack() { switch {
case op.Kind.MergesInPack():
if !g.packRoom(fromFloor, obj) { if !g.packRoom(fromFloor, obj) {
return return
} }
op.Count++ op.Count++
obj = op obj = op
lp = -1 lp = -1
merged = true merged = true
} else if obj.Group != 0 { case obj.Group != 0:
lp = i lp = i
for p.Pack[i].Kind == obj.Kind && for p.Pack[i].Kind == obj.Kind &&
p.Pack[i].Which == obj.Which && p.Pack[i].Which == obj.Which &&
@@ -70,24 +81,29 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if i+1 >= len(p.Pack) { if i+1 >= len(p.Pack) {
break break
} }
i++ i++
} }
op = p.Pack[i] op = p.Pack[i]
if op.Kind == obj.Kind && op.Which == obj.Which && if op.Kind == obj.Kind && op.Which == obj.Which &&
op.Group == obj.Group { op.Group == obj.Group {
op.Count += obj.Count op.Count += obj.Count
p.Inpack-- p.Inpack--
if !g.packRoom(fromFloor, obj) { if !g.packRoom(fromFloor, obj) {
return return
} }
obj = op obj = op
lp = -1 lp = -1
merged = true merged = true
} }
} else { default:
lp = i lp = i
} }
} }
break break
} }
@@ -95,6 +111,7 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
if !g.packRoom(fromFloor, obj) { if !g.packRoom(fromFloor, obj) {
return return
} }
obj.PackCh = g.packChar() obj.PackCh = g.packChar()
p.Pack = append(p.Pack[:lp+1], p.Pack = append(p.Pack[:lp+1],
append([]*Object{obj}, p.Pack[lp+1:]...)...) append([]*Object{obj}, p.Pack[lp+1:]...)...)
@@ -117,8 +134,9 @@ func (g *RogueGame) addPack(obj *Object, silent bool) {
// Notify the user // Notify the user
if !silent { if !silent {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you now have ") g.addmsgf("you now have ")
} }
g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh) g.msg("%s (%c)", g.invName(obj, !g.Options.Terse), obj.PackCh)
} }
} }
@@ -129,29 +147,37 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
p := &g.Player p := &g.Player
if p.Inpack++; p.Inpack > MaxPack { if p.Inpack++; p.Inpack > MaxPack {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("there's ") g.addmsgf("there's ")
} }
g.addmsg("no room")
g.addmsgf("no room")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" in your pack") g.addmsgf(" in your pack")
} }
g.endmsg() g.endmsg()
if fromFloor { if fromFloor {
g.moveMsg(obj) g.moveMsg(obj)
} }
p.Inpack = MaxPack p.Inpack = MaxPack
return false return false
} }
if fromFloor { if fromFloor {
detachObj(&g.Level.Objects, obj) detachObj(&g.Level.Objects, obj)
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh()) g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) { if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage) g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else { } else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor) g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
} }
} }
return true return true
} }
@@ -159,13 +185,16 @@ func (g *RogueGame) packRoom(fromFloor bool, obj *Object) bool {
func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object { func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
p := &g.Player p := &g.Player
p.Inpack-- p.Inpack--
nobj := obj nobj := obj
if obj.Count > 1 && !all { if obj.Count > 1 && !all {
g.LastPick = obj g.LastPick = obj
obj.Count-- obj.Count--
if obj.Group != 0 { if obj.Group != 0 {
p.Inpack++ p.Inpack++
} }
if newobj { if newobj {
copied := *obj copied := *obj
nobj = &copied nobj = &copied
@@ -176,6 +205,7 @@ func (g *RogueGame) leavePack(obj *Object, newobj, all bool) *Object {
p.PackUsed[obj.PackCh-'a'] = false p.PackUsed[obj.PackCh-'a'] = false
detachObj(&p.Pack, obj) detachObj(&p.Pack, obj)
} }
return nobj return nobj
} }
@@ -185,9 +215,11 @@ func (g *RogueGame) packChar() byte {
for i := range p.PackUsed { for i := range p.PackUsed {
if !p.PackUsed[i] { if !p.PackUsed[i] {
p.PackUsed[i] = true p.PackUsed[i] = true
return byte(i) + 'a' return byte(i) + 'a'
} }
} }
return byte(len(p.PackUsed)) + 'a' // C would walk off the array here return byte(len(p.PackUsed)) + 'a' // C would walk off the array here
} }
@@ -195,24 +227,26 @@ func (g *RogueGame) packChar() byte {
// of the given type (pack.c inventory). // of the given type (pack.c inventory).
func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool { func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
g.NObjs = 0 g.NObjs = 0
for _, item := range list { for _, item := range list {
if kind != KindNone && kind != item.Kind && if !matchesFilter(kind, item) {
!(kind == KindCallable && item.Kind != KindFood &&
item.Kind != KindAmulet) &&
!(kind == KindRingOrStick &&
(item.Kind == KindRing || item.Kind == KindWand)) {
continue continue
} }
g.NObjs++ g.NObjs++
g.Msgs.MsgEsc = true g.Msgs.MsgEsc = true
line := string(item.PackCh) + ") " + g.invName(item, false) line := string(item.PackCh) + ") " + g.invName(item, false)
if g.addLine("%s", line) == Escape { if g.addLine("%s", line) == Escape {
g.Msgs.MsgEsc = false g.Msgs.MsgEsc = false
g.msg("") g.msg("")
return true return true
} }
g.Msgs.MsgEsc = false g.Msgs.MsgEsc = false
} }
if g.NObjs == 0 { if g.NObjs == 0 {
if g.Options.Terse { if g.Options.Terse {
if kind == KindNone { if kind == KindNone {
@@ -227,9 +261,12 @@ func (g *RogueGame) inventory(list []*Object, kind ObjectKind) bool {
g.msg("you don't have anything appropriate") g.msg("you don't have anything appropriate")
} }
} }
return false return false
} }
g.endLine() g.endLine()
return true return true
} }
@@ -243,27 +280,49 @@ func (g *RogueGame) pickUp(ch byte) {
obj := g.findObj(p.Pos.Y, p.Pos.X) obj := g.findObj(p.Pos.Y, p.Pos.X)
if g.MoveOn { if g.MoveOn {
g.moveMsg(obj) g.moveMsg(obj)
return return
} }
switch ch { switch ch {
case Gold: case Gold:
if obj == nil { if obj == nil {
return return
} }
g.money(obj.GoldValue) g.money(obj.GoldValue)
detachObj(&g.Level.Objects, obj) detachObj(&g.Level.Objects, obj)
p.Room.GoldVal = 0 p.Room.GoldVal = 0
default: default:
g.addPack(nil, false) g.addPack(nil, false)
} }
} }
// matchesFilter reports whether an item passes a get_item/inventory kind
// filter (the C condition in pack.c inventory, untangled): KindNone takes
// everything, KindCallable takes anything nameable (not food, not the
// amulet), KindRingOrStick takes rings and wands.
func matchesFilter(kind ObjectKind, item *Object) bool {
switch kind {
case KindNone:
return true
case KindCallable:
return item.Kind != KindFood && item.Kind != KindAmulet
case KindRingOrStick:
return item.Kind == KindRing || item.Kind == KindWand
default:
return item.Kind == kind
}
}
// moveMsg prints the message if you are just moving onto an object // moveMsg prints the message if you are just moving onto an object
// (pack.c move_msg). // (pack.c move_msg).
func (g *RogueGame) moveMsg(obj *Object) { func (g *RogueGame) moveMsg(obj *Object) {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you ") g.addmsgf("you ")
} }
g.msg("moved onto %s", g.invName(obj, true)) g.msg("moved onto %s", g.invName(obj, true))
} }
@@ -273,25 +332,34 @@ func (g *RogueGame) pickyInven() {
p := &g.Player p := &g.Player
if len(p.Pack) == 0 { if len(p.Pack) == 0 {
g.msg("you aren't carrying anything") g.msg("you aren't carrying anything")
return return
} }
if len(p.Pack) == 1 { if len(p.Pack) == 1 {
g.msg("a) %s", g.invName(p.Pack[0], false)) g.msg("a) %s", g.invName(p.Pack[0], false))
return return
} }
g.msg("%s", g.chooseTerse("item: ", "which item do you wish to inventory: ")) g.msg("%s", g.chooseTerse("item: ", "which item do you wish to inventory: "))
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
mch := g.readchar() mch := g.readchar()
if mch == Escape { if mch == Escape {
g.msg("") g.msg("")
return return
} }
for _, obj := range p.Pack { for _, obj := range p.Pack {
if mch == obj.PackCh { if mch == obj.PackCh {
g.msg("%c) %s", mch, g.invName(obj, false)) g.msg("%c) %s", mch, g.invName(obj, false))
return return
} }
} }
g.msg("'%s' not in pack", unctrl(mch)) g.msg("'%s' not in pack", unctrl(mch))
} }
@@ -300,23 +368,31 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
p := &g.Player p := &g.Player
if len(p.Pack) == 0 { if len(p.Pack) == 0 {
g.msg("you aren't carrying anything") g.msg("you aren't carrying anything")
return nil return nil
} }
if g.Again { if g.Again {
if g.LastPick != nil { if g.LastPick != nil {
return g.LastPick return g.LastPick
} }
g.msg("you ran out") g.msg("you ran out")
return nil return nil
} }
for { for {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("which object do you want to ") g.addmsgf("which object do you want to ")
} }
g.addmsg("%s", purpose)
g.addmsgf("%s", purpose)
if g.Options.Terse { if g.Options.Terse {
g.addmsg(" what") g.addmsgf(" what")
} }
g.msg("? (* for list): ") g.msg("? (* for list): ")
ch := g.readchar() ch := g.readchar()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
@@ -325,22 +401,28 @@ func (g *RogueGame) getItem(purpose string, kind ObjectKind) *Object {
g.resetLast() g.resetLast()
g.After = false g.After = false
g.msg("") g.msg("")
return nil return nil
} }
g.NObjs = 1 // normal case: person types one char g.NObjs = 1 // normal case: person types one char
if ch == '*' { if ch == '*' {
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if !g.inventory(p.Pack, kind) { if !g.inventory(p.Pack, kind) {
g.After = false g.After = false
return nil return nil
} }
continue continue
} }
for _, obj := range p.Pack { for _, obj := range p.Pack {
if obj.PackCh == ch { if obj.PackCh == ch {
return obj return obj
} }
} }
g.msg("'%s' is not a valid item", unctrl(ch)) g.msg("'%s' is not a valid item", unctrl(ch))
} }
} }
@@ -350,15 +432,18 @@ func (g *RogueGame) money(value int) {
p := &g.Player p := &g.Player
p.Purse += value p.Purse += value
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh()) g.mvaddch(p.Pos.Y, p.Pos.X, g.floorCh())
if p.Room.Flags.Has(Gone) { if p.Room.Flags.Has(Gone) {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage) g.Level.SetChar(p.Pos.Y, p.Pos.X, Passage)
} else { } else {
g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor) g.Level.SetChar(p.Pos.Y, p.Pos.X, Floor)
} }
if value > 0 { if value > 0 {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you found ") g.addmsgf("you found ")
} }
g.msg("%d gold pieces", value) g.msg("%d gold pieces", value)
} }
} }
@@ -369,9 +454,11 @@ func (g *RogueGame) floorCh() byte {
if g.Player.Room.Flags.Has(Gone) { if g.Player.Room.Flags.Has(Gone) {
return Passage return Passage
} }
if g.showFloor() { if g.showFloor() {
return Floor return Floor
} }
return ' ' return ' '
} }
@@ -382,6 +469,7 @@ func (g *RogueGame) floorAt() byte {
if ch == Floor { if ch == Floor {
ch = g.floorCh() ch = g.floorCh()
} }
return ch return ch
} }
@@ -398,5 +486,6 @@ func (g *RogueGame) chooseTerse(terse, verbose string) string {
if g.Options.Terse { if g.Options.Terse {
return terse return terse
} }
return verbose return verbose
} }

View File

@@ -17,25 +17,30 @@ var rdesConn = [MaxRooms][MaxRooms]bool{
// doPassages draws all the passages on a level (passages.c do_passages). // doPassages draws all the passages on a level (passages.c do_passages).
func (g *RogueGame) doPassages() { func (g *RogueGame) doPassages() {
var isconn [MaxRooms][MaxRooms]bool var (
var ingraph [MaxRooms]bool isconn [MaxRooms][MaxRooms]bool
ingraph [MaxRooms]bool
)
// starting with one room, connect it to a random adjacent room and // starting with one room, connect it to a random adjacent room and
// then pick a new room to start with. // then pick a new room to start with.
roomcount := 1 roomcount := 1
r1 := g.rnd(MaxRooms) r1 := g.rnd(MaxRooms)
ingraph[r1] = true ingraph[r1] = true
for { for {
// find a room to connect with // find a room to connect with
j := 0 j := 0
r2 := -1 r2 := -1
for i := 0; i < MaxRooms; i++ {
for i := range MaxRooms {
if rdesConn[r1][i] && !ingraph[i] { if rdesConn[r1][i] && !ingraph[i] {
if j++; g.rnd(j) == 0 { if j++; g.rnd(j) == 0 {
r2 = i r2 = i
} }
} }
} }
if j == 0 { if j == 0 {
// if no adjacent rooms are outside the graph, pick a new room // if no adjacent rooms are outside the graph, pick a new room
// to look from // to look from
@@ -48,12 +53,13 @@ func (g *RogueGame) doPassages() {
} else { } else {
// otherwise, connect new room to the graph, and draw a tunnel // otherwise, connect new room to the graph, and draw a tunnel
// to it // to it
ingraph[r2] = true ingraph[r2] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
g.conn(r1, r2) g.conn(r1, r2)
isconn[r1][r2] = true isconn[r1][r2] = true
isconn[r2][r1] = true isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
roomcount++ roomcount++
} }
if roomcount >= MaxRooms { if roomcount >= MaxRooms {
break break
} }
@@ -66,7 +72,8 @@ func (g *RogueGame) doPassages() {
// find an adjacent room not already connected // find an adjacent room not already connected
j := 0 j := 0
r2 := -1 r2 := -1
for i := 0; i < MaxRooms; i++ {
for i := range MaxRooms {
if rdesConn[r1][i] && !isconn[r1][i] { if rdesConn[r1][i] && !isconn[r1][i] {
if j++; g.rnd(j) == 0 { if j++; g.rnd(j) == 0 {
r2 = i r2 = i
@@ -77,17 +84,21 @@ func (g *RogueGame) doPassages() {
if j != 0 { if j != 0 {
g.conn(r1, r2) g.conn(r1, r2)
isconn[r1][r2] = true isconn[r1][r2] = true
isconn[r2][r1] = true isconn[r2][r1] = true //nolint:gosec // G602: rnd(MaxRooms) bounded
} }
} }
g.passnum() g.passnum()
} }
// conn draws a corridor from a room in a certain direction (passages.c // conn draws a corridor from a room in a certain direction (passages.c
// conn). // conn).
func (g *RogueGame) conn(r1, r2 int) { func (g *RogueGame) conn(r1, r2 int) {
var rm int var (
var direc byte rm int
direc byte
)
if r1 < r2 { if r1 < r2 {
rm = r1 rm = r1
if r1+1 == r2 { if r1+1 == r2 {
@@ -103,42 +114,52 @@ func (g *RogueGame) conn(r1, r2 int) {
direc = 'd' direc = 'd'
} }
} }
rpf := &g.Level.Rooms[rm] rpf := &g.Level.Rooms[rm]
// Set up the movement variables, in two cases: first drawing one down. // Set up the movement variables, in two cases: first drawing one down.
var rpt *Room var (
var del, turnDelta, spos, epos Coord rpt *Room
var distance, turnDistance int del, turnDelta, spos, epos Coord
distance, turnDistance int
)
if direc == 'd' { if direc == 'd' {
rmt := rm + 3 // room # of dest rmt := rm + 3 // room # of dest
rpt = &g.Level.Rooms[rmt] // room pointer of dest rpt = &g.Level.Rooms[rmt] // room pointer of dest
del = Coord{X: 0, Y: 1} // direction of move del = Coord{X: 0, Y: 1} // direction of move
spos = rpf.Pos // start of move spos = rpf.Pos // start of move
epos = rpt.Pos // end of move epos = rpt.Pos // end of move
if !rpf.Flags.Has(Gone) { // if not gone pick door pos if !rpf.Flags.Has(Gone) { // if not gone pick door pos
for { for {
spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1 spos.X = rpf.Pos.X + g.rnd(rpf.Max.X-2) + 1
spos.Y = rpf.Pos.Y + rpf.Max.Y - 1 spos.Y = rpf.Pos.Y + rpf.Max.Y - 1
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) { if !rpf.Flags.Has(Maze) || g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage) {
break break
} }
} }
} }
if !rpt.Flags.Has(Gone) { if !rpt.Flags.Has(Gone) {
for { for {
epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1 epos.X = rpt.Pos.X + g.rnd(rpt.Max.X-2) + 1
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) { if !rpt.Flags.Has(Maze) || g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage) {
break break
} }
} }
} }
distance = abs(spos.Y-epos.Y) - 1 // distance to move distance = abs(spos.Y-epos.Y) - 1 // distance to move
turnDelta.Y = 0 // direction to turn
turnDelta.Y = 0 // direction to turn
if spos.X < epos.X { if spos.X < epos.X {
turnDelta.X = 1 turnDelta.X = 1
} else { } else {
turnDelta.X = -1 turnDelta.X = -1
} }
turnDistance = abs(spos.X - epos.X) // how far to turn turnDistance = abs(spos.X - epos.X) // how far to turn
} else { // setup for moving right } else { // setup for moving right
rmt := rm + 1 rmt := rm + 1
@@ -146,29 +167,34 @@ func (g *RogueGame) conn(r1, r2 int) {
del = Coord{X: 1, Y: 0} del = Coord{X: 1, Y: 0}
spos = rpf.Pos spos = rpf.Pos
epos = rpt.Pos epos = rpt.Pos
if !rpf.Flags.Has(Gone) { if !rpf.Flags.Has(Gone) {
for { for {
spos.X = rpf.Pos.X + rpf.Max.X - 1 spos.X = rpf.Pos.X + rpf.Max.X - 1
spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1 spos.Y = rpf.Pos.Y + g.rnd(rpf.Max.Y-2) + 1
if !(rpf.Flags.Has(Maze) && !g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage)) { if !rpf.Flags.Has(Maze) || g.Level.FlagsAt(spos.Y, spos.X).Has(FPassage) {
break break
} }
} }
} }
if !rpt.Flags.Has(Gone) { if !rpt.Flags.Has(Gone) {
for { for {
epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1 epos.Y = rpt.Pos.Y + g.rnd(rpt.Max.Y-2) + 1
if !(rpt.Flags.Has(Maze) && !g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage)) { if !rpt.Flags.Has(Maze) || g.Level.FlagsAt(epos.Y, epos.X).Has(FPassage) {
break break
} }
} }
} }
distance = abs(spos.X-epos.X) - 1 distance = abs(spos.X-epos.X) - 1
if spos.Y < epos.Y { if spos.Y < epos.Y {
turnDelta.Y = 1 turnDelta.Y = 1
} else { } else {
turnDelta.Y = -1 turnDelta.Y = -1
} }
turnDelta.X = 0 turnDelta.X = 0
turnDistance = abs(spos.Y - epos.Y) turnDistance = abs(spos.Y - epos.Y)
} }
@@ -182,6 +208,7 @@ func (g *RogueGame) conn(r1, r2 int) {
} else { } else {
g.putpass(spos) g.putpass(spos)
} }
if !rpt.Flags.Has(Gone) { if !rpt.Flags.Has(Gone) {
g.door(rpt, epos) g.door(rpt, epos)
} else { } else {
@@ -203,9 +230,12 @@ func (g *RogueGame) conn(r1, r2 int) {
} }
// Continue digging along // Continue digging along
g.putpass(curr) g.putpass(curr)
distance-- distance--
} }
curr.X += del.X curr.X += del.X
curr.Y += del.Y curr.Y += del.Y
if curr != epos { if curr != epos {
g.msg("warning, connectivity problem on this level") g.msg("warning, connectivity problem on this level")
@@ -217,6 +247,7 @@ func (g *RogueGame) conn(r1, r2 int) {
func (g *RogueGame) putpass(cp Coord) { func (g *RogueGame) putpass(cp Coord) {
pp := g.Level.At(cp.Y, cp.X) pp := g.Level.At(cp.Y, cp.X)
pp.Flags.Set(FPassage) pp.Flags.Set(FPassage)
if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 { if g.rnd(10)+1 < g.Depth && g.rnd(40) == 0 {
pp.Flags.Clear(FReal) pp.Flags.Clear(FReal)
} else { } else {
@@ -240,6 +271,7 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
} else { } else {
pp.Ch = '|' pp.Ch = '|'
} }
pp.Flags.Clear(FReal) pp.Flags.Clear(FReal)
} else { } else {
pp.Ch = Door pp.Ch = Door
@@ -250,7 +282,7 @@ func (g *RogueGame) door(rm *Room, cp Coord) {
// (passages.c add_pass). // (passages.c add_pass).
func (g *RogueGame) addPass() { func (g *RogueGame) addPass() {
for y := 1; y < NumLines-1; y++ { for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ { for x := range NumCols {
pp := g.Level.At(y, x) pp := g.Level.At(y, x)
if pp.Flags.Has(FPassage) || pp.Ch == Door || if pp.Flags.Has(FPassage) || pp.Ch == Door ||
(!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) { (!pp.Flags.Has(FReal) && (pp.Ch == '|' || pp.Ch == '-')) {
@@ -258,19 +290,24 @@ func (g *RogueGame) addPass() {
if pp.Flags.Has(FPassage) { if pp.Flags.Has(FPassage) {
ch = Passage ch = Passage
} }
pp.Flags.Set(FSeen) pp.Flags.Set(FSeen)
g.move(y, x) g.move(y, x)
if pp.Monst != nil {
switch {
case pp.Monst != nil:
pp.Monst.OldCh = pp.Ch pp.Monst.OldCh = pp.Ch
} else if pp.Flags.Has(FReal) { case pp.Flags.Has(FReal):
g.addch(ch) g.addch(ch)
} else { default:
g.standout() g.standout()
if pp.Flags.Has(FPassage) { if pp.Flags.Has(FPassage) {
g.addch(Passage) g.addch(Passage)
} else { } else {
g.addch(Door) g.addch(Door)
} }
g.standend() g.standend()
} }
} }
@@ -281,10 +318,12 @@ func (g *RogueGame) addPass() {
// passnum assigns a number to each passageway (passages.c passnum). // passnum assigns a number to each passageway (passages.c passnum).
func (g *RogueGame) passnum() { func (g *RogueGame) passnum() {
g.pnum = 0 g.pnum = 0
g.newpnum = false g.newpnum = false
for i := range g.Level.Passages { for i := range g.Level.Passages {
g.Level.Passages[i].Exits = g.Level.Passages[i].Exits[:0] g.Level.Passages[i].Exits = g.Level.Passages[i].Exits[:0]
} }
for i := range g.Level.Rooms { for i := range g.Level.Rooms {
rp := &g.Level.Rooms[i] rp := &g.Level.Rooms[i]
for j := range rp.Exits { for j := range rp.Exits {
@@ -300,10 +339,12 @@ func (g *RogueGame) numpass(y, x int) {
if x >= NumCols || x < 0 || y >= NumLines || y <= 0 { if x >= NumCols || x < 0 || y >= NumLines || y <= 0 {
return return
} }
fp := g.Level.FlagsAt(y, x) fp := g.Level.FlagsAt(y, x)
if fp.Has(FPassNum) { if fp.Has(FPassNum) {
return return
} }
if g.newpnum { if g.newpnum {
g.pnum++ g.pnum++
g.newpnum = false g.newpnum = false
@@ -317,7 +358,8 @@ func (g *RogueGame) numpass(y, x int) {
} else if !fp.Has(FPassage) { } else if !fp.Has(FPassage) {
return return
} }
*fp |= PlaceFlags(g.pnum)
*fp |= PlaceFlags(g.pnum) //nolint:gosec // G115: pnum < MaxPass=13
// recurse on the surrounding places // recurse on the surrounding places
g.numpass(y+1, x) g.numpass(y+1, x)
g.numpass(y-1, x) g.numpass(y-1, x)
@@ -330,5 +372,6 @@ func abs(n int) int {
if n < 0 { if n < 0 {
return -n return -n
} }
return n return n
} }

View File

@@ -39,21 +39,26 @@ func (g *RogueGame) quaff() {
if obj == nil { if obj == nil {
return return
} }
if obj.Kind != KindPotion { if obj.Kind != KindPotion {
if !g.Options.Terse { if !g.Options.Terse {
g.msg("yuk! Why would you want to drink that?") g.msg("yuk! Why would you want to drink that?")
} else { } else {
g.msg("that's undrinkable") g.msg("that's undrinkable")
} }
return return
} }
if obj == p.CurWeapon { if obj == p.CurWeapon {
p.CurWeapon = nil p.CurWeapon = nil
} }
// Calculate the effect it has on the poor guy. // Calculate the effect it has on the poor guy.
trip := p.On(Hallucinating) trip := p.On(Hallucinating)
g.leavePack(obj, false, false) g.leavePack(obj, false, false)
switch obj.PotionKind() { switch obj.PotionKind() {
case PotionConfusion: case PotionConfusion:
g.doPot(PotionConfusion, !trip) g.doPot(PotionConfusion, !trip)
@@ -72,6 +77,7 @@ func (g *RogueGame) quaff() {
p.Stats.MaxHP++ p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP p.Stats.HP = p.Stats.MaxHP
} }
g.sight(0) g.sight(0)
g.msg("you begin to feel better") g.msg("you begin to feel better")
case PotionGainStrength: case PotionGainStrength:
@@ -81,6 +87,7 @@ func (g *RogueGame) quaff() {
case PotionDetectMonsters: case PotionDetectMonsters:
p.Flags.Set(SenseMonsters) p.Flags.Set(SenseMonsters)
g.Fuse(DTurnSee, 1, HuhDuration, After) g.Fuse(DTurnSee, 1, HuhDuration, After)
if !g.turnSee(false) { if !g.turnSee(false) {
g.msg("you have a %s feeling for a moment, then it passes", g.msg("you have a %s feeling for a moment, then it passes",
g.chooseStr("normal", "strange")) g.chooseStr("normal", "strange"))
@@ -88,24 +95,30 @@ func (g *RogueGame) quaff() {
case PotionDetectMagic: case PotionDetectMagic:
// Potion of magic detection. Show the potions and scrolls // Potion of magic detection. Show the potions and scrolls
show := false show := false
if len(g.Level.Objects) > 0 { if len(g.Level.Objects) > 0 {
g.scr.Hw.Clear() g.scr.Hw.Clear()
for _, tp := range g.Level.Objects { for _, tp := range g.Level.Objects {
if tp.isMagic() { if tp.isMagic() {
show = true show = true
g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic) g.scr.Hw.MvAddCh(tp.Pos.Y, tp.Pos.X, Magic)
g.Items.Potions[PotionDetectMagic].Know = true g.Items.Potions[PotionDetectMagic].Know = true
} }
} }
for _, mp := range g.Level.Monsters { for _, mp := range g.Level.Monsters {
for _, tp := range mp.Pack { for _, tp := range mp.Pack {
if tp.isMagic() { if tp.isMagic() {
show = true show = true
g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic) g.scr.Hw.MvAddCh(mp.Pos.Y, mp.Pos.X, Magic)
} }
} }
} }
} }
if show { if show {
g.Items.Potions[PotionDetectMagic].Know = true g.Items.Potions[PotionDetectMagic].Know = true
g.showWin("You sense the presence of magic on this level.--More--") g.showWin("You sense the presence of magic on this level.--More--")
@@ -118,16 +131,21 @@ func (g *RogueGame) quaff() {
if p.On(SenseMonsters) { if p.On(SenseMonsters) {
g.turnSee(false) g.turnSee(false)
} }
g.StartDaemon(DVisuals, 0, Before) g.StartDaemon(DVisuals, 0, Before)
g.SeenStairs = g.seenStairs() g.SeenStairs = g.seenStairs()
} }
g.doPot(PotionLSD, true) g.doPot(PotionLSD, true)
case PotionSeeInvisible: case PotionSeeInvisible:
show := p.On(CanSeeInvisible) show := p.On(CanSeeInvisible)
g.doPot(PotionSeeInvisible, false) g.doPot(PotionSeeInvisible, false)
if !show { if !show {
g.invisOn() g.invisOn()
} }
g.sight(0) g.sight(0)
case PotionRaiseLevel: case PotionRaiseLevel:
g.Items.Potions[PotionRaiseLevel].Know = true g.Items.Potions[PotionRaiseLevel].Know = true
@@ -139,14 +157,17 @@ func (g *RogueGame) quaff() {
if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 { if p.Stats.HP > p.Stats.MaxHP+p.Stats.Lvl+1 {
p.Stats.MaxHP++ p.Stats.MaxHP++
} }
p.Stats.MaxHP++ p.Stats.MaxHP++
p.Stats.HP = p.Stats.MaxHP p.Stats.HP = p.Stats.MaxHP
} }
g.sight(0) g.sight(0)
g.comeDown(0) g.comeDown(0)
g.msg("you begin to feel much better") g.msg("you begin to feel much better")
case PotionHaste: case PotionHaste:
g.Items.Potions[PotionHaste].Know = true g.Items.Potions[PotionHaste].Know = true
g.After = false g.After = false
if g.addHaste(true) { if g.addHaste(true) {
g.msg("you feel yourself moving much faster") g.msg("you feel yourself moving much faster")
@@ -155,24 +176,30 @@ func (g *RogueGame) quaff() {
if p.IsRing(Left, RingAddStrength) { if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Left].Bonus) addStr(&p.Stats.Str, -p.CurRing[Left].Bonus)
} }
if p.IsRing(Right, RingAddStrength) { if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Right].Bonus) addStr(&p.Stats.Str, -p.CurRing[Right].Bonus)
} }
if p.Stats.Str < p.MaxStats.Str { if p.Stats.Str < p.MaxStats.Str {
p.Stats.Str = p.MaxStats.Str p.Stats.Str = p.MaxStats.Str
} }
if p.IsRing(Left, RingAddStrength) { if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Left].Bonus) addStr(&p.Stats.Str, p.CurRing[Left].Bonus)
} }
if p.IsRing(Right, RingAddStrength) { if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Right].Bonus) addStr(&p.Stats.Str, p.CurRing[Right].Bonus)
} }
g.msg("hey, this tastes great. It make you feel warm all over") g.msg("hey, this tastes great. It make you feel warm all over")
case PotionBlindness: case PotionBlindness:
g.doPot(PotionBlindness, true) g.doPot(PotionBlindness, true)
case PotionLevitation: case PotionLevitation:
g.doPot(PotionLevitation, true) g.doPot(PotionLevitation, true)
} }
g.status() g.status()
// Throw the item away // Throw the item away
g.callIt(&g.Items.Potions[obj.Which]) g.callIt(&g.Items.Potions[obj.Which])
@@ -192,6 +219,7 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
if !g.Items.Potions[kind].Know { if !g.Items.Potions[kind].Know {
g.Items.Potions[kind].Know = knowit g.Items.Potions[kind].Know = knowit
} }
t := g.spread(pp.time) t := g.spread(pp.time)
if !g.Player.On(pp.flags) { if !g.Player.On(pp.flags) {
g.Player.Flags.Set(pp.flags) g.Player.Flags.Set(pp.flags)
@@ -200,11 +228,14 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
} else { } else {
g.Lengthen(pp.daemon, t) g.Lengthen(pp.daemon, t)
} }
high, straight := pp.high, pp.straight high, straight := pp.high, pp.straight
if kind == PotionSeeInvisible { if kind == PotionSeeInvisible {
s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit) s := fmt.Sprintf("this potion tastes like %s juice", g.Fruit)
high, straight = s, s high, straight = s, s
} }
g.msg("%s", g.chooseStr(high, straight)) g.msg("%s", g.chooseStr(high, straight))
} }
@@ -218,6 +249,7 @@ func (o *Object) isMagic() bool {
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet: case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:
return true return true
} }
return false return false
} }
@@ -225,6 +257,7 @@ func (o *Object) isMagic() bool {
// invis_on). // invis_on).
func (g *RogueGame) invisOn() { func (g *RogueGame) invisOn() {
g.Player.Flags.Set(CanSeeInvisible) g.Player.Flags.Set(CanSeeInvisible)
for _, mp := range g.Level.Monsters { for _, mp := range g.Level.Monsters {
if mp.On(Invisible) && g.seeMonst(mp) && !g.Player.On(Hallucinating) { if mp.On(Invisible) && g.seeMonst(mp) && !g.Player.On(Hallucinating) {
g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise) g.mvaddch(mp.Pos.Y, mp.Pos.X, mp.Disguise)
@@ -236,8 +269,10 @@ func (g *RogueGame) invisOn() {
// turn_see). // turn_see).
func (g *RogueGame) turnSee(turnOff bool) bool { func (g *RogueGame) turnSee(turnOff bool) bool {
addNew := false addNew := false
for _, mp := range g.Level.Monsters { for _, mp := range g.Level.Monsters {
g.move(mp.Pos.Y, mp.Pos.X) g.move(mp.Pos.Y, mp.Pos.X)
canSee := g.seeMonst(mp) canSee := g.seeMonst(mp)
if turnOff { if turnOff {
if !canSee { if !canSee {
@@ -247,22 +282,27 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
if !canSee { if !canSee {
g.standout() g.standout()
} }
if !g.Player.On(Hallucinating) { if !g.Player.On(Hallucinating) {
g.addch(mp.Type) g.addch(mp.Type)
} else { } else {
g.addch(byte(g.rnd(26) + 'A')) g.addch(g.randomMonsterLetter())
} }
if !canSee { if !canSee {
g.standend() g.standend()
addNew = true addNew = true
} }
} }
} }
if turnOff { if turnOff {
g.Player.Flags.Clear(SenseMonsters) g.Player.Flags.Clear(SenseMonsters)
} else { } else {
g.Player.Flags.Set(SenseMonsters) g.Player.Flags.Set(SenseMonsters)
} }
return addNew return addNew
} }
@@ -271,9 +311,11 @@ func (g *RogueGame) turnSee(turnOff bool) bool {
func (g *RogueGame) seenStairs() bool { func (g *RogueGame) seenStairs() bool {
st := g.Level.Stairs st := g.Level.Stairs
g.move(st.Y, st.X) g.move(st.Y, st.X)
if g.inch() == Stairs { // it's on the map if g.inch() == Stairs { // it's on the map
return true return true
} }
if g.Player.Pos == st { // it's under him if g.Player.Pos == st { // it's under him
return true return true
} }
@@ -282,9 +324,11 @@ func (g *RogueGame) seenStairs() bool {
if g.seeMonst(tp) && tp.On(Awake) { // visible and awake: if g.seeMonst(tp) && tp.On(Awake) { // visible and awake:
return true // it must have moved there return true // it must have moved there
} }
if g.Player.On(SenseMonsters) && tp.OldCh == Stairs { if g.Player.On(SenseMonsters) && tp.OldCh == Stairs {
return true return true
} }
} }
return false return false
} }

View File

@@ -12,12 +12,14 @@ func (g *RogueGame) ringOn() {
if obj == nil { if obj == nil {
return return
} }
if obj.Kind != KindRing { if obj.Kind != KindRing {
if !g.Options.Terse { if !g.Options.Terse {
g.msg("it would be difficult to wrap that around a finger") g.msg("it would be difficult to wrap that around a finger")
} else { } else {
g.msg("not a ring") g.msg("not a ring")
} }
return return
} }
@@ -27,6 +29,7 @@ func (g *RogueGame) ringOn() {
} }
var ring int var ring int
switch { switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil: case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if ring = g.gethand(); ring < 0 { if ring = g.gethand(); ring < 0 {
@@ -42,8 +45,10 @@ func (g *RogueGame) ringOn() {
} else { } else {
g.msg("wearing two") g.msg("wearing two")
} }
return return
} }
p.CurRing[ring] = obj p.CurRing[ring] = obj
// Calculate the effect it has on the poor guy. // Calculate the effect it has on the poor guy.
@@ -57,15 +62,18 @@ func (g *RogueGame) ringOn() {
} }
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you are now wearing ") g.addmsgf("you are now wearing ")
} }
g.msg("%s (%c)", g.invName(obj, true), obj.PackCh) g.msg("%s (%c)", g.invName(obj, true), obj.PackCh)
} }
// ringOff takes off a ring (rings.c ring_off). // ringOff takes off a ring (rings.c ring_off).
func (g *RogueGame) ringOff() { func (g *RogueGame) ringOff() {
p := &g.Player p := &g.Player
var ring int var ring int
switch { switch {
case p.CurRing[Left] == nil && p.CurRing[Right] == nil: case p.CurRing[Left] == nil && p.CurRing[Right] == nil:
if g.Options.Terse { if g.Options.Terse {
@@ -73,6 +81,7 @@ func (g *RogueGame) ringOff() {
} else { } else {
g.msg("you aren't wearing any rings") g.msg("you aren't wearing any rings")
} }
return return
case p.CurRing[Left] == nil: case p.CurRing[Left] == nil:
ring = Right ring = Right
@@ -83,12 +92,16 @@ func (g *RogueGame) ringOff() {
return return
} }
} }
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
obj := p.CurRing[ring] obj := p.CurRing[ring]
if obj == nil { if obj == nil {
g.msg("not wearing such a ring") g.msg("not wearing such a ring")
return return
} }
if g.dropCheck(obj) { if g.dropCheck(obj) {
g.msg("was wearing %s(%c)", g.invName(obj, true), obj.PackCh) g.msg("was wearing %s(%c)", g.invName(obj, true), obj.PackCh)
} }
@@ -102,17 +115,22 @@ func (g *RogueGame) gethand() int {
} else { } else {
g.msg("left hand or right hand? ") g.msg("left hand or right hand? ")
} }
c := g.readchar() c := g.readchar()
if c == Escape { if c == Escape {
return -1 return -1
} }
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if c == 'l' || c == 'L' { if c == 'l' || c == 'L' {
return Left return Left
} }
if c == 'r' || c == 'R' { if c == 'r' || c == 'R' {
return Right return Right
} }
if g.Options.Terse { if g.Options.Terse {
g.msg("L or R") g.msg("L or R")
} else { } else {
@@ -147,6 +165,7 @@ func (g *RogueGame) ringEat(hand int) int {
if ring == nil { if ring == nil {
return 0 return 0
} }
eat := ringUses[ring.RingKind()] eat := ringUses[ring.RingKind()]
if eat < 0 { if eat < 0 {
if g.rnd(-eat) == 0 { if g.rnd(-eat) == 0 {
@@ -155,20 +174,25 @@ func (g *RogueGame) ringEat(hand int) int {
eat = 0 eat = 0
} }
} }
if ring.RingKind() == RingSlowDigestion { if ring.RingKind() == RingSlowDigestion {
eat = -eat eat = -eat
} }
return eat return eat
} }
// ringNum prints ring bonuses (rings.c ring_num). // ringNum prints ring bonuses (rings.c ring_num). The unused game
func ringNum(g *RogueGame, obj *Object) string { // parameter keeps the nameit prfunc signature.
func ringNum(_ *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) { if !obj.Flags.Has(Known) {
return "" return ""
} }
switch obj.RingKind() { switch obj.RingKind() {
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity: case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring)) return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring))
} }
return "" return ""
} }

View File

@@ -11,12 +11,14 @@ import (
// that Run recovers, so the terminal is restored by normal unwinding. // that Run recovers, so the terminal is restored by normal unwinding.
// gameEnd is the sentinel carried by the panic that replaces my_exit(). // gameEnd is the sentinel carried by the panic that replaces my_exit().
type gameEnd struct{ status int } type gameEnd struct{}
// myExit leaves the process properly (main.c my_exit): it unwinds to Run. // myExit leaves the process properly (main.c my_exit): it unwinds to Run.
func (g *RogueGame) myExit(st int) { // Every C caller exited with status 0; abnormal exits panic for real.
func (g *RogueGame) myExit() {
g.Playing = false g.Playing = false
panic(gameEnd{status: st})
panic(gameEnd{})
} }
var ripArt = []string{ var ripArt = []string{
@@ -39,39 +41,51 @@ var ripArt = []string{
func (g *RogueGame) death(monst byte) { func (g *RogueGame) death(monst byte) {
p := &g.Player p := &g.Player
p.Purse -= p.Purse / 10 p.Purse -= p.Purse / 10
g.clear() g.clear()
killer := g.killname(monst, false) killer := g.killname(monst, false)
if !g.Options.Tombstone { if !g.Options.Tombstone {
g.scr.Std.MvPrintw(NumLines-2, 0, "Killed by ") g.scr.Std.MvPrintwf(NumLines-2, 0, "Killed by ")
if monst != 's' && monst != 'h' { if monst != 's' && monst != 'h' {
g.printw("a%s ", vowelstr(killer)) g.printw("a%s ", vowelstr(killer))
} }
g.printw("%s with %d gold", killer, p.Purse) g.printw("%s with %d gold", killer, p.Purse)
} else { } else {
year := time.Now().Year() year := time.Now().Year()
for i, line := range ripArt { for i, line := range ripArt {
g.scr.Std.MvAddStr(8+i, 0, line) g.scr.Std.MvAddStr(8+i, 0, line)
} }
g.mvaddstr(17, center(killer), killer) g.mvaddstr(17, center(killer), killer)
if monst == 's' || monst == 'h' { if monst == 's' || monst == 'h' {
g.mvaddch(16, 32, ' ') g.mvaddch(16, 32, ' ')
} else { } else {
g.mvaddstr(16, 33, vowelstr(killer)) g.mvaddstr(16, 33, vowelstr(killer))
} }
g.mvaddstr(14, center(g.Whoami), g.Whoami) g.mvaddstr(14, center(g.Whoami), g.Whoami)
au := fmt.Sprintf("%d Au", p.Purse) au := fmt.Sprintf("%d Au", p.Purse)
g.mvaddstr(15, center(au), au) g.mvaddstr(15, center(au), au)
g.mvaddstr(18, 26, fmt.Sprintf("%4d", year)) g.mvaddstr(18, 26, fmt.Sprintf("%4d", year))
} }
g.mvaddstr(NumLines-1, 0, "[Press return to continue]") g.mvaddstr(NumLines-1, 0, "[Press return to continue]")
g.refresh() g.refresh()
flags := 0 flags := 0
if g.HasAmulet { if g.HasAmulet {
flags = 3 flags = 3
} }
g.score(p.Purse, flags, monst) g.score(p.Purse, flags, monst)
g.waitFor('\n') g.waitFor('\n')
g.myExit(0) g.myExit()
} }
// center returns the column to center the given string on the tombstone // center returns the column to center the given string on the tombstone
@@ -85,6 +99,7 @@ func (g *RogueGame) totalWinner() {
p := &g.Player p := &g.Player
g.clear() g.clear()
g.standout() g.standout()
banner := []string{ banner := []string{
" ", " ",
" @ @ @ @ @ @@@ @ @ ", " @ @ @ @ @ @@@ @ @ ",
@@ -100,6 +115,7 @@ func (g *RogueGame) totalWinner() {
for i, line := range banner { for i, line := range banner {
g.scr.Std.MvAddStr(i, 0, line) g.scr.Std.MvAddStr(i, 0, line)
} }
g.standend() g.standend()
g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the") g.scr.Std.MvAddStr(10, 0, "You have joined the elite ranks of those who have escaped the")
g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at") g.scr.Std.MvAddStr(11, 0, "Dungeons of Doom alive. You journey home and sell all your loot at")
@@ -110,11 +126,14 @@ func (g *RogueGame) totalWinner() {
g.clear() g.clear()
g.mvaddstr(0, 0, " Worth Item") g.mvaddstr(0, 0, " Worth Item")
g.move(1, 0) g.move(1, 0)
oldpurse := p.Purse oldpurse := p.Purse
line := 1 line := 1
for _, obj := range p.Pack { for _, obj := range p.Pack {
worth := 0 worth := 0
it := &g.Items it := &g.Items
switch obj.Kind { switch obj.Kind {
case KindFood: case KindFood:
worth = 2 * obj.Count worth = 2 * obj.Count
@@ -129,21 +148,26 @@ func (g *RogueGame) totalWinner() {
obj.Flags.Set(Known) obj.Flags.Set(Known)
case KindScroll: case KindScroll:
op := &it.Scrolls[obj.Which] op := &it.Scrolls[obj.Which]
worth = op.Worth * obj.Count worth = op.Worth * obj.Count
if !op.Know { if !op.Know {
worth /= 2 worth /= 2
} }
op.Know = true op.Know = true
case KindPotion: case KindPotion:
op := &it.Potions[obj.Which] op := &it.Potions[obj.Which]
worth = op.Worth * obj.Count worth = op.Worth * obj.Count
if !op.Know { if !op.Know {
worth /= 2 worth /= 2
} }
op.Know = true op.Know = true
case KindRing: case KindRing:
op := &it.Rings[obj.Which] op := &it.Rings[obj.Which]
worth = op.Worth worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage || if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity { obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Bonus > 0 { if obj.Bonus > 0 {
@@ -152,35 +176,44 @@ func (g *RogueGame) totalWinner() {
worth = 10 worth = 10
} }
} }
if !obj.Flags.Has(Known) { if !obj.Flags.Has(Known) {
worth /= 2 worth /= 2
} }
obj.Flags.Set(Known) obj.Flags.Set(Known)
op.Know = true op.Know = true
case KindWand: case KindWand:
op := &it.Sticks[obj.Which] op := &it.Sticks[obj.Which]
worth = op.Worth worth = op.Worth
worth += 20 * obj.Charges worth += 20 * obj.Charges
if !obj.Flags.Has(Known) { if !obj.Flags.Has(Known) {
worth /= 2 worth /= 2
} }
obj.Flags.Set(Known) obj.Flags.Set(Known)
op.Know = true op.Know = true
case KindAmulet: case KindAmulet:
worth = 1000 worth = 1000
} }
if worth < 0 { if worth < 0 {
worth = 0 worth = 0
} }
g.scr.Std.MvPrintw(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.scr.Std.MvPrintwf(line, 0, "%c) %5d %s", obj.PackCh, worth,
g.invName(obj, false)) g.invName(obj, false))
line++ line++
p.Purse += worth p.Purse += worth
} }
g.scr.Std.MvPrintw(line, 0, " %5d Gold Pieces ", oldpurse)
g.scr.Std.MvPrintwf(line, 0, " %5d Gold Pieces ", oldpurse)
g.refresh() g.refresh()
g.score(p.Purse, 2, ' ') g.score(p.Purse, 2, ' ')
g.myExit(0) g.myExit()
} }
// killnameTable is the rip.c nlist[]: special death causes. // killnameTable is the rip.c nlist[]: special death causes.
@@ -194,25 +227,32 @@ var killnameTable = []helpEntry{
// killname converts a code to a monster name (rip.c killname). // killname converts a code to a monster name (rip.c killname).
func (g *RogueGame) killname(monst byte, doart bool) string { func (g *RogueGame) killname(monst byte, doart bool) string {
var sp string var (
var article bool sp string
article bool
)
if isUpper(monst) { if isUpper(monst) {
sp = g.Monsters[monst-'A'].Name sp = g.Monsters[monst-'A'].Name
article = true article = true
} else { } else {
sp = "Wally the Wonder Badger" sp = "Wally the Wonder Badger"
article = false article = false
for _, hp := range killnameTable { for _, hp := range killnameTable {
if hp.Ch == monst { if hp.Ch == monst {
sp = hp.Desc sp = hp.Desc
article = hp.Print article = hp.Print
break break
} }
} }
} }
if doart && article { if doart && article {
return "a" + vowelstr(sp) + " " + sp return "a" + vowelstr(sp) + " " + sp
} }
return sp return sp
} }
@@ -224,13 +264,16 @@ func (g *RogueGame) DeathDemo() {
if _, ok := r.(gameEnd); ok { if _, ok := r.(gameEnd); ok {
return return
} }
panic(r) panic(r)
} }
}() }()
dnum := g.rnd(100) dnum := g.rnd(100)
for dnum--; dnum > 0; dnum-- { for dnum--; dnum > 0; dnum-- {
g.rnd(100) g.rnd(100)
} }
g.Player.Purse = g.rnd(100) + 1 g.Player.Purse = g.rnd(100) + 1
g.Depth = g.rnd(100) + 1 g.Depth = g.rnd(100) + 1
g.death(g.deathMonst()) g.death(g.deathMonst())
@@ -245,5 +288,6 @@ func (g *RogueGame) deathMonst() byte {
'Y', 'Z', 'a', 'b', 'h', 'd', 's', 'Y', 'Z', 'a', 'b', 'h', 'd', 's',
' ', // generates the "Wally the Wonder Badger" message ' ', // generates the "Wally the Wonder Badger" message
} }
return poss[g.rnd(len(poss))] return poss[g.rnd(len(poss))]
} }

View File

@@ -11,21 +11,17 @@ type Rng struct {
Seed int32 Seed int32
} }
// next steps the generator and returns the next raw value (the RN macro).
func (r *Rng) next() int {
r.Seed = r.Seed*11109 + 13849
return int(r.Seed>>16) & 0xffff
}
// Rnd picks a very random number in [0, rng) (main.c rnd). // Rnd picks a very random number in [0, rng) (main.c rnd).
func (r *Rng) Rnd(rng int) int { func (r *Rng) Rnd(rng int) int {
if rng == 0 { if rng == 0 {
return 0 return 0
} }
v := r.next() v := r.next()
if v < 0 { if v < 0 {
v = -v v = -v
} }
return v % rng return v % rng
} }
@@ -35,9 +31,17 @@ func (r *Rng) Roll(number, sides int) int {
for ; number > 0; number-- { for ; number > 0; number-- {
dtotal += r.Rnd(sides) + 1 dtotal += r.Rnd(sides) + 1
} }
return dtotal return dtotal
} }
// next steps the generator and returns the next raw value (the RN macro).
func (r *Rng) next() int {
r.Seed = r.Seed*11109 + 13849
return int(r.Seed>>16) & 0xffff
}
// rnd is the ported code's spelling of C rnd(): every call site in the C // rnd is the ported code's spelling of C rnd(): every call site in the C
// sources reads rnd(x), and keeping that shape makes cross-checking easy. // sources reads rnd(x), and keeping that shape makes cross-checking easy.
func (g *RogueGame) rnd(rng int) int { return g.Rng.Rnd(rng) } func (g *RogueGame) rnd(rng int) int { return g.Rng.Rnd(rng) }

View File

@@ -46,6 +46,7 @@ func TestRndZeroDoesNotStep(t *testing.T) {
if got := r.Rnd(0); got != 0 { if got := r.Rnd(0); got != 0 {
t.Fatalf("rnd(0) = %d, want 0", got) t.Fatalf("rnd(0) = %d, want 0", got)
} }
if r.Seed != 42 { if r.Seed != 42 {
t.Fatalf("rnd(0) stepped the generator: seed = %d, want 42", r.Seed) t.Fatalf("rnd(0) stepped the generator: seed = %d, want 42", r.Seed)
} }
@@ -58,6 +59,7 @@ func TestSpreadSmallValues(t *testing.T) {
if got := g.spread(1); got != 1 { if got := g.spread(1); got != 1 {
t.Errorf("spread(1) = %d, want 1", got) t.Errorf("spread(1) = %d, want 1", got)
} }
if got := g.spread(2); got != 2 { if got := g.spread(2); got != 2 {
t.Errorf("spread(2) = %d, want 2", got) t.Errorf("spread(2) = %d, want 2", got)
} }

View File

@@ -21,6 +21,7 @@ const goldGrp = 1
// do_rooms). // do_rooms).
func (g *RogueGame) doRooms() { func (g *RogueGame) doRooms() {
var bsze Coord // maximum room size var bsze Coord // maximum room size
bsze.X = NumCols / 3 bsze.X = NumCols / 3
bsze.Y = NumLines / 3 bsze.Y = NumLines / 3
// Clear things for a new level // Clear things for a new level
@@ -32,7 +33,7 @@ func (g *RogueGame) doRooms() {
} }
// Put the gone rooms, if any, on the level // Put the gone rooms, if any, on the level
leftOut := g.rnd(4) leftOut := g.rnd(4)
for i := 0; i < leftOut; i++ { for range leftOut {
g.Level.Rooms[g.rndRoom()].Flags.Set(Gone) g.Level.Rooms[g.rndRoom()].Flags.Set(Gone)
} }
// dig and populate all the rooms on the level // dig and populate all the rooms on the level
@@ -40,6 +41,7 @@ func (g *RogueGame) doRooms() {
rp := &g.Level.Rooms[i] rp := &g.Level.Rooms[i]
// Find upper left corner of box that this room goes in // Find upper left corner of box that this room goes in
top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y} top := Coord{X: (i%3)*bsze.X + 1, Y: (i / 3) * bsze.Y}
if rp.Flags.Has(Gone) { if rp.Flags.Has(Gone) {
// Place a gone room. Make certain that there is a blank line // Place a gone room. Make certain that there is a blank line
// for passage drawing. // for passage drawing.
@@ -47,16 +49,19 @@ func (g *RogueGame) doRooms() {
rp.Pos.X = top.X + g.rnd(bsze.X-2) + 1 rp.Pos.X = top.X + g.rnd(bsze.X-2) + 1
rp.Pos.Y = top.Y + g.rnd(bsze.Y-2) + 1 rp.Pos.Y = top.Y + g.rnd(bsze.Y-2) + 1
rp.Max.X = -NumCols rp.Max.X = -NumCols
rp.Max.Y = -NumLines rp.Max.Y = -NumLines
if rp.Pos.Y > 0 && rp.Pos.Y < NumLines-1 { if rp.Pos.Y > 0 && rp.Pos.Y < NumLines-1 {
break break
} }
} }
continue continue
} }
// set room type // set room type
if g.rnd(10) < g.Depth-1 { if g.rnd(10) < g.Depth-1 {
rp.Flags.Set(Dark) // dark room rp.Flags.Set(Dark) // dark room
if g.rnd(15) == 0 { if g.rnd(15) == 0 {
rp.Flags = Maze // maze room rp.Flags = Maze // maze room
} }
@@ -64,10 +69,12 @@ func (g *RogueGame) doRooms() {
// Find a place and size for a random room // Find a place and size for a random room
if rp.Flags.Has(Maze) { if rp.Flags.Has(Maze) {
rp.Max.X = bsze.X - 1 rp.Max.X = bsze.X - 1
rp.Max.Y = bsze.Y - 1 rp.Max.Y = bsze.Y - 1
if rp.Pos.X = top.X; rp.Pos.X == 1 { if rp.Pos.X = top.X; rp.Pos.X == 1 {
rp.Pos.X = 0 rp.Pos.X = 0
} }
if rp.Pos.Y = top.Y; rp.Pos.Y == 0 { if rp.Pos.Y = top.Y; rp.Pos.Y == 0 {
rp.Pos.Y++ rp.Pos.Y++
rp.Max.Y-- rp.Max.Y--
@@ -77,12 +84,14 @@ func (g *RogueGame) doRooms() {
rp.Max.X = g.rnd(bsze.X-4) + 4 rp.Max.X = g.rnd(bsze.X-4) + 4
rp.Max.Y = g.rnd(bsze.Y-4) + 4 rp.Max.Y = g.rnd(bsze.Y-4) + 4
rp.Pos.X = top.X + g.rnd(bsze.X-rp.Max.X) rp.Pos.X = top.X + g.rnd(bsze.X-rp.Max.X)
rp.Pos.Y = top.Y + g.rnd(bsze.Y-rp.Max.Y) rp.Pos.Y = top.Y + g.rnd(bsze.Y-rp.Max.Y)
if rp.Pos.Y != 0 { if rp.Pos.Y != 0 {
break break
} }
} }
} }
g.drawRoom(rp) g.drawRoom(rp)
// Put the gold in // Put the gold in
if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) { if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) {
@@ -92,6 +101,7 @@ func (g *RogueGame) doRooms() {
rp.Gold, _ = g.findFloorIn(rp, 0, false) rp.Gold, _ = g.findFloorIn(rp, 0, false)
gold.Pos = rp.Gold gold.Pos = rp.Gold
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold) g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)
gold.Flags = Stackable gold.Flags = Stackable
gold.Group = goldGrp gold.Group = goldGrp
gold.Kind = KindGold gold.Kind = KindGold
@@ -102,6 +112,7 @@ func (g *RogueGame) doRooms() {
if rp.GoldVal > 0 { if rp.GoldVal > 0 {
prob = 80 prob = 80
} }
if g.rnd(100) < prob { if g.rnd(100) < prob {
tp := &Monster{} tp := &Monster{}
mp, _ := g.findFloorIn(rp, 0, true) mp, _ := g.findFloorIn(rp, 0, true)
@@ -116,8 +127,10 @@ func (g *RogueGame) doRooms() {
func (g *RogueGame) drawRoom(rp *Room) { func (g *RogueGame) drawRoom(rp *Room) {
if rp.Flags.Has(Maze) { if rp.Flags.Has(Maze) {
g.doMaze(rp) g.doMaze(rp)
return return
} }
g.vert(rp, rp.Pos.X) // Draw left side g.vert(rp, rp.Pos.X) // Draw left side
g.vert(rp, rp.Pos.X+rp.Max.X-1) // Draw right side g.vert(rp, rp.Pos.X+rp.Max.X-1) // Draw right side
g.horiz(rp, rp.Pos.Y) // Draw top g.horiz(rp, rp.Pos.Y) // Draw top
@@ -173,26 +186,34 @@ func (g *RogueGame) dig(y, x int) {
for { for {
cnt := 0 cnt := 0
var nexty, nextx int var nexty, nextx int
for _, cp := range del { for _, cp := range del {
newy := y + cp.Y newy := y + cp.Y
newx := x + cp.X newx := x + cp.X
if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx { if newy < 0 || newy > m.maxy || newx < 0 || newx > m.maxx {
continue continue
} }
if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) { if g.Level.FlagsAt(newy+m.starty, newx+m.startx).Has(FPassage) {
continue continue
} }
if cnt++; g.rnd(cnt) == 0 { if cnt++; g.rnd(cnt) == 0 {
nexty = newy nexty = newy
nextx = newx nextx = newx
} }
} }
if cnt == 0 { if cnt == 0 {
return return
} }
g.accntMaze(y, x, nexty, nextx) g.accntMaze(y, x, nexty, nextx)
g.accntMaze(nexty, nextx, y, x) g.accntMaze(nexty, nextx, y, x)
var pos Coord var pos Coord
if nexty == y { if nexty == y {
pos.Y = y + m.starty pos.Y = y + m.starty
@@ -209,6 +230,7 @@ func (g *RogueGame) dig(y, x int) {
pos.Y = nexty + m.starty - 1 pos.Y = nexty + m.starty - 1
} }
} }
g.putpass(pos) g.putpass(pos)
pos.Y = nexty + m.starty pos.Y = nexty + m.starty
pos.X = nextx + m.startx pos.X = nextx + m.startx
@@ -220,7 +242,7 @@ func (g *RogueGame) dig(y, x int) {
// accntMaze accounts for maze exits (rooms.c accnt_maze). // accntMaze accounts for maze exits (rooms.c accnt_maze).
func (g *RogueGame) accntMaze(y, x, ny, nx int) { func (g *RogueGame) accntMaze(y, x, ny, nx int) {
sp := &g.maze.maze[y][x] sp := &g.maze.maze[y][x]
for i := 0; i < sp.nexits; i++ { for i := range sp.nexits {
if sp.exits[i].Y == ny && sp.exits[i].X == nx { if sp.exits[i].Y == ny && sp.exits[i].X == nx {
return return
} }
@@ -236,15 +258,18 @@ func (g *RogueGame) accntMaze(y, x, ny, nx int) {
// rndPos picks a random spot in a room (rooms.c rnd_pos). // rndPos picks a random spot in a room (rooms.c rnd_pos).
func (g *RogueGame) rndPos(rp *Room) Coord { func (g *RogueGame) rndPos(rp *Room) Coord {
var cp Coord var cp Coord
cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1 cp.X = rp.Pos.X + g.rnd(rp.Max.X-2) + 1
cp.Y = rp.Pos.Y + g.rnd(rp.Max.Y-2) + 1 cp.Y = rp.Pos.Y + g.rnd(rp.Max.Y-2) + 1
return cp return cp
} }
// findFloor finds a valid floor spot, picking a new random room each time // findFloor finds a valid floor spot, picking a new random room each time
// around the loop (rooms.c find_floor with rp == NULL). // around the loop; it retries forever (rooms.c find_floor with rp == NULL
func (g *RogueGame) findFloor(rp *Room, limit int, monst bool) (Coord, bool) { // — every such C call site passed FALSE for the limit).
return g.findFloorImpl(rp, limit, monst, rp == nil) func (g *RogueGame) findFloor(monst bool) (Coord, bool) {
return g.findFloorImpl(nil, 0, monst, true)
} }
// findFloorIn finds a valid floor spot in this room (rooms.c find_floor // findFloorIn finds a valid floor spot in this room (rooms.c find_floor
@@ -261,6 +286,7 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
compchar = Passage compchar = Passage
} }
} }
cnt := limit cnt := limit
for { for {
if limit != 0 { if limit != 0 {
@@ -268,14 +294,18 @@ func (g *RogueGame) findFloorImpl(rp *Room, limit int, monst, pickroom bool) (Co
return Coord{}, false return Coord{}, false
} }
} }
if pickroom { if pickroom {
rp = &g.Level.Rooms[g.rndRoom()] rp = &g.Level.Rooms[g.rndRoom()]
compchar = Floor compchar = Floor
if rp.Flags.Has(Maze) { if rp.Flags.Has(Maze) {
compchar = Passage compchar = Passage
} }
} }
cp := g.rndPos(rp) cp := g.rndPos(rp)
pp := g.Level.At(cp.Y, cp.X) pp := g.Level.At(cp.Y, cp.X)
if monst { if monst {
if pp.Monst == nil && stepOk(pp.Ch) { if pp.Monst == nil && stepOk(pp.Ch) {
@@ -294,11 +324,14 @@ func (g *RogueGame) enterRoom(cp Coord) {
rp := g.roomin(cp) rp := g.roomin(cp)
p.Room = rp p.Room = rp
g.doorOpen(rp) g.doorOpen(rp)
if !rp.Flags.Has(Dark) && !p.On(Blind) { if !rp.Flags.Has(Dark) && !p.On(Blind) {
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ { for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
g.move(y, rp.Pos.X) g.move(y, rp.Pos.X)
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ { for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
tp := g.Level.MonsterAt(y, x) tp := g.Level.MonsterAt(y, x)
ch := g.Level.Char(y, x) ch := g.Level.Char(y, x)
if tp == nil { if tp == nil {
if g.inch() != ch { if g.inch() != ch {
@@ -335,6 +368,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
} }
var floor byte var floor byte
switch { switch {
case rp.Flags.Has(Gone): case rp.Flags.Has(Gone):
floor = Passage floor = Passage
@@ -348,6 +382,7 @@ func (g *RogueGame) leaveRoom(cp Coord) {
for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ { for y := rp.Pos.Y; y < rp.Max.Y+rp.Pos.Y; y++ {
for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ { for x := rp.Pos.X; x < rp.Max.X+rp.Pos.X; x++ {
g.move(y, x) g.move(y, x)
switch ch := g.inch(); ch { switch ch := g.inch(); ch {
case Floor: case Floor:
if floor == ' ' { if floor == ' ' {
@@ -361,8 +396,10 @@ func (g *RogueGame) leaveRoom(cp Coord) {
g.standout() g.standout()
g.addch(ch) g.addch(ch)
g.standend() g.standend()
break break
} }
pp := g.Level.At(y, x) pp := g.Level.At(y, x)
if pp.Ch == Door { if pp.Ch == Door {
g.addch(Door) g.addch(Door)
@@ -373,5 +410,6 @@ func (g *RogueGame) leaveRoom(cp Coord) {
} }
} }
} }
g.doorOpen(rp) g.doorOpen(rp)
} }

View File

@@ -9,21 +9,27 @@ import (
// moves, a rest, an inventory, then Q-quit answered yes. // moves, a rest, an inventory, then Q-quit answered yes.
func TestRunScriptedSession(t *testing.T) { func TestRunScriptedSession(t *testing.T) {
tt := &testTerm{input: []byte("hjkl.i Qy")} tt := &testTerm{input: []byte("hjkl.i Qy")}
g := NewGame(Config{Seed: 99, Term: tt}) g := NewGame(Config{Seed: 99, Term: tt})
if err := g.Run(); err != nil {
err := g.Run()
if err != nil {
t.Fatalf("Run: %v", err) t.Fatalf("Run: %v", err)
} }
if g.Playing { if g.Playing {
t.Error("still playing after quit") t.Error("still playing after quit")
} }
// After quitting, the scoreboard is the last thing shown (in C it went // After quitting, the scoreboard is the last thing shown (in C it went
// to stdout after endwin; here it is drawn on the screen). // to stdout after endwin; here it is drawn on the screen).
found := false found := false
for y := 0; y < NumLines; y++ {
for y := range NumLines {
if strings.Contains(g.scr.Std.Line(y), "Top Ten") { if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
found = true found = true
} }
} }
if !found { if !found {
t.Error("score list not on screen after quit") t.Error("score list not on screen after quit")
} }
@@ -36,17 +42,23 @@ func TestRunManyTurns(t *testing.T) {
// Spaces between commands double as answers to any --More-- prompts; // Spaces between commands double as answers to any --More-- prompts;
// without them a single prompt would swallow the rest of the script // without them a single prompt would swallow the rest of the script
// (wait_for eats everything that isn't a space). // (wait_for eats everything that isn't a space).
var script []byte moves := []byte("h j k l y u b n s .")
moves := []byte("h h j j k k l l y u b n s s . . ") script := make([]byte, 0, len(moves)*200+7)
for range 200 { for range 200 {
script = append(script, moves...) script = append(script, moves...)
} }
script = append(script, " Q y Qy"...) script = append(script, " Q y Qy"...)
tt := &testTerm{input: script} tt := &testTerm{input: script}
g := NewGame(Config{Seed: 31337, Term: tt}) g := NewGame(Config{Seed: 31337, Term: tt})
if err := g.Run(); err != nil {
err := g.Run()
if err != nil {
t.Fatalf("Run: %v", err) t.Fatalf("Run: %v", err)
} }
if g.Playing { if g.Playing {
t.Error("session did not end") t.Error("session did not end")
} }
@@ -65,9 +77,12 @@ func TestRunDownStairs(t *testing.T) {
g.StartDaemon(DDoctor, 0, After) g.StartDaemon(DDoctor, 0, After)
g.Fuse(DSwander, 0, wanderTime(g), After) g.Fuse(DSwander, 0, wanderTime(g), After)
g.StartDaemon(DStomach, 0, After) g.StartDaemon(DStomach, 0, After)
if err := g.Run(); err != nil {
err := g.Run()
if err != nil {
t.Fatalf("Run: %v", err) t.Fatalf("Run: %v", err)
} }
if g.Depth != 2 { if g.Depth != 2 {
t.Errorf("depth = %d after descending, want 2", g.Depth) t.Errorf("depth = %d after descending, want 2", g.Depth)
} }
@@ -79,26 +94,33 @@ func TestSaveCommandRoundTrip(t *testing.T) {
// The C get_str caps input at MAXINP=50 characters, so the save path // The C get_str caps input at MAXINP=50 characters, so the save path
// must be short: work from the temp directory. // must be short: work from the temp directory.
t.Chdir(t.TempDir()) t.Chdir(t.TempDir())
path := "cmd.save" path := "cmd.save"
// 'S' with no default file name goes straight to the name prompt. // 'S' with no default file name goes straight to the name prompt.
script := "S" + path + "\n" script := "S" + path + "\n"
tt := &testTerm{input: []byte(script)} tt := &testTerm{input: []byte(script)}
g := NewGame(Config{Seed: 55, Term: tt}) g := NewGame(Config{Seed: 55, Term: tt})
g.FileName = "" // force the name prompt g.FileName = "" // force the name prompt
if err := g.Run(); err != nil {
t.Fatalf("Run: %v", err) runErr := g.Run()
if runErr != nil {
t.Fatalf("Run: %v", runErr)
} }
h, err := Restore(path, Config{Term: &testTerm{}}) h, err := Restore(path, Config{Term: &testTerm{}})
if err != nil { if err != nil {
t.Fatalf("Restore: %v", err) t.Fatalf("Restore: %v", err)
} }
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse { if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
t.Error("restored game does not match saved game") t.Error("restored game does not match saved game")
} }
// The restored game must be playable. // The restored game must be playable.
h.scr.term.(*testTerm).input = []byte("..Qy") setInput(t, h, []byte("..Qy")...)
if err := h.Run(); err != nil {
t.Fatalf("restored Run: %v", err) restoredErr := h.Run()
if restoredErr != nil {
t.Fatalf("restored Run: %v", restoredErr)
} }
} }

View File

@@ -2,6 +2,7 @@ package game
import ( import (
"encoding/gob" "encoding/gob"
"errors"
"fmt" "fmt"
"os" "os"
) )
@@ -131,16 +132,19 @@ func (g *RogueGame) roomIdx(rp *Room) int {
if rp == nil { if rp == nil {
return -1 return -1
} }
for i := range g.Level.Rooms { for i := range g.Level.Rooms {
if rp == &g.Level.Rooms[i] { if rp == &g.Level.Rooms[i] {
return i return i
} }
} }
for i := range g.Level.Passages { for i := range g.Level.Passages {
if rp == &g.Level.Passages[i] { if rp == &g.Level.Passages[i] {
return 100 + i return 100 + i
} }
} }
return -1 return -1
} }
@@ -152,6 +156,7 @@ func (g *RogueGame) roomAt(i int) *Room {
case i >= 0: case i >= 0:
return &g.Level.Rooms[i] return &g.Level.Rooms[i]
} }
return nil return nil
} }
@@ -160,11 +165,13 @@ func (g *RogueGame) packIdx(obj *Object) int {
if obj == nil { if obj == nil {
return -1 return -1
} }
for i, o := range g.Player.Pack { for i, o := range g.Player.Pack {
if o == obj { if o == obj {
return i return i
} }
} }
return -1 return -1
} }
@@ -266,9 +273,11 @@ func (g *RogueGame) snapshot() *SaveState {
for _, o := range m.Pack { for _, o := range m.Pack {
sc.Pack = append(sc.Pack, *o) sc.Pack = append(sc.Pack, *o)
} }
st.Monsters = append(st.Monsters, sc) st.Monsters = append(st.Monsters, sc)
ref := destRef{} ref := destRef{}
switch { switch {
case m.Dest == nil: case m.Dest == nil:
case m.Dest == &p.Pos: case m.Dest == &p.Pos:
@@ -279,6 +288,7 @@ func (g *RogueGame) snapshot() *SaveState {
ref = destRef{Kind: 2, Idx: mi} ref = destRef{Kind: 2, Idx: mi}
} }
} }
if ref.Kind == 0 { if ref.Kind == 0 {
for _, oo := range g.Level.Objects { for _, oo := range g.Level.Objects {
if m.Dest == &oo.Pos { if m.Dest == &oo.Pos {
@@ -286,6 +296,7 @@ func (g *RogueGame) snapshot() *SaveState {
} }
} }
} }
if ref.Kind == 0 { if ref.Kind == 0 {
for ri := range g.Level.Rooms { for ri := range g.Level.Rooms {
if m.Dest == &g.Level.Rooms[ri].Gold { if m.Dest == &g.Level.Rooms[ri].Gold {
@@ -294,8 +305,10 @@ func (g *RogueGame) snapshot() *SaveState {
} }
} }
} }
st.Dests = append(st.Dests, ref) st.Dests = append(st.Dests, ref)
} }
return st return st
} }
@@ -371,15 +384,18 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
p.Flags = sp.Body.Flags p.Flags = sp.Body.Flags
p.Stats = sp.Body.Stats p.Stats = sp.Body.Stats
p.Room = g.roomAt(sp.Body.RoomIdx) p.Room = g.roomAt(sp.Body.RoomIdx)
p.Pack = nil p.Pack = nil
for i := range sp.Body.Pack { for i := range sp.Body.Pack {
o := sp.Body.Pack[i] o := sp.Body.Pack[i]
p.Pack = append(p.Pack, &o) p.Pack = append(p.Pack, &o)
} }
pick := func(i int) *Object { pick := func(i int) *Object {
if i < 0 || i >= len(p.Pack) { if i < 0 || i >= len(p.Pack) {
return nil return nil
} }
return p.Pack[i] return p.Pack[i]
} }
p.CurArmor = pick(sp.CurArmor) p.CurArmor = pick(sp.CurArmor)
@@ -400,6 +416,7 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
g.Level.Monsters = nil g.Level.Monsters = nil
for i := range st.Monsters { for i := range st.Monsters {
sc := &st.Monsters[i] sc := &st.Monsters[i]
m := &Monster{Creature: Creature{ m := &Monster{Creature: Creature{
Pos: sc.Pos, Turn: sc.Turn, Type: sc.Type, Disguise: sc.Disguise, Pos: sc.Pos, Turn: sc.Turn, Type: sc.Type, Disguise: sc.Disguise,
OldCh: sc.OldCh, Flags: sc.Flags, Stats: sc.Stats, OldCh: sc.OldCh, Flags: sc.Flags, Stats: sc.Stats,
@@ -409,11 +426,14 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
o := sc.Pack[j] o := sc.Pack[j]
m.Pack = append(m.Pack, &o) m.Pack = append(m.Pack, &o)
} }
g.Level.Monsters = append(g.Level.Monsters, m) g.Level.Monsters = append(g.Level.Monsters, m)
g.Level.SetMonsterAt(m.Pos.Y, m.Pos.X, m) g.Level.SetMonsterAt(m.Pos.Y, m.Pos.X, m)
} }
for i, ref := range st.Dests { for i, ref := range st.Dests {
m := g.Level.Monsters[i] m := g.Level.Monsters[i]
switch ref.Kind { switch ref.Kind {
case 1: case 1:
m.Dest = &p.Pos m.Dest = &p.Pos
@@ -433,26 +453,35 @@ func (g *RogueGame) applySnapshot(st *SaveState) {
// goto over/gotfile flow becomes the useDefault flag. // goto over/gotfile flow becomes the useDefault flag.
func (g *RogueGame) saveGame() { func (g *RogueGame) saveGame() {
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
over: over:
useDefault := false useDefault := false
if g.FileName != "" { if g.FileName != "" {
var c byte var c byte
for { for {
g.msg("save file (%s)? ", g.FileName) g.msg("save file (%s)? ", g.FileName)
c = g.readchar() c = g.readchar()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if c == Escape { if c == Escape {
g.msg("") g.msg("")
return return
} }
if c == 'n' || c == 'N' || c == 'y' || c == 'Y' { if c == 'n' || c == 'N' || c == 'y' || c == 'Y' {
break break
} }
g.msg("please answer Y or N") g.msg("please answer Y or N")
} }
if c == 'y' || c == 'Y' { if c == 'y' || c == 'Y' {
g.addstr("Yes\n") g.addstr("Yes\n")
g.refresh() g.refresh()
useDefault = true useDefault = true
} }
} }
@@ -465,80 +494,115 @@ over:
} else { } else {
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
g.msg("file name: ") g.msg("file name: ")
if g.getStr(&buf, g.scr.Std) == Quit { if g.getStr(&buf, g.scr.Std) == Quit {
g.msg("") g.msg("")
return return
} }
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
} }
// test to see if the file exists // test to see if the file exists
if _, err := os.Stat(buf); err == nil { _, statErr := os.Stat(buf)
if statErr == nil {
for { for {
g.msg("File exists. Do you wish to overwrite it?") g.msg("File exists. Do you wish to overwrite it?")
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
c := g.readchar() c := g.readchar()
if c == Escape { if c == Escape {
g.msg("") g.msg("")
return return
} }
if c == 'y' || c == 'Y' { if c == 'y' || c == 'Y' {
break break
} }
if c == 'n' || c == 'N' { if c == 'n' || c == 'N' {
goto over goto over
} }
g.msg("Please answer Y or N") g.msg("Please answer Y or N")
} }
g.msg("file name: %s", buf) g.msg("file name: %s", buf)
os.Remove(g.FileName) _ = os.Remove(g.FileName) // best effort, as in C (md_unlink)
} }
g.FileName = buf g.FileName = buf
if err := g.saveFile(g.FileName); err != nil {
err := g.saveFile(g.FileName)
if err != nil {
g.msg("%s", err.Error()) g.msg("%s", err.Error())
continue continue
} }
break break
} }
g.myExit(0)
g.myExit()
} }
// saveFile writes the saved game (save.c save_file). // saveFile writes the saved game (save.c save_file). A failed write means
// a corrupt save, so the file is removed before reporting the error.
func (g *RogueGame) saveFile(path string) error { func (g *RogueGame) saveFile(path string) error {
f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400) f, err := os.OpenFile(path, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o400) //nolint:gosec,lll // G304: user-chosen save path
if err != nil { if err != nil {
return err return err
} }
defer f.Close()
if err := gob.NewEncoder(f).Encode(g.snapshot()); err != nil { encErr := gob.NewEncoder(f).Encode(g.snapshot())
os.Remove(path) closeErr := f.Close()
return err
if encErr != nil || closeErr != nil {
_ = os.Remove(path) // don't leave a corrupt save behind
if encErr != nil {
return encErr
}
return closeErr
} }
return os.Chmod(path, 0o400) return os.Chmod(path, 0o400)
} }
// AutoSave silently saves to the current file name; used on SIGHUP/SIGTERM // AutoSave silently saves to the current file name; used on SIGHUP/SIGTERM
// (save.c auto_save). // (save.c auto_save). Best effort by design: it runs on the way out of a
// dying process.
func (g *RogueGame) AutoSave() { func (g *RogueGame) AutoSave() {
if g.FileName != "" { if g.FileName != "" {
os.Remove(g.FileName) _ = os.Remove(g.FileName)
g.saveFile(g.FileName) _ = g.saveFile(g.FileName)
} }
} }
// ErrSaveOutOfDate reports a save file from an incompatible version.
var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
// Restore restores a saved game from a file (save.c restore). The file is // Restore restores a saved game from a file (save.c restore). The file is
// deleted, as in C, to defeat restarting from the same save. // deleted, as in C, to defeat restarting from the same save.
func Restore(path string, cfg Config) (*RogueGame, error) { func Restore(path string, cfg Config) (*RogueGame, error) {
f, err := os.Open(path) f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
if err != nil { if err != nil {
return nil, err return nil, err
} }
defer f.Close() defer func() { _ = f.Close() }() // read-only handle
var st SaveState var st SaveState
if err := gob.NewDecoder(f).Decode(&st); err != nil {
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w", path, err) decErr := gob.NewDecoder(f).Decode(&st)
if decErr != nil {
return nil, fmt.Errorf("%s: corrupt or incompatible save file: %w",
path, decErr)
} }
if st.Version != saveFormatVersion { if st.Version != saveFormatVersion {
return nil, fmt.Errorf("sorry, saved game is out of date") return nil, ErrSaveOutOfDate
} }
g := &RogueGame{ g := &RogueGame{
@@ -553,8 +617,10 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
g.applySnapshot(&st) g.applySnapshot(&st)
// defeat multiple restarting from the same place // defeat multiple restarting from the same place
if err := os.Remove(path); err != nil { rmErr := os.Remove(path)
return nil, fmt.Errorf("cannot unlink file: %w", err) if rmErr != nil {
return nil, fmt.Errorf("cannot unlink file: %w", rmErr)
} }
return g, nil return g, nil
} }

View File

@@ -15,6 +15,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
g.HasAmulet = true g.HasAmulet = true
g.Items.Potions[PotionHealing].Know = true g.Items.Potions[PotionHealing].Know = true
g.Items.Scrolls[ScrollMagicMapping].Guess = "map???" g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
g.Monsters['F'-'A'].Stats.Dmg = dice("3x1") // mutated bestiary must survive g.Monsters['F'-'A'].Stats.Dmg = dice("3x1") // mutated bestiary must survive
if len(g.Level.Monsters) > 0 { if len(g.Level.Monsters) > 0 {
g.Level.Monsters[0].Flags.Set(Awake) g.Level.Monsters[0].Flags.Set(Awake)
@@ -22,8 +23,10 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
} }
path := filepath.Join(t.TempDir(), "rogue.save") path := filepath.Join(t.TempDir(), "rogue.save")
if err := g.saveFile(path); err != nil {
t.Fatalf("saveFile: %v", err) saveErr := g.saveFile(path)
if saveErr != nil {
t.Fatalf("saveFile: %v", saveErr)
} }
h, err := Restore(path, Config{Term: &testTerm{}}) h, err := Restore(path, Config{Term: &testTerm{}})
@@ -31,7 +34,8 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
t.Fatalf("Restore: %v", err) t.Fatalf("Restore: %v", err)
} }
if _, err := os.Stat(path); !os.IsNotExist(err) { _, statErr := os.Stat(path)
if !os.IsNotExist(statErr) {
t.Error("save file not deleted on restore (C anti-restart rule)") t.Error("save file not deleted on restore (C anti-restart rule)")
} }
@@ -39,36 +43,46 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
t.Errorf("player state lost: purse=%d food=%d", t.Errorf("player state lost: purse=%d food=%d",
h.Player.Purse, h.Player.FoodLeft) h.Player.Purse, h.Player.FoodLeft)
} }
if !h.HasAmulet { if !h.HasAmulet {
t.Error("amulet flag lost") t.Error("amulet flag lost")
} }
if !h.Items.Potions[PotionHealing].Know { if !h.Items.Potions[PotionHealing].Know {
t.Error("potion identification lost") t.Error("potion identification lost")
} }
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" { if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
t.Error("scroll guess lost") t.Error("scroll guess lost")
} }
if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" { if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" {
t.Error("mutated bestiary lost") t.Error("mutated bestiary lost")
} }
if h.Rng.Seed != g.Rng.Seed { if h.Rng.Seed != g.Rng.Seed {
t.Error("RNG state lost") t.Error("RNG state lost")
} }
if renderMap(h) != renderMap(g) { if renderMap(h) != renderMap(g) {
t.Error("restored level map differs") t.Error("restored level map differs")
} }
if len(h.Level.Monsters) != len(g.Level.Monsters) { if len(h.Level.Monsters) != len(g.Level.Monsters) {
t.Fatalf("monster count %d != %d", t.Fatalf("monster count %d != %d",
len(h.Level.Monsters), len(g.Level.Monsters)) len(h.Level.Monsters), len(g.Level.Monsters))
} }
if len(g.Level.Monsters) > 0 { if len(g.Level.Monsters) > 0 {
m := h.Level.Monsters[0] m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos { if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero") t.Error("monster chase target not re-aliased to the hero")
} }
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m { if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt") t.Error("map monster index not rebuilt")
} }
if m.Room == nil { if m.Room == nil {
t.Error("monster room pointer not rebuilt") t.Error("monster room pointer not rebuilt")
} }
@@ -81,13 +95,17 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
len(st.Player.Body.Pack)) len(st.Player.Body.Pack))
t.Logf("restored: CurWeapon=%p pack has %d items", h.Player.CurWeapon, t.Logf("restored: CurWeapon=%p pack has %d items", h.Player.CurWeapon,
len(h.Player.Pack)) len(h.Player.Pack))
found := false found := false
for i, o := range h.Player.Pack { for i, o := range h.Player.Pack {
t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which) t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which)
if o == h.Player.CurWeapon { if o == h.Player.CurWeapon {
found = true found = true
} }
} }
if !found { if !found {
t.Error("restored CurWeapon is not aliased into the pack") t.Error("restored CurWeapon is not aliased into the pack")
} }
@@ -98,15 +116,24 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
path := filepath.Join(t.TempDir(), "rogue.save") path := filepath.Join(t.TempDir(), "rogue.save")
st := g.snapshot() st := g.snapshot()
st.Version = "0.0.0" st.Version = "0.0.0"
f, err := os.Create(path)
f, err := os.Create(path) //nolint:gosec // G304: test temp path
if err != nil { if err != nil {
t.Fatal(err) t.Fatal(err)
} }
if err := gob.NewEncoder(f).Encode(st); err != nil {
t.Fatal(err) encErr := gob.NewEncoder(f).Encode(st)
if encErr != nil {
t.Fatal(encErr)
} }
f.Close()
if _, err := Restore(path, Config{}); err == nil { closeErr := f.Close()
if closeErr != nil {
t.Fatal(closeErr)
}
_, restoreErr := Restore(path, Config{})
if restoreErr == nil {
t.Error("restore accepted an out-of-date save") t.Error("restore accepted an out-of-date save")
} }
} }

View File

@@ -38,16 +38,22 @@ func (g *RogueGame) rdScore() []ScoreEnt {
if g.ScorePath == "" { if g.ScorePath == "" {
return topTen return topTen
} }
f, err := os.Open(g.ScorePath) f, err := os.Open(g.ScorePath)
if err != nil { if err != nil {
return topTen return topTen
} }
defer f.Close() defer func() { _ = f.Close() }() // read-only handle
var onDisk []ScoreEnt var onDisk []ScoreEnt
if err := gob.NewDecoder(f).Decode(&onDisk); err != nil {
return topTen decErr := gob.NewDecoder(f).Decode(&onDisk)
if decErr != nil {
return topTen // unreadable scoreboard reads as empty, as in C
} }
copy(topTen, onDisk) copy(topTen, onDisk)
return topTen return topTen
} }
@@ -57,29 +63,45 @@ func (g *RogueGame) wrScore(topTen []ScoreEnt) {
return return
} }
// lock_sc/unlock_sc: exclusive-create lock file with stale takeover. // lock_sc/unlock_sc: exclusive-create lock file with stale takeover.
// The whole scoreboard write is best effort, as it was in C: a shared
// scoreboard must never take the game down.
lock := g.ScorePath + ".lck" lock := g.ScorePath + ".lck"
for range 5 { for range 5 {
lf, err := os.OpenFile(lock, os.O_CREATE|os.O_EXCL|os.O_WRONLY, 0o644) lf, err := os.OpenFile(lock, //nolint:gosec // G304: configured path
os.O_CREATE|os.O_EXCL|os.O_WRONLY, 0o600)
if err == nil { if err == nil {
lf.Close() _ = lf.Close()
defer os.Remove(lock)
defer func() { _ = os.Remove(lock) }()
break break
} }
if fi, serr := os.Stat(lock); serr == nil &&
time.Since(fi.ModTime()) > 10*time.Second { fi, statErr := os.Stat(lock)
os.Remove(lock) if statErr == nil && time.Since(fi.ModTime()) > staleLockAge {
_ = os.Remove(lock)
continue continue
} }
time.Sleep(time.Second) time.Sleep(time.Second)
} }
f, err := os.OpenFile(g.ScorePath, os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o644)
f, err := os.OpenFile(g.ScorePath,
os.O_CREATE|os.O_TRUNC|os.O_WRONLY, 0o600)
if err != nil { if err != nil {
return return
} }
defer f.Close()
gob.NewEncoder(f).Encode(topTen) _ = gob.NewEncoder(f).Encode(topTen)
_ = f.Close()
} }
// staleLockAge is how old a scoreboard lock file may be before another
// process assumes its owner died and takes it over (mach_dep.c lock_sc
// aged its lock the same way).
const staleLockAge = 10 * time.Second
// score figures the score and posts it (rip.c score). flags -1 means just // score figures the score and posts it (rip.c score). flags -1 means just
// display the list (the -s command line option). // display the list (the -s command line option).
func (g *RogueGame) score(amount, flags int, monst byte) { func (g *RogueGame) score(amount, flags int, monst byte) {
@@ -92,38 +114,47 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
topTen := g.rdScore() topTen := g.rdScore()
// Insert her in list if need be // Insert her in list if need be
ins := -1 ins := -1
if !g.NoScore && flags >= 0 { if !g.NoScore && flags >= 0 {
uid := os.Getuid() uid := os.Getuid()
scp := len(topTen) scp := len(topTen)
for i := range topTen { for i := range topTen {
if amount > topTen[i].Score { if amount > topTen[i].Score {
scp = i scp = i
break break
} else if !g.AllScore && flags != 2 && } else if !g.AllScore && flags != 2 &&
topTen[i].UID == uid && topTen[i].Flags != 2 { topTen[i].UID == uid && topTen[i].Flags != 2 {
// only one score per nowin uid // only one score per nowin uid
scp = len(topTen) scp = len(topTen)
break break
} }
} }
if scp < len(topTen) { if scp < len(topTen) {
sc2 := len(topTen) - 1 sc2 := len(topTen) - 1
if flags != 2 && !g.AllScore { if flags != 2 && !g.AllScore {
for i := scp; i < len(topTen); i++ { for i := scp; i < len(topTen); i++ {
if topTen[i].UID == uid && topTen[i].Flags != 2 { if topTen[i].UID == uid && topTen[i].Flags != 2 {
sc2 = i sc2 = i
break break
} }
} }
} }
for sc2 > scp { for sc2 > scp {
topTen[sc2] = topTen[sc2-1] topTen[sc2] = topTen[sc2-1]
sc2-- sc2--
} }
lvl := g.Depth lvl := g.Depth
if flags == 2 { if flags == 2 {
lvl = g.MaxDepth lvl = g.MaxDepth
} }
topTen[scp] = ScoreEnt{ topTen[scp] = ScoreEnt{
UID: uid, UID: uid,
Score: amount, Score: amount,
@@ -142,43 +173,53 @@ func (g *RogueGame) score(amount, flags int, monst byte) {
if g.AllScore { if g.AllScore {
label = "Scores" label = "Scores"
} }
lines := []string{ lines := []string{
fmt.Sprintf("Top Ten %s:", label), fmt.Sprintf("Top Ten %s:", label),
" Score Name", " Score Name",
} }
highlight := -1 highlight := -1
for i := range topTen { for i := range topTen {
scp := &topTen[i] scp := &topTen[i]
if scp.Score == 0 { if scp.Score == 0 {
break break
} }
line := fmt.Sprintf("%2d %5d %s: %s on level %d", i+1, line := fmt.Sprintf("%2d %5d %s: %s on level %d", i+1,
scp.Score, scp.Name, scoreReasons[scp.Flags], scp.Level) scp.Score, scp.Name, scoreReasons[scp.Flags], scp.Level)
if scp.Flags == 0 || scp.Flags == 3 { if scp.Flags == 0 || scp.Flags == 3 {
line += fmt.Sprintf(" by %s", g.killname(scp.Monster, true)) line += " by " + g.killname(scp.Monster, true)
} }
line += "." line += "."
if i == ins { if i == ins {
highlight = len(lines) highlight = len(lines)
} }
lines = append(lines, line) lines = append(lines, line)
} }
if g.scr != nil && g.scr.term != nil { if g.scr != nil && g.scr.term != nil {
g.clear() g.clear()
for i, line := range lines { for i, line := range lines {
if i == highlight { if i == highlight {
g.standout() g.standout()
} }
g.mvaddstr(i, 0, line) g.mvaddstr(i, 0, line)
if i == highlight { if i == highlight {
g.standend() g.standend()
} }
} }
g.refresh() g.refresh()
} else { } else {
for _, line := range lines { for _, line := range lines {
fmt.Println(line) _, _ = fmt.Fprintln(os.Stdout, line) // CLI output
} }
} }

View File

@@ -37,26 +37,28 @@ type Window struct {
func NewWindow(rows, cols int) *Window { func NewWindow(rows, cols int) *Window {
w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)} w := &Window{rows: rows, cols: cols, cells: make([]cell, rows*cols)}
w.Clear() w.Clear()
return w return w
} }
func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
// Move positions the cursor (curses move/wmove). // Move positions the cursor (curses move/wmove).
func (w *Window) Move(y, x int) { w.cy, w.cx = y, x } func (w *Window) Move(y, x int) { w.cy, w.cx = y, x }
// GetYX reports the cursor position (curses getyx). // GetYX reports the cursor position (curses getyx).
func (w *Window) GetYX() (y, x int) { return w.cy, w.cx } func (w *Window) GetYX() (int, int) { return w.cy, w.cx }
// AddCh writes a character at the cursor and advances it (curses addch). // AddCh writes a character at the cursor and advances it (curses addch).
func (w *Window) AddCh(ch byte) { func (w *Window) AddCh(ch byte) {
if ch == '\n' { if ch == '\n' {
w.cy, w.cx = w.cy+1, 0 w.cy, w.cx = w.cy+1, 0
return return
} }
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols { if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
return return
} }
*w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout} *w.at(w.cy, w.cx) = cell{ch: ch, standout: w.standout}
if w.cx++; w.cx >= w.cols { if w.cx++; w.cx >= w.cols {
w.cx = 0 w.cx = 0
@@ -68,7 +70,7 @@ func (w *Window) AddCh(ch byte) {
// AddStr writes a string at the cursor (curses addstr). // AddStr writes a string at the cursor (curses addstr).
func (w *Window) AddStr(s string) { func (w *Window) AddStr(s string) {
for i := 0; i < len(s); i++ { for i := range len(s) {
w.AddCh(s[i]) w.AddCh(s[i])
} }
} }
@@ -85,15 +87,15 @@ func (w *Window) MvAddStr(y, x int, s string) {
w.AddStr(s) w.AddStr(s)
} }
// Printw writes formatted text at the cursor (curses printw). // Printwf writes formatted text at the cursor (curses printw).
func (w *Window) Printw(format string, a ...any) { func (w *Window) Printwf(format string, a ...any) {
w.AddStr(fmt.Sprintf(format, a...)) w.AddStr(fmt.Sprintf(format, a...))
} }
// MvPrintw moves then writes formatted text (curses mvprintw). // MvPrintwf moves then writes formatted text (curses mvprintw).
func (w *Window) MvPrintw(y, x int, format string, a ...any) { func (w *Window) MvPrintwf(y, x int, format string, a ...any) {
w.Move(y, x) w.Move(y, x)
w.Printw(format, a...) w.Printwf(format, a...)
} }
// Inch returns the character under the cursor (curses inch, sans // Inch returns the character under the cursor (curses inch, sans
@@ -102,12 +104,14 @@ func (w *Window) Inch() byte {
if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols { if w.cy < 0 || w.cy >= w.rows || w.cx < 0 || w.cx >= w.cols {
return ' ' return ' '
} }
return w.at(w.cy, w.cx).ch return w.at(w.cy, w.cx).ch
} }
// MvInch moves then reads (curses mvinch). // MvInch moves then reads (curses mvinch).
func (w *Window) MvInch(y, x int) byte { func (w *Window) MvInch(y, x int) byte {
w.Move(y, x) w.Move(y, x)
return w.Inch() return w.Inch()
} }
@@ -120,6 +124,7 @@ func (w *Window) Clear() {
for i := range w.cells { for i := range w.cells {
w.cells[i] = cell{ch: ' '} w.cells[i] = cell{ch: ' '}
} }
w.cy, w.cx = 0, 0 w.cy, w.cx = 0, 0
} }
@@ -128,6 +133,7 @@ func (w *Window) Clrtoeol() {
if w.cy < 0 || w.cy >= w.rows { if w.cy < 0 || w.cy >= w.rows {
return return
} }
for x := w.cx; x < w.cols; x++ { for x := w.cx; x < w.cols; x++ {
*w.at(w.cy, x) = cell{ch: ' '} *w.at(w.cy, x) = cell{ch: ' '}
} }
@@ -138,13 +144,14 @@ func (w *Window) CopyFrom(src *Window) {
copy(w.cells, src.cells) copy(w.cells, src.cells)
} }
// Size reports the window dimensions. // Size reports the window dimensions as rows, columns.
func (w *Window) Size() (rows, cols int) { return w.rows, w.cols } func (w *Window) Size() (int, int) { return w.rows, w.cols }
// CellAt reports the character and standout attribute at a position; used // CellAt reports the character and standout attribute at a position; used
// by Terminal implementations to render the window. // by Terminal implementations to render the window.
func (w *Window) CellAt(y, x int) (ch byte, standout bool) { func (w *Window) CellAt(y, x int) (byte, bool) {
c := w.at(y, x) c := w.at(y, x)
return c.ch, c.standout return c.ch, c.standout
} }
@@ -155,6 +162,7 @@ func (w *Window) Contents() []byte {
for i, c := range w.cells { for i, c := range w.cells {
out[i] = c.ch out[i] = c.ch
} }
return out return out
} }
@@ -171,12 +179,16 @@ func (w *Window) SetContents(data []byte) {
// victory screens. // victory screens.
func (w *Window) Line(y int) string { func (w *Window) Line(y int) string {
buf := make([]byte, w.cols) buf := make([]byte, w.cols)
for x := 0; x < w.cols; x++ { for x := range w.cols {
buf[x] = w.at(y, x).ch buf[x] = w.at(y, x).ch
} }
return string(buf) return string(buf)
} }
// at addresses the cell at (y, x) in the backing array.
func (w *Window) at(y, x int) *cell { return &w.cells[y*w.cols+x] }
// Screen bundles the two windows the game draws on with the device that // Screen bundles the two windows the game draws on with the device that
// shows them. // shows them.
type Screen struct { type Screen struct {
@@ -217,7 +229,7 @@ func (g *RogueGame) mvaddch(y, x int, c byte) { g.scr.Std.MvAddCh(y, x, c) }
func (g *RogueGame) mvaddstr(y, x int, s string) { func (g *RogueGame) mvaddstr(y, x int, s string) {
g.scr.Std.MvAddStr(y, x, s) g.scr.Std.MvAddStr(y, x, s)
} }
func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printw(f, a...) } func (g *RogueGame) printw(f string, a ...any) { g.scr.Std.Printwf(f, a...) }
func (g *RogueGame) inch() byte { return g.scr.Std.Inch() } func (g *RogueGame) inch() byte { return g.scr.Std.Inch() }
func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) } func (g *RogueGame) mvinch(y, x int) byte { return g.scr.Std.MvInch(y, x) }
func (g *RogueGame) standout() { g.scr.Std.Standout(true) } func (g *RogueGame) standout() { g.scr.Std.Standout(true) }

View File

@@ -16,16 +16,19 @@ var idType = [ScrollIdentifyRingOrStick + 1]ObjectKind{
// (scrolls.c read_scroll). // (scrolls.c read_scroll).
func (g *RogueGame) readScroll() { func (g *RogueGame) readScroll() {
p := &g.Player p := &g.Player
obj := g.getItem("read", KindScroll) obj := g.getItem("read", KindScroll)
if obj == nil { if obj == nil {
return return
} }
if obj.Kind != KindScroll { if obj.Kind != KindScroll {
if !g.Options.Terse { if !g.Options.Terse {
g.msg("there is nothing on it to read") g.msg("there is nothing on it to read")
} else { } else {
g.msg("nothing to read") g.msg("nothing to read")
} }
return return
} }
// Calculate the effect it has on the poor guy. // Calculate the effect it has on the poor guy.
@@ -50,30 +53,39 @@ func (g *RogueGame) readScroll() {
// Hold monster scroll. Stop all monsters within two spaces from // Hold monster scroll. Stop all monsters within two spaces from
// chasing after the hero. // chasing after the hero.
held := 0 held := 0
for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ { for x := p.Pos.X - 2; x <= p.Pos.X+2; x++ {
if x < 0 || x >= NumCols { if x < 0 || x >= NumCols {
continue continue
} }
for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ { for y := p.Pos.Y - 2; y <= p.Pos.Y+2; y++ {
if y < 0 || y > NumLines-1 { if y < 0 || y > NumLines-1 {
continue continue
} }
if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(Awake) { if mp := g.Level.MonsterAt(y, x); mp != nil && mp.On(Awake) {
mp.Flags.Clear(Awake) mp.Flags.Clear(Awake)
mp.Flags.Set(Held) mp.Flags.Set(Held)
held++ held++
} }
} }
} }
if held > 0 { if held > 0 {
g.addmsg("the monster") g.addmsgf("the monster")
if held > 1 { if held > 1 {
g.addmsg("s around you") g.addmsgf("s around you")
} }
g.addmsg(" freeze")
g.addmsgf(" freeze")
if held == 1 { if held == 1 {
g.addmsg("s") g.addmsgf("s")
} }
g.endmsg() g.endmsg()
g.Items.Scrolls[ScrollHoldMonster].Know = true g.Items.Scrolls[ScrollHoldMonster].Know = true
} else { } else {
@@ -83,13 +95,16 @@ func (g *RogueGame) readScroll() {
// Scroll which makes you fall asleep // Scroll which makes you fall asleep
g.Items.Scrolls[ScrollSleep].Know = true g.Items.Scrolls[ScrollSleep].Know = true
g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME g.NoCommand += g.rnd(g.spread(5)) + 4 // SLEEPTIME
p.Flags.Clear(Awake) p.Flags.Clear(Awake)
g.msg("you fall asleep") g.msg("you fall asleep")
case ScrollCreateMonster: case ScrollCreateMonster:
// Create a monster: first look in a circle around him, next try // Create a monster: first look in a circle around him, next try
// his room, otherwise give up // his room, otherwise give up
i := 0 i := 0
var mp Coord var mp Coord
for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ { for y := p.Pos.Y - 1; y <= p.Pos.Y+1; y++ {
for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ { for x := p.Pos.X - 1; x <= p.Pos.X+1; x++ {
// Don't put a monster on top of the player. // Don't put a monster on top of the player.
@@ -103,12 +118,14 @@ func (g *RogueGame) readScroll() {
continue continue
} }
} }
if i++; g.rnd(i) == 0 { if i++; g.rnd(i) == 0 {
mp = Coord{Y: y, X: x} mp = Coord{Y: y, X: x}
} }
} }
} }
} }
if i == 0 { if i == 0 {
g.msg("you hear a faint cry of anguish in the distance") g.msg("you hear a faint cry of anguish in the distance")
} else { } else {
@@ -126,10 +143,11 @@ func (g *RogueGame) readScroll() {
g.msg("oh, now this scroll has a map on it") g.msg("oh, now this scroll has a map on it")
// take all the things we want to keep hidden out of the window // take all the things we want to keep hidden out of the window
for y := 1; y < NumLines-1; y++ { for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ { for x := range NumCols {
pp := g.Level.At(y, x) pp := g.Level.At(y, x)
ch := pp.Ch ch := pp.Ch
pass := false pass := false
switch ch { switch ch {
case Door, Stairs: case Door, Stairs:
case '-', '|': case '-', '|':
@@ -168,13 +186,17 @@ func (g *RogueGame) readScroll() {
ch = ' ' ch = ' '
} }
} }
if pass { if pass {
if !pp.Flags.Has(FReal) { if !pp.Flags.Has(FReal) {
pp.Ch = Passage pp.Ch = Passage
} }
pp.Flags.Set(FSeen | FReal) pp.Flags.Set(FSeen | FReal)
ch = Passage ch = Passage
} }
if ch != ' ' { if ch != ' ' {
if tp := pp.Monst; tp != nil { if tp := pp.Monst; tp != nil {
tp.OldCh = ch tp.OldCh = ch
@@ -190,13 +212,17 @@ func (g *RogueGame) readScroll() {
case ScrollFoodDetection: case ScrollFoodDetection:
// Food detection // Food detection
found := false found := false
g.scr.Hw.Clear() g.scr.Hw.Clear()
for _, fo := range g.Level.Objects { for _, fo := range g.Level.Objects {
if fo.Kind == KindFood { if fo.Kind == KindFood {
found = true found = true
g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food) g.scr.Hw.MvAddCh(fo.Pos.Y, fo.Pos.X, Food)
} }
} }
if found { if found {
g.Items.Scrolls[ScrollFoodDetection].Know = true g.Items.Scrolls[ScrollFoodDetection].Know = true
g.showWin("Your nose tingles and you smell food.--More--") g.showWin("Your nose tingles and you smell food.--More--")
@@ -206,7 +232,9 @@ func (g *RogueGame) readScroll() {
case ScrollTeleportation: case ScrollTeleportation:
// Scroll of teleportation: make him disappear and reappear // Scroll of teleportation: make him disappear and reappear
curRoom := p.Room curRoom := p.Room
g.teleport() g.teleport()
if curRoom != p.Room { if curRoom != p.Room {
g.Items.Scrolls[ScrollTeleportation].Know = true g.Items.Scrolls[ScrollTeleportation].Know = true
} }
@@ -215,11 +243,13 @@ func (g *RogueGame) readScroll() {
g.msg("you feel a strange sense of loss") g.msg("you feel a strange sense of loss")
} else { } else {
p.CurWeapon.Flags.Clear(Cursed) p.CurWeapon.Flags.Clear(Cursed)
if g.rnd(2) == 0 { if g.rnd(2) == 0 {
p.CurWeapon.HPlus++ p.CurWeapon.HPlus++
} else { } else {
p.CurWeapon.DPlus++ p.CurWeapon.DPlus++
} }
g.msg("your %s glows %s for a moment", g.msg("your %s glows %s for a moment",
g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue")) g.Items.Weapons[p.CurWeapon.Which].Name, g.pickColor("blue"))
} }
@@ -248,6 +278,7 @@ func (g *RogueGame) readScroll() {
g.msg("you feel a strange sense of loss") g.msg("you feel a strange sense of loss")
} }
} }
g.look(true) // put the result of the scroll on the screen g.look(true) // put the result of the scroll on the screen
g.status() g.status()

View File

@@ -7,19 +7,25 @@ import "fmt"
// doZap performs a zap with a wand (sticks.c do_zap). // doZap performs a zap with a wand (sticks.c do_zap).
func (g *RogueGame) doZap() { func (g *RogueGame) doZap() {
p := &g.Player p := &g.Player
obj := g.getItem("zap with", KindWand) obj := g.getItem("zap with", KindWand)
if obj == nil { if obj == nil {
return return
} }
if obj.Kind != KindWand { if obj.Kind != KindWand {
g.After = false g.After = false
g.msg("you can't zap with that!") g.msg("you can't zap with that!")
return return
} }
if obj.Charges == 0 { if obj.Charges == 0 {
g.msg("nothing happens") g.msg("nothing happens")
return return
} }
switch obj.WandKind() { switch obj.WandKind() {
case WandLight: case WandLight:
// Reddy Kilowatt wand. Light up the room // Reddy Kilowatt wand. Light up the room
@@ -30,10 +36,12 @@ func (g *RogueGame) doZap() {
p.Room.Flags.Clear(Dark) p.Room.Flags.Clear(Dark)
// Light the room and put the player back up // Light the room and put the player back up
g.enterRoom(p.Pos) g.enterRoom(p.Pos)
g.addmsg("the room is lit") g.addmsgf("the room is lit")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" by a shimmering %s light", g.pickColor("blue")) g.addmsgf(" by a shimmering %s light", g.pickColor("blue"))
} }
g.endmsg() g.endmsg()
} }
case WandDrainLife: case WandDrainLife:
@@ -42,42 +50,53 @@ func (g *RogueGame) doZap() {
// passage) // passage)
if p.Stats.HP < 2 { if p.Stats.HP < 2 {
g.msg("you are too weak to use it") g.msg("you are too weak to use it")
return return
} }
g.drain() g.drain()
case WandInvisibility, WandPolymorph, WandTeleportAway, WandTeleportTo, WandCancellation: case WandInvisibility, WandPolymorph, WandTeleportAway, WandTeleportTo, WandCancellation:
y := p.Pos.Y y := p.Pos.Y
x := p.Pos.X x := p.Pos.X
for stepOk(g.Level.VisibleChar(y, x)) { for stepOk(g.Level.VisibleChar(y, x)) {
y += g.Delta.Y y += g.Delta.Y
x += g.Delta.X x += g.Delta.X
} }
if tp := g.Level.MonsterAt(y, x); tp != nil { if tp := g.Level.MonsterAt(y, x); tp != nil {
monster := tp.Type monster := tp.Type
if monster == 'F' { if monster == 'F' {
p.Flags.Clear(Held) p.Flags.Clear(Held)
} }
switch obj.WandKind() { switch obj.WandKind() {
case WandInvisibility: case WandInvisibility:
tp.Flags.Set(Invisible) tp.Flags.Set(Invisible)
if g.cansee(y, x) { if g.cansee(y, x) {
g.mvaddch(y, x, tp.OldCh) g.mvaddch(y, x, tp.OldCh)
} }
case WandPolymorph: case WandPolymorph:
pp := tp.Pack pp := tp.Pack
detachMon(&g.Level.Monsters, tp) detachMon(&g.Level.Monsters, tp)
if g.seeMonst(tp) { if g.seeMonst(tp) {
g.mvaddch(y, x, g.Level.Char(y, x)) g.mvaddch(y, x, g.Level.Char(y, x))
} }
oldch := tp.OldCh oldch := tp.OldCh
g.Delta.Y = y g.Delta.Y = y
g.Delta.X = x g.Delta.X = x
monster = byte(g.rnd(26) + 'A') monster = g.randomMonsterLetter()
g.newMonster(tp, monster, g.Delta) g.newMonster(tp, monster, g.Delta)
if g.seeMonst(tp) { if g.seeMonst(tp) {
g.mvaddch(y, x, monster) g.mvaddch(y, x, monster)
} }
tp.OldCh = oldch tp.OldCh = oldch
tp.Pack = pp tp.Pack = pp
if g.seeMonst(tp) { if g.seeMonst(tp) {
g.Items.Sticks[WandPolymorph].Know = true g.Items.Sticks[WandPolymorph].Know = true
@@ -85,15 +104,17 @@ func (g *RogueGame) doZap() {
case WandCancellation: case WandCancellation:
tp.Flags.Set(Cancelled) tp.Flags.Set(Cancelled)
tp.Flags.Clear(Invisible | CanConfuse) tp.Flags.Clear(Invisible | CanConfuse)
tp.Disguise = tp.Type tp.Disguise = tp.Type
if g.seeMonst(tp) { if g.seeMonst(tp) {
g.mvaddch(y, x, tp.Disguise) g.mvaddch(y, x, tp.Disguise)
} }
case WandTeleportAway, WandTeleportTo: case WandTeleportAway, WandTeleportTo:
var newPos Coord var newPos Coord
if obj.WandKind() == WandTeleportAway { if obj.WandKind() == WandTeleportAway {
for { for {
newPos, _ = g.findFloor(nil, 0, true) newPos, _ = g.findFloor(true)
if newPos != p.Pos { if newPos != p.Pos {
break break
} }
@@ -102,6 +123,7 @@ func (g *RogueGame) doZap() {
newPos.Y = p.Pos.Y + g.Delta.Y newPos.Y = p.Pos.Y + g.Delta.Y
newPos.X = p.Pos.X + g.Delta.X newPos.X = p.Pos.X + g.Delta.X
} }
tp.Dest = &p.Pos tp.Dest = &p.Pos
tp.Flags.Set(Awake) tp.Flags.Set(Awake)
g.relocate(tp, newPos) g.relocate(tp, newPos)
@@ -114,26 +136,31 @@ func (g *RogueGame) doZap() {
bolt.HurlDmg = dice("1x4") bolt.HurlDmg = dice("1x4")
bolt.HPlus = 100 bolt.HPlus = 100
bolt.DPlus = 1 bolt.DPlus = 1
bolt.Flags = Missile bolt.Flags = Missile
if p.CurWeapon != nil { if p.CurWeapon != nil {
bolt.Launch = WeaponKind(p.CurWeapon.Which) bolt.Launch = WeaponKind(p.CurWeapon.Which)
} }
g.doMotion(bolt, g.Delta.Y, g.Delta.X) g.doMotion(bolt, g.Delta.Y, g.Delta.X)
if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil && if tp := g.Level.MonsterAt(bolt.Pos.Y, bolt.Pos.X); tp != nil &&
!g.saveThrow(VsMagic, &tp.Stats) { !g.saveThrow(VsMagic, &tp.Stats) {
g.hitMonster(bolt.Pos, bolt) g.hitMonster(bolt.Pos, bolt)
} else if g.Options.Terse { } else if g.Options.Terse {
g.msg("missle vanishes") g.msg("missle vanishes") //nolint:misspell // C's spelling, kept faithfully
} else { } else {
g.msg("the missle vanishes with a puff of smoke") g.msg("the missle vanishes with a puff of smoke") //nolint:misspell // C's spelling
} }
case WandHasteMonster, WandSlowMonster: case WandHasteMonster, WandSlowMonster:
y := p.Pos.Y y := p.Pos.Y
x := p.Pos.X x := p.Pos.X
for stepOk(g.Level.VisibleChar(y, x)) { for stepOk(g.Level.VisibleChar(y, x)) {
y += g.Delta.Y y += g.Delta.Y
x += g.Delta.X x += g.Delta.X
} }
if tp := g.Level.MonsterAt(y, x); tp != nil { if tp := g.Level.MonsterAt(y, x); tp != nil {
if obj.WandKind() == WandHasteMonster { if obj.WandKind() == WandHasteMonster {
if tp.On(Slowed) { if tp.On(Slowed) {
@@ -147,14 +174,17 @@ func (g *RogueGame) doZap() {
} else { } else {
tp.Flags.Set(Slowed) tp.Flags.Set(Slowed)
} }
tp.Turn = true tp.Turn = true
} }
g.Delta.Y = y g.Delta.Y = y
g.Delta.X = x g.Delta.X = x
g.runto(g.Delta) g.runto(g.Delta)
} }
case WandLightning, WandFire, WandCold: case WandLightning, WandFire, WandCold:
var name string var name string
switch obj.WandKind() { switch obj.WandKind() {
case WandLightning: case WandLightning:
name = "bolt" name = "bolt"
@@ -163,10 +193,12 @@ func (g *RogueGame) doZap() {
default: default:
name = "ice" name = "ice"
} }
g.fireBolt(p.Pos, &g.Delta, name) g.fireBolt(p.Pos, &g.Delta, name)
g.Items.Sticks[obj.Which].Know = true g.Items.Sticks[obj.Which].Know = true
case WandNothing: case WandNothing:
} }
obj.Charges-- obj.Charges--
} }
@@ -178,8 +210,11 @@ func (g *RogueGame) drain() {
if g.Level.Char(p.Pos.Y, p.Pos.X) == Door { if g.Level.Char(p.Pos.Y, p.Pos.X) == Door {
corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPassNum] corp = &g.Level.Passages[*g.Level.FlagsAt(p.Pos.Y, p.Pos.X)&FPassNum]
} }
inpass := p.Room.Flags.Has(Gone) inpass := p.Room.Flags.Has(Gone)
var drainee []*Monster var drainee []*Monster
for _, mp := range g.Level.Monsters { for _, mp := range g.Level.Monsters {
if mp.Room == p.Room || mp.Room == corp || if mp.Room == p.Room || mp.Room == corp ||
(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door && (inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
@@ -187,11 +222,14 @@ func (g *RogueGame) drain() {
drainee = append(drainee, mp) drainee = append(drainee, mp)
} }
} }
cnt := len(drainee) cnt := len(drainee)
if cnt == 0 { if cnt == 0 {
g.msg("you have a tingling feeling") g.msg("you have a tingling feeling")
return return
} }
p.Stats.HP /= 2 p.Stats.HP /= 2
cnt = p.Stats.HP / cnt cnt = p.Stats.HP / cnt
// Now zot all of the monsters // Now zot all of the monsters
@@ -217,7 +255,9 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
bolt.HPlus = 100 bolt.HPlus = 100
bolt.DPlus = 0 bolt.DPlus = 0
g.Items.Weapons[WeaponFlame].Name = name g.Items.Weapons[WeaponFlame].Name = name
var dirch byte var dirch byte
switch dir.Y + dir.X { switch dir.Y + dir.X {
case 0: case 0:
dirch = '/' dirch = '/'
@@ -230,10 +270,12 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
case 2, -2: case 2, -2:
dirch = '\\' dirch = '\\'
} }
pos := start pos := start
hitHero := !fromHero hitHero := !fromHero
used := false used := false
changed := false changed := false
var spotpos []Coord var spotpos []Coord
for len(spotpos) < BoltLength && !used { for len(spotpos) < BoltLength && !used {
pos.Y += dir.Y pos.Y += dir.Y
@@ -241,6 +283,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
spotpos = append(spotpos, pos) spotpos = append(spotpos, pos)
ch := g.Level.VisibleChar(pos.Y, pos.X) ch := g.Level.VisibleChar(pos.Y, pos.X)
bounce := false bounce := false
switch ch { switch ch {
case Door: case Door:
// this code is necessary if the hero is on a door and he // this code is necessary if the hero is on a door and he
@@ -252,29 +295,38 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
case '|', '-', ' ': case '|', '-', ' ':
bounce = true bounce = true
} }
if bounce { if bounce {
if !changed { if !changed {
hitHero = !hitHero hitHero = !hitHero
} }
changed = false changed = false
dir.Y = -dir.Y dir.Y = -dir.Y
dir.X = -dir.X dir.X = -dir.X
spotpos = spotpos[:len(spotpos)-1] spotpos = spotpos[:len(spotpos)-1]
g.msg("the %s bounces", name) g.msg("the %s bounces", name)
continue continue
} }
if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil { if tp := g.Level.MonsterAt(pos.Y, pos.X); !hitHero && tp != nil {
hitHero = true hitHero = true
changed = !changed changed = !changed
tp.OldCh = g.Level.Char(pos.Y, pos.X) tp.OldCh = g.Level.Char(pos.Y, pos.X)
if !g.saveThrow(VsMagic, &tp.Stats) { if !g.saveThrow(VsMagic, &tp.Stats) {
bolt.Pos = pos bolt.Pos = pos
used = true used = true
if tp.Type == 'D' && name == "flame" { if tp.Type == 'D' && name == "flame" {
g.addmsg("the flame bounces") g.addmsgf("the flame bounces")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" off the dragon") g.addmsgf(" off the dragon")
} }
g.endmsg() g.endmsg()
} else { } else {
g.hitMonster(pos, bolt) g.hitMonster(pos, bolt)
@@ -283,6 +335,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
if fromHero { if fromHero {
g.runto(pos) g.runto(pos)
} }
if g.Options.Terse { if g.Options.Terse {
g.msg("%s misses", name) g.msg("%s misses", name)
} else { } else {
@@ -292,6 +345,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
} else if hitHero && pos == p.Pos { } else if hitHero && pos == p.Pos {
hitHero = false hitHero = false
changed = !changed changed = !changed
if !g.save(VsMagic) { if !g.save(VsMagic) {
if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 { if p.Stats.HP -= g.roll(6, 6); p.Stats.HP <= 0 {
if fromHero { if fromHero {
@@ -300,7 +354,9 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
g.death(g.Level.MonsterAt(start.Y, start.X).Type) g.death(g.Level.MonsterAt(start.Y, start.X).Type)
} }
} }
used = true used = true
if g.Options.Terse { if g.Options.Terse {
g.msg("the %s hits", name) g.msg("the %s hits", name)
} else { } else {
@@ -310,6 +366,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
g.msg("the %s whizzes by you", name) g.msg("the %s whizzes by you", name)
} }
} }
g.mvaddch(pos.Y, pos.X, dirch) g.mvaddch(pos.Y, pos.X, dirch)
g.refresh() g.refresh()
} }
@@ -326,6 +383,7 @@ func (g *RogueGame) fixStick(cur *Object) {
} else { } else {
cur.Damage = dice("1x1") cur.Damage = dice("1x1")
} }
cur.HurlDmg = dice("1x1") cur.HurlDmg = dice("1x1")
switch cur.WandKind() { switch cur.WandKind() {
@@ -342,8 +400,10 @@ func chargeStr(g *RogueGame, obj *Object) string {
if !obj.Flags.Has(Known) { if !obj.Flags.Has(Known) {
return "" return ""
} }
if g.Options.Terse { 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)
} }

View File

@@ -206,7 +206,7 @@ var sylls = []string{
"prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa",
"san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik", "san", "sat", "sef", "seh", "shu", "ski", "sna", "sne", "snik",
"sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem", "sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem",
"ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un", "there", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un",
"uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg", "uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg",
"wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim", "wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zeb", "zim",
"zok", "zon", "zum", "zok", "zon", "zum",

View File

@@ -9,8 +9,10 @@ func TestProbabilitiesSumTo100(t *testing.T) {
for _, oi := range info { for _, oi := range info {
s += oi.Prob s += oi.Prob
} }
return s return s
} }
tables := map[string][]ObjInfo{ tables := map[string][]ObjInfo{
"things": baseThings[:], "things": baseThings[:],
"potions": basePotInfo[:], "potions": basePotInfo[:],
@@ -29,10 +31,12 @@ func TestProbabilitiesSumTo100(t *testing.T) {
func TestInitProbsCumulative(t *testing.T) { func TestInitProbsCumulative(t *testing.T) {
g := NewGame(Config{Seed: 1}) g := NewGame(Config{Seed: 1})
last := g.Items.Potions[NumPotionTypes-1].Prob last := g.Items.Potions[NumPotionTypes-1].Prob
if last != 100 { if last != 100 {
t.Errorf("cumulative potion probability ends at %d, want 100", last) t.Errorf("cumulative potion probability ends at %d, want 100", last)
} }
for i := PotionKind(1); i < NumPotionTypes; i++ { for i := PotionKind(1); i < NumPotionTypes; i++ {
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob { if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
t.Errorf("potion probs not nondecreasing at %d", i) t.Errorf("potion probs not nondecreasing at %d", i)
@@ -43,27 +47,34 @@ func TestInitProbsCumulative(t *testing.T) {
func TestNewGameRandomizesAppearances(t *testing.T) { func TestNewGameRandomizesAppearances(t *testing.T) {
g := NewGame(Config{Seed: 12345}) g := NewGame(Config{Seed: 12345})
seen := map[string]bool{} seen := map[string]bool{}
for i, c := range g.Items.PotColors { for i, c := range g.Items.PotColors {
if c == "" { if c == "" {
t.Fatalf("potion %d has no color", i) t.Fatalf("potion %d has no color", i)
} }
if seen[c] { if seen[c] {
t.Errorf("potion color %q assigned twice", c) t.Errorf("potion color %q assigned twice", c)
} }
seen[c] = true seen[c] = true
} }
for i, n := range g.Items.ScrNames { for i, n := range g.Items.ScrNames {
if n == "" { if n == "" {
t.Fatalf("scroll %d has no name", i) t.Fatalf("scroll %d has no name", i)
} }
if len(n) > MaxNameLen+1 { if len(n) > MaxNameLen+1 {
t.Errorf("scroll name %q longer than C buffer allows", n) t.Errorf("scroll name %q longer than C buffer allows", n)
} }
} }
for i := range g.Items.WandType { for i := range g.Items.WandType {
if g.Items.WandType[i] != "wand" && g.Items.WandType[i] != "staff" { if g.Items.WandType[i] != "wand" && g.Items.WandType[i] != "staff" {
t.Errorf("stick %d has type %q", i, g.Items.WandType[i]) t.Errorf("stick %d has type %q", i, g.Items.WandType[i])
} }
if g.Items.WandMade[i] == "" { if g.Items.WandMade[i] == "" {
t.Errorf("stick %d has no material", i) t.Errorf("stick %d has no material", i)
} }
@@ -80,6 +91,7 @@ func TestMonsterTable(t *testing.T) {
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" { if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
t.Error("monster table order broken") t.Error("monster table order broken")
} }
if monsterTable['D'-'A'].Name != "dragon" { if monsterTable['D'-'A'].Name != "dragon" {
t.Error("letter indexing broken") t.Error("letter indexing broken")
} }

View File

@@ -15,11 +15,14 @@ func (t *testTerm) ReadChar() byte {
if t.pos < len(t.input) { if t.pos < len(t.input) {
c := t.input[t.pos] c := t.input[t.pos]
t.pos++ t.pos++
return c return c
} }
t.tick++ t.tick++
if t.tick%2 == 0 { if t.tick%2 == 0 {
return '\n' return '\n'
} }
return ' ' return ' '
} }

View File

@@ -11,8 +11,10 @@ import (
// (things.c inv_name). // (things.c inv_name).
func (g *RogueGame) invName(obj *Object, drop bool) string { func (g *RogueGame) invName(obj *Object, drop bool) string {
var pb strings.Builder var pb strings.Builder
which := obj.Which which := obj.Which
it := &g.Items it := &g.Items
switch obj.Kind { switch obj.Kind {
case KindPotion: case KindPotion:
g.nameit(&pb, obj, "potion", it.PotColors[which], &it.Potions[which], nullstr) g.nameit(&pb, obj, "potion", it.PotColors[which], &it.Potions[which], nullstr)
@@ -26,12 +28,15 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
} else { } else {
fmt.Fprintf(&pb, "%d scrolls ", obj.Count) fmt.Fprintf(&pb, "%d scrolls ", obj.Count)
} }
op := &it.Scrolls[which] op := &it.Scrolls[which]
if op.Know {
switch {
case op.Know:
fmt.Fprintf(&pb, "of %s", op.Name) fmt.Fprintf(&pb, "of %s", op.Name)
} else if op.Guess != "" { case op.Guess != "":
fmt.Fprintf(&pb, "called %s", op.Guess) fmt.Fprintf(&pb, "called %s", op.Guess)
} else { default:
fmt.Fprintf(&pb, "titled '%s'", it.ScrNames[which]) fmt.Fprintf(&pb, "titled '%s'", it.ScrNames[which])
} }
case KindFood: case KindFood:
@@ -50,19 +55,23 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
} }
case KindWeapon: case KindWeapon:
sp := it.Weapons[which].Name sp := it.Weapons[which].Name
if obj.Count > 1 { if obj.Count > 1 {
fmt.Fprintf(&pb, "%d ", obj.Count) fmt.Fprintf(&pb, "%d ", obj.Count)
} else { } else {
fmt.Fprintf(&pb, "A%s ", vowelstr(sp)) fmt.Fprintf(&pb, "A%s ", vowelstr(sp))
} }
if obj.Flags.Has(Known) { if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s", num(obj.HPlus, obj.DPlus, Weapon), sp) fmt.Fprintf(&pb, "%s %s", num(obj.HPlus, obj.DPlus, Weapon), sp)
} else { } else {
pb.WriteString(sp) pb.WriteString(sp)
} }
if obj.Count > 1 { if obj.Count > 1 {
pb.WriteString("s") pb.WriteString("s")
} }
if obj.Label != "" { if obj.Label != "" {
fmt.Fprintf(&pb, " called %s", obj.Label) fmt.Fprintf(&pb, " called %s", obj.Label)
} }
@@ -70,13 +79,16 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
sp := it.Armors[which].Name sp := it.Armors[which].Name
if obj.Flags.Has(Known) { if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp) fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
if !g.Options.Terse { if !g.Options.Terse {
pb.WriteString("protection ") pb.WriteString("protection ")
} }
fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass) fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass)
} else { } else {
pb.WriteString(sp) pb.WriteString(sp)
} }
if obj.Label != "" { if obj.Label != "" {
fmt.Fprintf(&pb, " called %s", obj.Label) fmt.Fprintf(&pb, " called %s", obj.Label)
} }
@@ -87,20 +99,25 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
} }
out := pb.String() out := pb.String()
if g.InvDescribe { if g.InvDescribe {
p := &g.Player p := &g.Player
if obj == p.CurArmor { if obj == p.CurArmor {
out += " (being worn)" out += " (being worn)"
} }
if obj == p.CurWeapon { if obj == p.CurWeapon {
out += " (weapon in hand)" out += " (weapon in hand)"
} }
if obj == p.CurRing[Left] {
switch obj {
case p.CurRing[Left]:
out += " (on left hand)" out += " (on left hand)"
} else if obj == p.CurRing[Right] { case p.CurRing[Right]:
out += " (on right hand)" out += " (on right hand)"
} }
} }
if out != "" { if out != "" {
if drop && isUpper(out[0]) { if drop && isUpper(out[0]) {
out = string(toLower(out[0])) + out[1:] out = string(toLower(out[0])) + out[1:]
@@ -108,6 +125,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
out = string(toUpper(out[0])) + out[1:] out = string(toUpper(out[0])) + out[1:]
} }
} }
return out return out
} }
@@ -115,28 +133,35 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
// leavePack/detach vocabulary collision). // leavePack/detach vocabulary collision).
func (g *RogueGame) dropIt() { func (g *RogueGame) dropIt() {
p := &g.Player p := &g.Player
ch := g.Level.Char(p.Pos.Y, p.Pos.X) ch := g.Level.Char(p.Pos.Y, p.Pos.X)
if ch != Floor && ch != Passage { if ch != Floor && ch != Passage {
g.After = false g.After = false
g.msg("there is something there already") g.msg("there is something there already")
return return
} }
obj := g.getItem("drop", KindNone) obj := g.getItem("drop", KindNone)
if obj == nil { if obj == nil {
return return
} }
if !g.dropCheck(obj) { if !g.dropCheck(obj) {
return return
} }
obj = g.leavePack(obj, true, !obj.Kind.MergesInPack()) obj = g.leavePack(obj, true, !obj.Kind.MergesInPack())
// Link it into the level object list // Link it into the level object list
attachObj(&g.Level.Objects, obj) attachObj(&g.Level.Objects, obj)
g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Kind.Glyph()) g.Level.SetChar(p.Pos.Y, p.Pos.X, obj.Kind.Glyph())
g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Set(FDropped) g.Level.FlagsAt(p.Pos.Y, p.Pos.X).Set(FDropped)
obj.Pos = p.Pos obj.Pos = p.Pos
if obj.Kind == KindAmulet { if obj.Kind == KindAmulet {
g.HasAmulet = false g.HasAmulet = false
} }
g.msg("dropped %s", g.invName(obj, true)) g.msg("dropped %s", g.invName(obj, true))
} }
@@ -146,26 +171,34 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
if obj == nil { if obj == nil {
return true return true
} }
p := &g.Player p := &g.Player
if obj != p.CurArmor && obj != p.CurWeapon && if obj != p.CurArmor && obj != p.CurWeapon &&
obj != p.CurRing[Left] && obj != p.CurRing[Right] { obj != p.CurRing[Left] && obj != p.CurRing[Right] {
return true return true
} }
if obj.Flags.Has(Cursed) { if obj.Flags.Has(Cursed) {
g.msg("you can't. It appears to be cursed") g.msg("you can't. It appears to be cursed")
return false return false
} }
if obj == p.CurWeapon {
switch obj {
case p.CurWeapon:
p.CurWeapon = nil p.CurWeapon = nil
} else if obj == p.CurArmor { case p.CurArmor:
g.wasteTime() g.wasteTime()
p.CurArmor = nil p.CurArmor = nil
} else { default:
hand := Right hand := Right
if obj == p.CurRing[Left] { if obj == p.CurRing[Left] {
hand = Left hand = Left
} }
p.CurRing[hand] = nil p.CurRing[hand] = nil
switch obj.RingKind() { switch obj.RingKind() {
case RingAddStrength: case RingAddStrength:
g.chgStr(-obj.Bonus) g.chgStr(-obj.Bonus)
@@ -174,6 +207,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
g.Extinguish(DUnsee) g.Extinguish(DUnsee)
} }
} }
return true return true
} }
@@ -193,6 +227,7 @@ func (g *RogueGame) newThing() *Object {
} else { } else {
kind = pickOne(g, g.Items.Things[:]) kind = pickOne(g, g.Items.Things[:])
} }
switch kind { switch kind {
case 0: case 0:
cur.Kind = KindPotion cur.Kind = KindPotion
@@ -202,6 +237,7 @@ func (g *RogueGame) newThing() *Object {
cur.Which = pickOne(g, g.Items.Scrolls[:]) cur.Which = pickOne(g, g.Items.Scrolls[:])
case 2: case 2:
cur.Kind = KindFood cur.Kind = KindFood
g.Player.NoFood = 0 g.Player.NoFood = 0
if g.rnd(10) != 0 { if g.rnd(10) != 0 {
cur.Which = 0 cur.Which = 0
@@ -210,6 +246,7 @@ func (g *RogueGame) newThing() *Object {
} }
case 3: case 3:
g.initWeapon(cur, WeaponKind(pickOne(g, g.Items.Weapons[:NumWeaponTypes]))) g.initWeapon(cur, WeaponKind(pickOne(g, g.Items.Weapons[:NumWeaponTypes])))
if r := g.rnd(100); r < 10 { if r := g.rnd(100); r < 10 {
cur.Flags.Set(Cursed) cur.Flags.Set(Cursed)
cur.HPlus -= g.rnd(3) + 1 cur.HPlus -= g.rnd(3) + 1
@@ -219,6 +256,7 @@ func (g *RogueGame) newThing() *Object {
case 4: case 4:
cur.Kind = KindArmor cur.Kind = KindArmor
cur.Which = pickOne(g, g.Items.Armors[:]) cur.Which = pickOne(g, g.Items.Armors[:])
cur.ArmorClass = aClass[cur.Which] cur.ArmorClass = aClass[cur.Which]
if r := g.rnd(100); r < 20 { if r := g.rnd(100); r < 20 {
cur.Flags.Set(Cursed) cur.Flags.Set(Cursed)
@@ -228,6 +266,7 @@ func (g *RogueGame) newThing() *Object {
} }
case 5: case 5:
cur.Kind = KindRing cur.Kind = KindRing
cur.Which = pickOne(g, g.Items.Rings[:]) cur.Which = pickOne(g, g.Items.Rings[:])
switch cur.RingKind() { switch cur.RingKind() {
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage: case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
@@ -243,6 +282,7 @@ func (g *RogueGame) newThing() *Object {
cur.Which = pickOne(g, g.Items.Sticks[:]) cur.Which = pickOne(g, g.Items.Sticks[:])
g.fixStick(cur) g.fixStick(cur)
} }
return cur return cur
} }
@@ -255,6 +295,7 @@ func pickOne(g *RogueGame, info []ObjInfo) int {
return idx return idx
} }
} }
return 0 // bad pick_one: C resets to the start of the table return 0 // bad pick_one: C resets to the start of the table
} }
@@ -272,20 +313,27 @@ type invPage struct {
// (things.c discovered). // (things.c discovered).
func (g *RogueGame) discovered() { func (g *RogueGame) discovered() {
var ch byte var ch byte
for { for {
discList := false discList := false
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("for ") g.addmsgf("for ")
} }
g.addmsg("what type")
g.addmsgf("what type")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" of object do you want a list") g.addmsgf(" of object do you want a list")
} }
g.msg("? (* for all)") g.msg("? (* for all)")
ch = g.readchar() ch = g.readchar()
switch ch { switch ch {
case Escape: case Escape:
g.msg("") g.msg("")
return return
case Potion, Scroll, Ring, Stick, '*': case Potion, Scroll, Ring, Stick, '*':
discList = true discList = true
@@ -297,10 +345,12 @@ func (g *RogueGame) discovered() {
Potion, Scroll, Ring, Stick) Potion, Scroll, Ring, Stick)
} }
} }
if discList { if discList {
break break
} }
} }
if ch == '*' { if ch == '*' {
g.printDisc(Potion) g.printDisc(Potion)
g.addLine("") g.addLine("")
@@ -320,6 +370,7 @@ func (g *RogueGame) discovered() {
// (things.c print_disc). // (things.c print_disc).
func (g *RogueGame) printDisc(typ byte) { func (g *RogueGame) printDisc(typ byte) {
var info []ObjInfo var info []ObjInfo
switch typ { switch typ {
case Scroll: case Scroll:
info = g.Items.Scrolls[:] info = g.Items.Scrolls[:]
@@ -330,18 +381,23 @@ func (g *RogueGame) printDisc(typ byte) {
case Stick: case Stick:
info = g.Items.Sticks[:] info = g.Items.Sticks[:]
} }
order := make([]int, len(info)) order := make([]int, len(info))
g.setOrder(order) g.setOrder(order)
obj := Object{Count: 1} obj := Object{Count: 1}
numFound := 0 numFound := 0
for i := range info { for i := range info {
if info[order[i]].Know || info[order[i]].Guess != "" { if info[order[i]].Know || info[order[i]].Guess != "" {
obj.Kind = objectKindForGlyph(typ) obj.Kind = objectKindForGlyph(typ)
obj.Which = order[i] obj.Which = order[i]
g.addLine("%s", g.invName(&obj, false)) g.addLine("%s", g.invName(&obj, false))
numFound++ numFound++
} }
} }
if numFound == 0 { if numFound == 0 {
g.addLine("%s", g.nothing(typ)) g.addLine("%s", g.nothing(typ))
} }
@@ -353,6 +409,7 @@ func (g *RogueGame) setOrder(order []int) {
for i := range order { for i := range order {
order[i] = i order[i] = i
} }
for i := len(order); i > 0; i-- { for i := len(order); i > 0; i-- {
r := g.rnd(i) r := g.rnd(i)
order[i-1], order[r] = order[r], order[i-1] order[i-1], order[r] = order[r], order[i-1]
@@ -368,6 +425,7 @@ func (g *RogueGame) addLine(format string, a ...any) int {
pg := &g.invPage pg := &g.invPage
prompt := "--Press space to continue--" prompt := "--Press space to continue--"
isFlush := format == flushSentinel isFlush := format == flushSentinel
var line string var line string
if !isFlush { if !isFlush {
line = fmt.Sprintf(format, a...) line = fmt.Sprintf(format, a...)
@@ -375,36 +433,43 @@ func (g *RogueGame) addLine(format string, a ...any) int {
if pg.lineCnt == 0 { if pg.lineCnt == 0 {
g.scr.Hw.Clear() g.scr.Hw.Clear()
if g.Options.InvType == InvSlow { if g.Options.InvType == InvSlow {
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
} }
} }
if g.Options.InvType == InvSlow { if g.Options.InvType == InvSlow {
if !isFlush && line != "" { if !isFlush && line != "" {
if g.msg("%s", line) == Escape { if g.msg("%s", line) == Escape {
return Escape return Escape
} }
} }
pg.lineCnt++ pg.lineCnt++
} else { } else {
if !pg.init { if !pg.init {
pg.maxlen = len(prompt) pg.maxlen = len(prompt)
pg.init = true pg.init = true
} }
if pg.lineCnt >= NumLines-1 || isFlush { if pg.lineCnt >= NumLines-1 || isFlush {
if g.Options.InvType == InvOver && isFlush && !pg.newpage { if g.Options.InvType == InvOver && isFlush && !pg.newpage {
// Overlay the accumulated list in a box at the top right // Overlay the accumulated list in a box at the top right
// of the screen, prompt, and restore what was beneath. // of the screen, prompt, and restore what was beneath.
g.msg("") g.msg("")
g.refresh() g.refresh()
saved := NewWindow(NumLines, NumCols) saved := NewWindow(NumLines, NumCols)
saved.CopyFrom(g.scr.Std) saved.CopyFrom(g.scr.Std)
lx := NumCols - pg.maxlen - 2 lx := NumCols - pg.maxlen - 2
for y := 0; y <= pg.lineCnt; y++ { for y := 0; y <= pg.lineCnt; y++ {
for x := 0; x <= pg.maxlen; x++ { for x := 0; x <= pg.maxlen; x++ {
g.scr.Std.MvAddCh(y, lx+x, g.scr.Hw.MvInch(y, x)) g.scr.Std.MvAddCh(y, lx+x, g.scr.Hw.MvInch(y, x))
} }
} }
g.scr.Std.MvAddStr(pg.lineCnt, lx, prompt) g.scr.Std.MvAddStr(pg.lineCnt, lx, prompt)
g.refresh() g.refresh()
g.waitFor(' ') g.waitFor(' ')
@@ -417,19 +482,24 @@ func (g *RogueGame) addLine(format string, a ...any) int {
g.scr.Hw.Clear() g.scr.Hw.Clear()
g.refresh() g.refresh()
} }
pg.newpage = true pg.newpage = true
pg.lineCnt = 0 pg.lineCnt = 0
pg.maxlen = len(prompt) pg.maxlen = len(prompt)
} }
if !isFlush && !(pg.lineCnt == 0 && line == "") {
if !isFlush && (pg.lineCnt != 0 || line != "") {
g.scr.Hw.MvAddStr(pg.lineCnt, 0, line) g.scr.Hw.MvAddStr(pg.lineCnt, 0, line)
pg.lineCnt++ pg.lineCnt++
if pg.maxlen < len(line) { if pg.maxlen < len(line) {
pg.maxlen = len(line) pg.maxlen = len(line)
} }
pg.lastLine = line pg.lastLine = line
} }
} }
return ^Escape return ^Escape
} }
@@ -447,6 +517,7 @@ func (g *RogueGame) endLine() {
g.flushLine() g.flushLine()
} }
} }
pg.lineCnt = 0 pg.lineCnt = 0
pg.newpage = false pg.newpage = false
} }
@@ -459,8 +530,10 @@ func (g *RogueGame) nothing(typ byte) string {
} else { } else {
out = "Haven't discovered anything" out = "Haven't discovered anything"
} }
if typ != '*' { if typ != '*' {
var tystr string var tystr string
switch typ { switch typ {
case Potion: case Potion:
tystr = "potion" tystr = "potion"
@@ -471,8 +544,10 @@ func (g *RogueGame) nothing(typ byte) string {
case Stick: case Stick:
tystr = "stick" tystr = "stick"
} }
out += fmt.Sprintf(" about any %ss", tystr) out += fmt.Sprintf(" about any %ss", tystr)
} }
return out return out
} }
@@ -480,20 +555,22 @@ func (g *RogueGame) nothing(typ byte) string {
// (things.c nameit). // (things.c nameit).
func (g *RogueGame) nameit(pb *strings.Builder, obj *Object, typ, which string, func (g *RogueGame) nameit(pb *strings.Builder, obj *Object, typ, which string,
op *ObjInfo, prfunc func(*RogueGame, *Object) string) { op *ObjInfo, prfunc func(*RogueGame, *Object) string) {
if op.Know || op.Guess != "" { switch {
case op.Know || op.Guess != "":
if obj.Count == 1 { if obj.Count == 1 {
fmt.Fprintf(pb, "A %s ", typ) fmt.Fprintf(pb, "A %s ", typ)
} else { } else {
fmt.Fprintf(pb, "%d %ss ", obj.Count, typ) fmt.Fprintf(pb, "%d %ss ", obj.Count, typ)
} }
if op.Know { if op.Know {
fmt.Fprintf(pb, "of %s%s(%s)", op.Name, prfunc(g, obj), which) fmt.Fprintf(pb, "of %s%s(%s)", op.Name, prfunc(g, obj), which)
} else { } else {
fmt.Fprintf(pb, "called %s%s(%s)", op.Guess, prfunc(g, obj), which) fmt.Fprintf(pb, "called %s%s(%s)", op.Guess, prfunc(g, obj), which)
} }
} else if obj.Count == 1 { case obj.Count == 1:
fmt.Fprintf(pb, "A%s %s %s", vowelstr(which), which, typ) fmt.Fprintf(pb, "A%s %s %s", vowelstr(which), which, typ)
} else { default:
fmt.Fprintf(pb, "%d %s %ss", obj.Count, which, typ) fmt.Fprintf(pb, "%d %s %ss", obj.Count, which, typ)
} }
} }
@@ -505,13 +582,17 @@ func nullstr(*RogueGame, *Object) string { return "" }
// pr_list). // pr_list).
func (g *RogueGame) prList() { func (g *RogueGame) prList() {
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("for ") g.addmsgf("for ")
} }
g.addmsg("what type")
g.addmsgf("what type")
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg(" of object do you want a list") g.addmsgf(" of object do you want a list")
} }
g.msg("? ") g.msg("? ")
ch := g.readchar() ch := g.readchar()
switch ch { switch ch {
case Potion: case Potion:
@@ -533,14 +614,17 @@ func (g *RogueGame) prList() {
// (things.c pr_spec). // (things.c pr_spec).
func (g *RogueGame) prSpec(info []ObjInfo) { func (g *RogueGame) prSpec(info []ObjInfo) {
lastprob := 0 lastprob := 0
i := byte('0') i := byte('0')
for idx := range info { for idx := range info {
if i == '9'+1 { if i == '9'+1 {
i = 'a' i = 'a'
} }
g.addLine("%c: %s (%d%%)", i, info[idx].Name, info[idx].Prob-lastprob) g.addLine("%c: %s (%d%%)", i, info[idx].Name, info[idx].Prob-lastprob)
lastprob = info[idx].Prob lastprob = info[idx].Prob
i++ i++
} }
g.endLine() g.endLine()
} }

View File

@@ -90,22 +90,29 @@ const (
VsMagic = 3 VsMagic = 3
) )
// Flags for rooms (rogue.h) // RoomFlags are the room state bits (rogue.h room flags).
type RoomFlags int16 type RoomFlags int16
// Room state bits (rogue.h ISDARK/ISGONE/ISMAZE).
const ( const (
Dark RoomFlags = 1 << iota // room is dark Dark RoomFlags = 1 << iota // room is dark
Gone // room is gone (a corridor) Gone // room is gone (a corridor)
Maze // room is a maze Maze // room is a maze
) )
func (f RoomFlags) Has(b RoomFlags) bool { return f&b != 0 } // Has reports whether any of the given bits are set.
func (f *RoomFlags) Set(b RoomFlags) { *f |= b } func (f *RoomFlags) Has(b RoomFlags) bool { return *f&b != 0 }
func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
// Flags for objects (rogue.h) // Set turns the given bits on.
func (f *RoomFlags) Set(b RoomFlags) { *f |= b }
// Clear turns the given bits off.
func (f *RoomFlags) Clear(b RoomFlags) { *f &^= b }
// ObjFlags are the object state bits (rogue.h object flags).
type ObjFlags int32 type ObjFlags int32
// Object state bits (rogue.h).
const ( const (
Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed Cursed ObjFlags = 1 << iota // ISCURSED: object is cursed
Known // ISKNOW: player knows details about the object Known // ISKNOW: player knows details about the object
@@ -115,15 +122,22 @@ const (
Protected // ISPROT: armor is permanently protected Protected // ISPROT: armor is permanently protected
) )
func (f ObjFlags) Has(b ObjFlags) bool { return f&b != 0 } // Has reports whether any of the given bits are set.
func (f *ObjFlags) Set(b ObjFlags) { *f |= b } func (f *ObjFlags) Has(b ObjFlags) bool { return *f&b != 0 }
func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
// Flags for creatures (rogue.h). The C bit collisions are deliberate and // Set turns the given bits on.
// preserved: one name of each pair applies to monsters, the other to the func (f *ObjFlags) Set(b ObjFlags) { *f |= b }
// hero, and they never coexist on one creature.
// Clear turns the given bits off.
func (f *ObjFlags) Clear(b ObjFlags) { *f &^= b }
// CreatureFlags are the creature state bits (rogue.h creature flags). The
// C bit collisions are deliberate and preserved: one name of each pair
// applies to monsters, the other to the hero, and they never coexist on
// one creature.
type CreatureFlags int32 type CreatureFlags int32
// Creature state bits (rogue.h).
const ( const (
CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse CanConfuse CreatureFlags = 0o000001 // CANHUH: creature can confuse
CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures CanSeeInvisible CreatureFlags = 0o000002 // CANSEE: creature can see invisible creatures
@@ -146,13 +160,20 @@ const (
Slowed CreatureFlags = 0o100000 // ISSLOW: creature has been slowed Slowed CreatureFlags = 0o100000 // ISSLOW: creature has been slowed
) )
func (f CreatureFlags) Has(b CreatureFlags) bool { return f&b != 0 } // Has reports whether any of the given bits are set.
func (f *CreatureFlags) Set(b CreatureFlags) { *f |= b } func (f *CreatureFlags) Has(b CreatureFlags) bool { return *f&b != 0 }
func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
// Flags for the level map (rogue.h) // Set turns the given bits on.
func (f *CreatureFlags) Set(b CreatureFlags) { *f |= b }
// Clear turns the given bits off.
func (f *CreatureFlags) Clear(b CreatureFlags) { *f &^= b }
// PlaceFlags are the per-map-cell bits (rogue.h level map flags). The low
// bits double as the passage number (FPassNum) or trap kind (FTrapMask).
type PlaceFlags uint8 type PlaceFlags uint8
// Map cell bits (rogue.h).
const ( const (
FPassage PlaceFlags = 0x80 // F_PASS: is a passageway FPassage PlaceFlags = 0x80 // F_PASS: is a passageway
FSeen PlaceFlags = 0x40 // have seen this spot before FSeen PlaceFlags = 0x40 // have seen this spot before
@@ -163,14 +184,20 @@ const (
FTrapMask PlaceFlags = 0x07 // F_TMASK: trap number mask FTrapMask PlaceFlags = 0x07 // F_TMASK: trap number mask
) )
func (f PlaceFlags) Has(b PlaceFlags) bool { return f&b != 0 } // Has reports whether any of the given bits are set.
func (f *PlaceFlags) Set(b PlaceFlags) { *f |= b } func (f *PlaceFlags) Has(b PlaceFlags) bool { return *f&b != 0 }
func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
// Set turns the given bits on.
func (f *PlaceFlags) Set(b PlaceFlags) { *f |= b }
// Clear turns the given bits off.
func (f *PlaceFlags) Clear(b PlaceFlags) { *f &^= b }
// TrapKind identifies a trap (rogue.h trap types). The kind is stored in // TrapKind identifies a trap (rogue.h trap types). The kind is stored in
// the low bits of a map cell's PlaceFlags (FTrapMask). // the low bits of a map cell's PlaceFlags (FTrapMask).
type TrapKind int type TrapKind int
// Trap kinds (rogue.h T_* constants).
const ( const (
TrapDoor TrapKind = 0 TrapDoor TrapKind = 0
TrapArrow TrapKind = 1 TrapArrow TrapKind = 1
@@ -189,6 +216,7 @@ func (t TrapKind) String() string {
if t < 0 || t >= NumTrapTypes { if t < 0 || t >= NumTrapTypes {
return "a bizarre trap" return "a bizarre trap"
} }
return trName[t] return trName[t]
} }
@@ -219,6 +247,7 @@ func (p PotionKind) String() string {
if p < 0 || p >= NumPotionTypes { if p < 0 || p >= NumPotionTypes {
return "strange potion" return "strange potion"
} }
return basePotInfo[p].Name return basePotInfo[p].Name
} }
@@ -253,6 +282,7 @@ func (s ScrollKind) String() string {
if s < 0 || s >= NumScrollTypes { if s < 0 || s >= NumScrollTypes {
return "strange scroll" return "strange scroll"
} }
return baseScrInfo[s].Name return baseScrInfo[s].Name
} }
@@ -270,15 +300,19 @@ const (
WeaponDart WeaponDart
WeaponShuriken WeaponShuriken
WeaponSpear WeaponSpear
WeaponFlame // fake entry for dragon breath (ick) WeaponFlame // fake entry for dragon breath (ick)
NumWeaponTypes = WeaponFlame
) )
// NumWeaponTypes counts the real weapons; the flame pseudo-weapon sits
// just past them in the tables (C's MAXWEAPONS == FLAME).
const NumWeaponTypes = WeaponFlame
// String returns the weapon's name ("mace", "two handed sword", ...). // String returns the weapon's name ("mace", "two handed sword", ...).
func (w WeaponKind) String() string { func (w WeaponKind) String() string {
if w < 0 || w > WeaponFlame { if w < 0 || w > WeaponFlame {
return "strange weapon" return "strange weapon"
} }
return baseWeapInfo[w].Name return baseWeapInfo[w].Name
} }
@@ -303,6 +337,7 @@ func (a ArmorKind) String() string {
if a < 0 || a >= NumArmorTypes { if a < 0 || a >= NumArmorTypes {
return "strange armor" return "strange armor"
} }
return baseArmInfo[a].Name return baseArmInfo[a].Name
} }
@@ -333,6 +368,7 @@ func (r RingKind) String() string {
if r < 0 || r >= NumRingTypes { if r < 0 || r >= NumRingTypes {
return "strange ring" return "strange ring"
} }
return baseRingInfo[r].Name return baseRingInfo[r].Name
} }
@@ -363,6 +399,7 @@ func (w WandKind) String() string {
if w < 0 || w >= NumWandTypes { if w < 0 || w >= NumWandTypes {
return "strange stick" return "strange stick"
} }
return baseWsInfo[w].Name return baseWsInfo[w].Name
} }
@@ -425,6 +462,7 @@ func CTRL(c byte) byte { return c & 0o37 }
func distance(y1, x1, y2, x2 int) int { func distance(y1, x1, y2, x2 int) int {
dx := x2 - x1 dx := x2 - x1
dy := y2 - y1 dy := y2 - y1
return dx*dx + dy*dy return dx*dx + dy*dy
} }
@@ -439,5 +477,6 @@ func sign(nm int) int {
case nm > 0: case nm > 0:
return 1 return 1
} }
return 0 return 0
} }

View File

@@ -13,9 +13,11 @@ func (g *RogueGame) missile(ydelta, xdelta int) {
if obj == nil { if obj == nil {
return return
} }
if !g.dropCheck(obj) || g.isCurrent(obj) { if !g.dropCheck(obj) || g.isCurrent(obj) {
return return
} }
obj = g.leavePack(obj, true, false) obj = g.leavePack(obj, true, false)
g.doMotion(obj, ydelta, xdelta) g.doMotion(obj, ydelta, xdelta)
// AHA! Here it has hit something. If it is a wall or a door, or if // AHA! Here it has hit something. If it is a wall or a door, or if
@@ -39,11 +41,13 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
if ch == Floor && !g.showFloor() { if ch == Floor && !g.showFloor() {
ch = ' ' ch = ' '
} }
g.mvaddch(obj.Pos.Y, obj.Pos.X, ch) g.mvaddch(obj.Pos.Y, obj.Pos.X, ch)
} }
// Get the new position // Get the new position
obj.Pos.Y += ydelta obj.Pos.Y += ydelta
obj.Pos.X += xdelta obj.Pos.X += xdelta
ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X) ch := g.Level.VisibleChar(obj.Pos.Y, obj.Pos.X)
if stepOk(ch) && ch != Door { if stepOk(ch) && ch != Door {
// It hasn't hit anything yet, so display it if it's alright. // It hasn't hit anything yet, so display it if it's alright.
@@ -51,8 +55,10 @@ func (g *RogueGame) doMotion(obj *Object, ydelta, xdelta int) {
g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph()) g.mvaddch(obj.Pos.Y, obj.Pos.X, obj.Kind.Glyph())
g.refresh() g.refresh()
} }
continue continue
} }
break break
} }
} }
@@ -62,6 +68,7 @@ func (g *RogueGame) fall(obj *Object, pr bool) {
if fpos, ok := g.fallpos(obj.Pos); ok { if fpos, ok := g.fallpos(obj.Pos); ok {
pp := g.Level.At(fpos.Y, fpos.X) pp := g.Level.At(fpos.Y, fpos.X)
pp.Ch = obj.Kind.Glyph() pp.Ch = obj.Kind.Glyph()
obj.Pos = fpos obj.Pos = fpos
if g.cansee(fpos.Y, fpos.X) { if g.cansee(fpos.Y, fpos.X) {
if pp.Monst != nil { if pp.Monst != nil {
@@ -70,14 +77,18 @@ func (g *RogueGame) fall(obj *Object, pr bool) {
g.mvaddch(fpos.Y, fpos.X, obj.Kind.Glyph()) g.mvaddch(fpos.Y, fpos.X, obj.Kind.Glyph())
} }
} }
attachObj(&g.Level.Objects, obj) attachObj(&g.Level.Objects, obj)
return return
} }
if pr { if pr {
if g.HasHit { if g.HasHit {
g.endmsg() g.endmsg()
g.HasHit = false g.HasHit = false
} }
g.msg("the %s vanishes as it hits the ground", g.msg("the %s vanishes as it hits the ground",
g.Items.Weapons[obj.Which].Name) g.Items.Weapons[obj.Which].Name)
} }
@@ -92,32 +103,43 @@ func (g *RogueGame) hitMonster(mp Coord, obj *Object) bool {
// wield pulls out a certain weapon (weapons.c wield). // wield pulls out a certain weapon (weapons.c wield).
func (g *RogueGame) wield() { func (g *RogueGame) wield() {
p := &g.Player p := &g.Player
oweapon := p.CurWeapon oweapon := p.CurWeapon
if !g.dropCheck(p.CurWeapon) { if !g.dropCheck(p.CurWeapon) {
p.CurWeapon = oweapon p.CurWeapon = oweapon
return return
} }
p.CurWeapon = oweapon p.CurWeapon = oweapon
obj := g.getItem("wield", KindWeapon) obj := g.getItem("wield", KindWeapon)
if obj == nil { if obj == nil {
g.After = false g.After = false
return return
} }
if obj.Kind == KindArmor { if obj.Kind == KindArmor {
g.msg("you can't wield armor") g.msg("you can't wield armor")
g.After = false g.After = false
return return
} }
if g.isCurrent(obj) { if g.isCurrent(obj) {
g.After = false g.After = false
return return
} }
sp := g.invName(obj, true) sp := g.invName(obj, true)
p.CurWeapon = obj p.CurWeapon = obj
if !g.Options.Terse { if !g.Options.Terse {
g.addmsg("you are now ") g.addmsgf("you are now ")
} }
g.msg("wielding %s (%c)", sp, obj.PackCh) g.msg("wielding %s (%c)", sp, obj.PackCh)
} }
@@ -149,16 +171,19 @@ func (g *RogueGame) initWeapon(weap *Object, which WeaponKind) {
weap.Launch = iwp.launch weap.Launch = iwp.launch
weap.Flags = iwp.flags weap.Flags = iwp.flags
weap.HPlus = 0 weap.HPlus = 0
weap.DPlus = 0 weap.DPlus = 0
if which == WeaponDagger {
switch {
case which == WeaponDagger:
weap.Count = g.rnd(4) + 2 weap.Count = g.rnd(4) + 2
weap.Group = g.Items.Group weap.Group = g.Items.Group
g.Items.Group++ g.Items.Group++
} else if weap.Flags.Has(Stackable) { case weap.Flags.Has(Stackable):
weap.Count = g.rnd(8) + 8 weap.Count = g.rnd(8) + 8
weap.Group = g.Items.Group weap.Group = g.Items.Group
g.Items.Group++ g.Items.Group++
} else { default:
weap.Count = 1 weap.Count = 1
weap.Group = 0 weap.Group = 0
} }
@@ -170,6 +195,7 @@ func num(n1, n2 int, typ byte) string {
if typ == Weapon { if typ == Weapon {
out += fmt.Sprintf(",%+d", n2) out += fmt.Sprintf(",%+d", n2)
} }
return out return out
} }
@@ -177,7 +203,9 @@ func num(n1, n2 int, typ byte) string {
// (weapons.c fallpos). // (weapons.c fallpos).
func (g *RogueGame) fallpos(pos Coord) (Coord, bool) { func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
var newpos Coord var newpos Coord
cnt := 0 cnt := 0
for y := pos.Y - 1; y <= pos.Y+1; y++ { for y := pos.Y - 1; y <= pos.Y+1; y++ {
for x := pos.X - 1; x <= pos.X+1; x++ { for x := pos.X - 1; x <= pos.X+1; x++ {
// check to make certain the spot is empty, if it is, put the // check to make certain the spot is empty, if it is, put the
@@ -187,6 +215,7 @@ func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
y < 0 || x < 0 { y < 0 || x < 0 {
continue continue
} }
ch := g.Level.Char(y, x) ch := g.Level.Char(y, x)
if ch == Floor || ch == Passage { if ch == Floor || ch == Passage {
if cnt++; g.rnd(cnt) == 0 { if cnt++; g.rnd(cnt) == 0 {
@@ -196,5 +225,6 @@ func (g *RogueGame) fallpos(pos Coord) (Coord, bool) {
} }
} }
} }
return newpos, cnt != 0 return newpos, cnt != 0
} }

View File

@@ -8,32 +8,40 @@ package game
// create_obj). // create_obj).
func (g *RogueGame) createObj() { func (g *RogueGame) createObj() {
obj := newObject() obj := newObject()
g.msg("type of item: ") g.msg("type of item: ")
obj.Kind = objectKindForGlyph(g.readchar()) obj.Kind = objectKindForGlyph(g.readchar())
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
g.msg("which %c do you want? (0-f)", obj.Kind.Glyph()) g.msg("which %c do you want? (0-f)", obj.Kind.Glyph())
ch := g.readchar() ch := g.readchar()
if isDigit(ch) { if isDigit(ch) {
obj.Which = int(ch - '0') obj.Which = int(ch - '0')
} else { } else {
obj.Which = int(ch-'a') + 10 obj.Which = int(ch-'a') + 10
} }
obj.Group = 0 obj.Group = 0
obj.Count = 1 obj.Count = 1
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
switch {
case obj.Kind == KindWeapon || obj.Kind == KindArmor: switch obj.Kind {
case KindWeapon, KindArmor:
g.msg("blessing? (+,-,n)") g.msg("blessing? (+,-,n)")
bless := g.readchar() bless := g.readchar()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if bless == '-' { if bless == '-' {
obj.Flags.Set(Cursed) obj.Flags.Set(Cursed)
} }
if obj.Kind == KindWeapon { if obj.Kind == KindWeapon {
g.initWeapon(obj, WeaponKind(obj.Which)) g.initWeapon(obj, WeaponKind(obj.Which))
if bless == '-' { if bless == '-' {
obj.HPlus -= g.rnd(3) + 1 obj.HPlus -= g.rnd(3) + 1
} }
if bless == '+' { if bless == '+' {
obj.HPlus += g.rnd(3) + 1 obj.HPlus += g.rnd(3) + 1
} }
@@ -42,16 +50,18 @@ func (g *RogueGame) createObj() {
if bless == '-' { if bless == '-' {
obj.ArmorClass += g.rnd(3) + 1 obj.ArmorClass += g.rnd(3) + 1
} }
if bless == '+' { if bless == '+' {
obj.ArmorClass -= g.rnd(3) + 1 obj.ArmorClass -= g.rnd(3) + 1
} }
} }
case obj.Kind == KindRing: case KindRing:
switch obj.RingKind() { switch obj.RingKind() {
case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage: case RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage:
g.msg("blessing? (+,-,n)") g.msg("blessing? (+,-,n)")
bless := g.readchar() bless := g.readchar()
g.Msgs.Mpos = 0 g.Msgs.Mpos = 0
if bless == '-' { if bless == '-' {
obj.Flags.Set(Cursed) obj.Flags.Set(Cursed)
obj.Bonus = -1 obj.Bonus = -1
@@ -61,15 +71,17 @@ func (g *RogueGame) createObj() {
case RingAggravateMonsters, RingTeleportation: case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed) obj.Flags.Set(Cursed)
} }
case obj.Kind == KindWand: case KindWand:
g.fixStick(obj) g.fixStick(obj)
case obj.Kind == KindGold: case KindGold:
g.msg("how much?") g.msg("how much?")
buf := "" buf := ""
if g.getStr(&buf, g.scr.Std) == Norm { if g.getStr(&buf, g.scr.Std) == Norm {
obj.GoldValue = cAtoi(buf) obj.GoldValue = cAtoi(buf)
} }
} }
g.addPack(obj, false) g.addPack(obj, false)
} }
@@ -77,18 +89,22 @@ func (g *RogueGame) createObj() {
func (g *RogueGame) showMap() { func (g *RogueGame) showMap() {
hw := g.scr.Hw hw := g.scr.Hw
hw.Clear() hw.Clear()
for y := 1; y < NumLines-1; y++ { for y := 1; y < NumLines-1; y++ {
for x := 0; x < NumCols; x++ { for x := range NumCols {
real := g.Level.FlagsAt(y, x).Has(FReal) isReal := g.Level.FlagsAt(y, x).Has(FReal)
if !real { if !isReal {
hw.Standout(true) hw.Standout(true)
} }
hw.MvAddCh(y, x, g.Level.Char(y, x)) hw.MvAddCh(y, x, g.Level.Char(y, x))
if !real {
if !isReal {
hw.Standout(false) hw.Standout(false)
} }
} }
} }
g.showWin("---More (level map)---") g.showWin("---More (level map)---")
} }
@@ -97,27 +113,35 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
p := &g.Player p := &g.Player
if len(p.Pack) == 0 { if len(p.Pack) == 0 {
g.msg("you don't have anything in your pack to identify") g.msg("you don't have anything in your pack to identify")
return return
} }
var obj *Object var obj *Object
for { for {
obj = g.getItem("identify", kind) obj = g.getItem("identify", kind)
if !insist { if !insist {
break break
} }
if g.NObjs == 0 { if g.NObjs == 0 {
return return
} }
if obj == nil { if obj == nil {
g.msg("you must identify something") g.msg("you must identify something")
} else if kind != KindNone && obj.Kind != kind &&
!(kind == KindRingOrStick && continue
(obj.Kind == KindRing || obj.Kind == KindWand)) {
g.msg("you must identify a %s", kind)
} else {
break
} }
if !matchesFilter(kind, obj) {
g.msg("you must identify a %s", kind)
continue
}
break
} }
if obj == nil { if obj == nil {
@@ -136,6 +160,7 @@ func (g *RogueGame) whatis(insist bool, kind ObjectKind) {
case KindRing: case KindRing:
setKnow(obj, g.Items.Rings[:]) setKnow(obj, g.Items.Rings[:])
} }
g.msg("%s", g.invName(obj, false)) g.msg("%s", g.invName(obj, false))
} }
@@ -154,15 +179,18 @@ func setKnow(obj *Object, info []ObjInfo) {
func (g *RogueGame) teleport() { func (g *RogueGame) teleport() {
p := &g.Player p := &g.Player
g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt()) g.mvaddch(p.Pos.Y, p.Pos.X, g.floorAt())
c, _ := g.findFloor(nil, 0, true)
c, _ := g.findFloor(true)
if g.roomin(c) != p.Room { if g.roomin(c) != p.Room {
g.leaveRoom(p.Pos) g.leaveRoom(p.Pos)
p.Pos = c p.Pos = c
g.enterRoom(p.Pos) g.enterRoom(p.Pos)
} else { } else {
p.Pos = c p.Pos = c
g.look(true) g.look(true)
} }
g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh) g.mvaddch(p.Pos.Y, p.Pos.X, PlayerCh)
// turn off ISHELD in case teleportation was done while fighting a // turn off ISHELD in case teleportation was done while fighting a
// Flytrap // Flytrap
@@ -171,6 +199,7 @@ func (g *RogueGame) teleport() {
p.VfHit = 0 p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0") g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
} }
g.NoMove = 0 g.NoMove = 0
g.Count = 0 g.Count = 0
g.Running = false g.Running = false

View File

@@ -5,6 +5,8 @@
package term package term
import ( import (
"context"
"errors"
"fmt" "fmt"
"os" "os"
"os/exec" "os/exec"
@@ -21,6 +23,9 @@ type Tcell struct {
last *game.Window // last rendered window, for resize redraws last *game.Window // last rendered window, for resize redraws
} }
// ErrScreenTooSmall reports a terminal below the required 80x24.
var ErrScreenTooSmall = errors.New("screen too small")
// New initializes the terminal. The screen must be at least 80x24, as the // New initializes the terminal. The screen must be at least 80x24, as the
// C game required. // C game required.
func New() (*Tcell, error) { func New() (*Tcell, error) {
@@ -28,16 +33,22 @@ func New() (*Tcell, error) {
if err != nil { if err != nil {
return nil, err return nil, err
} }
if err := s.Init(); err != nil {
return nil, err initErr := s.Init()
if initErr != nil {
return nil, initErr
} }
w, h := s.Size() w, h := s.Size()
if h < game.NumLines || w < game.NumCols { if h < game.NumLines || w < game.NumCols {
s.Fini() s.Fini()
return nil, fmt.Errorf("sorry, the screen must be at least %dx%d",
game.NumLines, game.NumCols) return nil, fmt.Errorf("sorry, %w: %dx%d required",
ErrScreenTooSmall, game.NumCols, game.NumLines)
} }
s.HideCursor() s.HideCursor()
return &Tcell{screen: s}, nil return &Tcell{screen: s}, nil
} }
@@ -49,17 +60,21 @@ func (t *Tcell) Fini() {
// Render blits a game window to the terminal (curses refresh). // Render blits a game window to the terminal (curses refresh).
func (t *Tcell) Render(w *game.Window) { func (t *Tcell) Render(w *game.Window) {
t.last = w t.last = w
rows, cols := w.Size() rows, cols := w.Size()
for y := 0; y < rows; y++ { for y := range rows {
for x := 0; x < cols; x++ { for x := range cols {
ch, standout := w.CellAt(y, x) ch, standout := w.CellAt(y, x)
style := tcell.StyleDefault style := tcell.StyleDefault
if standout { if standout {
style = style.Reverse(true) style = style.Reverse(true)
} }
t.screen.SetContent(x, y, rune(ch), nil, style) t.screen.SetContent(x, y, rune(ch), nil, style)
} }
} }
t.screen.Show() t.screen.Show()
} }
@@ -105,8 +120,9 @@ func (t *Tcell) ReadChar() byte {
return 3 return 3
default: default:
if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ { if ev.Key() >= tcell.KeyCtrlA && ev.Key() <= tcell.KeyCtrlZ {
return byte(ev.Key()) return byte(ev.Key()) //nolint:gosec // G115: 1..26 fits
} }
if r := ev.Rune(); r > 0 && r < 0x80 { if r := ev.Rune(); r > 0 && r < 0x80 {
return byte(r) return byte(r)
} }
@@ -118,18 +134,29 @@ func (t *Tcell) ReadChar() byte {
// ShellEscape suspends the screen and runs the user's shell (main.c // ShellEscape suspends the screen and runs the user's shell (main.c
// shell + md_shellescape). // shell + md_shellescape).
func (t *Tcell) ShellEscape() { func (t *Tcell) ShellEscape() {
if err := t.screen.Suspend(); err != nil { err := t.screen.Suspend()
if err != nil {
return return
} }
shell := os.Getenv("SHELL") shell := os.Getenv("SHELL")
if shell == "" { if shell == "" {
shell = "/bin/sh" shell = "/bin/sh"
} }
fmt.Println("[Entering shell; exit to return to the game]")
cmd := exec.Command(shell) _, _ = fmt.Fprintln(os.Stdout,
"[Entering shell; exit to return to the game]")
// The shell session has no deadline by design; Background context.
cmd := exec.CommandContext(context.Background(), //nolint:gosec // G204: the user's own $SHELL
shell)
cmd.Stdin = os.Stdin cmd.Stdin = os.Stdin
cmd.Stdout = os.Stdout cmd.Stdout = os.Stdout
cmd.Stderr = os.Stderr cmd.Stderr = os.Stderr
cmd.Run() _ = cmd.Run() // best effort: the shell is the user's business
t.screen.Resume()
resumeErr := t.screen.Resume()
if resumeErr != nil {
panic(resumeErr) // terminal resume failure is unrecoverable
}
} }